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Showing content with the highest reputation since 8/28/2020 in all areas

  1. 9 points
    Hey guys, you did drop down the atomic bomb of advertising! 😂 Now Project Cars 3 banners everywhere! 😫 Unrealistic, boring, disgusting. Stop this kind of campaigne NOW Give us back REAL sponsor banners, Please
  2. 8 points
    A DLC track pack containing: Mugello Nurburgring Portimao Imola Istanbul Park Bahrain Outer Circuit Would be something I think a lot of people would pay good money for. I know what you're going to say - "LICENSES" because that's what everybody from Codemasters says when the idea of new content comes up. But think about it, the amount of money you would make from releasing a track pack like this, would absolutely outway the cost of licensing these tracks for F1 2020. Considering also that this is the "official" game of the F1 2020 season, you would think the F1 parent company would be more than willing to help you make this happen. I know what you're going to say next as well - "time", well you will already have all the assets for Nurburgring, Imola and Istanbul at your disposal leftover from previous games, you already have Bahrain in the game so creating the Outer Circuit wouldn't be much of an issue, and whilst I appreciate that this sort of thing does take time, creating 2 tracks from the ground up sounds much more appealing than creating 6 doesn't it. In terms of gameplay content, in the Championships section of the game, a representative F1 2020 season would be an excellent addition, and the actual 2020 season could also be recreated in My Team and career using the shorter season options. Not to mention other game mode opportunities like having the ability to bomb around Imola in the 2004 Ferrari which is just a mouthwatering prospect! Custom F1 seasons in classic cars would be one of the first things on my list of things to do with the new tracks as well. I personally would absolutely pay £15 - £20 for a track pack like this, it would add so much to the games' longevity and make it a much more complete F1 2020 experience. Thoughts?
  3. 8 points
    And no victory emotes 😞
  4. 8 points
    We don't have the license for that car or driver, sorry 😞
  5. 7 points
    First of all, I have very little knowledge on licencing issue in F1 games and game programming in general, so I'm pretty much just brainstorming and shooting out ideas from my desperation of wanted to see more from this amazing series. I'll get straight into the points, and update stuff here whenever I come up with anything new (always good to have some dream, right?) Aug 22nd: From now on any newly updated ideas will be in RED until the next update. Livery Editor: (Updated on Sep 24th) Texture options (Matt, chrome, gloss, carbon fibre, etc) for each section of the livery individually. Methods to change rims color and texture (or even the rim model). If rim color change is possible, there should be a separate option to change color of the ring area of the rims, like the rims on the Mercedes black version livery. Number values for all the sliders for color matching purposes. Need to fix the bug where the saved liveries' color values jumping around by 1-2 randomly every time you revisit them. Ability the apply the colors groups from Livery to Team Color & Race Suit and vice versa. Ability the save colors palettes for use across all editing platforms. Different fonts and ability to change color (with outline option) for numbers. Instead of forcing players to scroll through numbers of preset to edit the one they wanted every time, once you selected a design it should be saves as a template, if you want to switch it to other preset it should be an option within that template. DO NOT Remove the designs we currently have, only add more in the future. DO NOT restrict to only having preset color palettes like some other games. Ideally, instead of just having sliders, we should implement an HTML/RGB system, with the possibility to copy/paste an HTML code for specific colors. Individual color/texture changing option for the Halo and rear view mirror as an option. Option to add/remove engine supplier logo on the car with all the edit options available as the normal decals. If the option of adding engine supplier logo as decal is possible, it should contain both logo-only & logo-with-letters version. If freely editing color of the supplier's logo is not allow, there should be at least the option to pick either Black/White & the color(s) that the supplier preferred (for example: Honda's red logo like AlphaTauri). More sponsor decal slots (Please read the details of the sponsor section from below). Apart from adding more decal slots, please also include a decal slot on the engine cover where supplier logo classically took place in real life designs, we can use this slot for the supplier's logo, but it should also act as a normal sponsor's decal slot. Ability to write your own team name with different kind of fonts to place on the car and race suit. On the livery editor section of main menu, there should be an option to tide each car livery with corresponding race suit and emblem into sets. The system we have right now is quite inconvenient because if we selected a specific livery for multiplayer use, it applies to everything else (example: livery A's stickers are applied to all characters the user created, or emblem A applied to all user created liveries and race suit) The livery customization in MyTeam mode should display all user created liveries like the one in main menu instead of just showing the livery selected for career use. Ability to share paint schemes and emblems with the community to download & vote (Likes only, to prevent abuse). More historically-inspired liveries that players could try to replicate the real design (Gulf, Martini, etc). Ability to have 360 degrees camera control when editing your character and previewing your team (So you can see the back of your character with the car). All & all sections of the colors of both liveries and race suits should be editable, some designs are basically ruined from the get go because only certain parts can be edit (like DIGITAL of car livery). Sponsor Stickers & Team Emblem (Livery Editor): (Updated on Aug 31st) Needs to be able to change color for every sticker individually. Stickers on Race Suit should be untied from the car and have individual color changing options as well. Options to add outline with color changing function. Texture options or even fully textured/colored version (with color change). Resize and distort option for team emblem. Special liveries (Racenet for example) should still be allow to have sponsor decals. Player's character: Ideally, a full-fledged character editor. Or, at least add more Eastern Asian character presets (Pretty mixed feeling to know my only option is a person with the face of a sumo wrestler...) Option to add different type of beards, and accessories like glasses on ALL preset models. More audio names (Preferably more common first names and nicknames). Ability to change design of the Hat, separate from the Race Suit. Able to add and change sizes of your number and team emblem on the suit Can they not show that much teeth when talking and laughing? My Team career: (Updated on Sep 22nd) Management aspects needs to get deeper and cover wider range of things. Things such as transportation fees, part exchange/development costs and damage cost (full-chassis replacement for example), and staff salaries should be include. Make bankruptcy a real risk, so the sponsor system and any income options could plays a much bigger role. Though, It'll be ideal if there's going to be an option to tune it down and streamline it to our current system, so players can choose how deep and difficult they actually wanna go (Carl could say: "you could let our secretaries and accountants to help you on all the hassles, so you can focus on the racing.") Instead of only having Will's interview to decide your starting progression on New Game, there can be an option to do Winter Testing, where it can be serves as a platform for the players to test drive the new car to gather data/resource point to decide which R&D department they want to focus before heading to the new season. However, skipping (or just have the option to simulate it to save time) the testing shouldn't have too much of an actual impact to the game progression, it should act more as a tool and immersion enhancement for the hardcore players. Instead of benefits taken immediately after each facility upgrade, we should implement a system where each tier of facility has a certain limited capacity of "equipment/machinery slots". Players can purchase different type of equipment that bring different benefits to each facility, but due to limited facility capacity they'll need to plan wisely, removing equipment to save up slots should cost money too. Upgrading the whole facility to higher tier will unlock more slots or more advance perks, but does not actually bring any effect until you fit new equipment into the new slots (Imagine this system being similar to putting gems into weapon in RPG). Each equipment upgrade/perk will cost different amount of slots and not just a one for one, this will force the players to do more planning, and make the whole system feel more complex and not just a linear experience. Each equipment upgrade/perk shouldn't bring benefits that are too significant, instead each of them should bring small amount of effects with some bring multiple ones, the ones with overlapped effects with other perks can be stack together to get higher benefits. Implement a performance slider or some sort to individual teams during the gameplay settings at the beginning of the season so players can adjust their starting performance & potential R&D development speed freely themselves without waiting for the game balancing patches (which usually ended in more dissatisfaction), this could create nearly unlimited replayability value. Ability for players to setup the race calendar or even weathers themselves for each season like in Gran Prix mode (or at least after season 1). More rule/gameplay options like in GP mode or even expand the selections (example: no penalty, no damage on player's car, etc). May be we could implement a more complex system of staff management, such as the responsibility of hiring technical director(s) to unlock certain part of R&D, or better marketing/media staff that unlocks more different/unique types of team events that have unique benefits such as boosting specific sponsors' relationship. The ceiling of R&D should not be too far off from what the rest of the grid could potentially reach. With the current pace of progression, player's cars get too unrealistically OP too quickly and AI teams simply have no way of catching up. The pace of Resource Points generation by facilities need a nerf or re-balance. At the current state, player's team could easily reaches the top in performance within two seasons, and the pace speedups exponentially the further you've leveled up unless the player purposely hinder the progression by not investing into the point generation facilities and perks. The amount of generations either need to be slower, or other AI teams need to be able to upgrade their own facilities much faster in order to catch up with the players (or there should be a slider in the season setting that players can use to adjust the AI progression pace). The adapting parts mechanic during rule change needs to be more complex. Instead of just having reinvesting some extra points to retain that part immediately in the next season, the action should at least have certain chances of failing, but you would only get the result when the new season starts. The areas of parts that fail will be blank out and you'll need to reinvest on the research as if you never had those parts, but the successful ones will retain the paths of parts in the R&D tree that related to them, so reinvesting wouldn't be too tedious. Another way is, instead of having the mechanics of adapting parts, once new rules are dropped, there should be an entirely new R&D tree for the department that's been hit by the new rule alongside with the one from current season. The new tree will work exactly like the normal tree where it will takes full cost of R&D points, may be with slightly shorter time if you already have that part in the old tree, and chances of failure to develop. With this players will really need to plan out how they should approach both seasons, instead of like now where there's nearly no difficulty to adapt to the new season other than just some minor inconveniences. It will also really mix up the performance a lot more. Please keep the descriptions of the part upgrades in the R&D section, I really like to read these little insight of what we did to get the improvement from the parts. Engine & Reliability R&D should be a group effort between all teams with the same power unit. Instead of having a set timetable of availability for factory parts and investing on your own in the R&D, all the teams with the same PU should be sharing and investing on the same R&D tree, when new part is available it would benefits all of them. For balancing purposes, the costs of investment for each part should be much higher in these shared R&D trees, and should be possible for multiple teams to invest on the same part (Development of said part only starts when the sum of combined invested points reach the requirement). DO NOT place a story or even mention anything like that in the game, let the players make up their own story. Jeff needs to stop repeating the same dialogues every race weekends about how important practice programs are, replace it with something like how to attack each track for specific programs, or recommendations on tire settings based on the current temperatures on track, those are actually useful to everyone. We need more than just Claire and Will for interviews (How about having Murray Walker interview you when you or your team have become very successful? The interview contents doesn't even have to be related to acclaim or morale, it's more of a reward for the players) Interview overall (both contents and the system itself) needs a major overhaul, most questions are very out-of-touch from what's actually happening (Saying I have a much better weekend this time when we just had a 1-2 finish the last race, really?). Interviewers need to be more professional (I know even in real life some of them aren't...), their questions need to stop making us feel as if we're completely ignorant about the sport. Even for actual new players that really didn't know much, the questions we have now get old almost instantly and really ruins the immersion. Less childish, cringy answers for players to select (1 out of 4 at most), and restrain from using too many exclamation marks in the players' answers (too overly react & dramatic), let the players answer like a professional, mature team owner, even if the answer options are meant to attack someone or even being an A$$, there're better way say those things instead of actually being a 13 years old. If the (cost of) animations or voicing aspects are the culprit of the lack of diversity and realism in the interviews, then may be we should just ditch the unimportant ones (Like Claire's), and replace it with unvoiced interviews and a background of the paddock area with journalists (doesn't even need to be animated). Having the interviews done professionally and with depths are way more effective at producing the immersion than what we're having that seems to only exists for the purpose of existing, in fact, they're only breaking the immersion more than anything. Instead of only having ability to unlock new answers during interview by leveling up Media Coaching perk, answers should be separate into tiers. You always get to have 4 (or more) different answers for each interview question, but each answer will have extra option to answer the same thing but in better wordings or more professional which are unlock by your perk level (but you can still choose the lower tier answers if you really wanted to). The higher tier(s) of answers could give extra benefit boost, minimize the negative effect or even just serve the purpose of making players feel like a true media star. Since car liveries are being update from time to time, may be we should implement a system where the AI teams will update their livery throughout the season if the game already (or will) have multiple livery files of said team in the game files (Like Williams and Mercedes from this year). It seems like a waste to just completely replace the old liveries after updates and not use them as enhancement for the game experience. Include real reserve drivers from each team, or even have some retired drivers like Alonso, Hulk & Button in the driver market to increase the selections of driver line-ups. Make it so that F2 drivers from certain junior program are much more likely to (or will only) join the team that supported or sponsoring them (Mick to Ferrari, Guanyu to Renault or Matsushita to teams with Honda PU for examples). If we wanna get a bit wild, let's include legendary drivers from the past like Senna & Niki into the drivers market (but only appear sometime down into the career) like some football management games out there. Of course, make it so that that's an option so players who prefer more realistic experience can just turn that feature off. We can also put some restriction to these drivers, such as only one-year contract at most with very expensive contracts, and they retire from that playthrough and such. If possible I hope we could keep Anthione Hubert. There should be more options and realistic on teammate's contract, like multiple-years contract instead of just half year. We should have more control over on picking/upgrading Teammate's perks, it could be a way to actually shows the media and the teammate him/herself that you really are investing on your staff and not just talks. This could be part of the teammate relation that effect the likelihood of them staying in your team or the next part: Team order should actually exist, and it's related to your relationship with the teammate, their acclaim level, or may be even personality. All of these will effect their likelihood to actually obey the orders, but will have negative effect(s) to their relationship with you nontheless. There can be varieties of Team orders, range from telling teammate to let you overtake, be my wingman and defend me from behind to even something like win the race for us (which in this case obviously have positive effect to their morale). Teammate's training activities need to have permanent effects, but the effects can't be too significant (still needs to balance it out for the game progression), may be an exp leveling system should be implement for each stat (Note: being able to see multiple exp bars increase feels really good, that's the feeling of progression). Age and driver's growth potential should be a stat (so growth and decline period differs from driver to driver) and should be transparent to the players (Unless there's good enough reasons to justify hiding the said stats). The current stat boost from personnel facility is too OP. Instead of straight-forward boost, they should serve as speedups of the driver's growth, where their potential max-stats could be reach earlier and delay the decline (Though they'll still max out during their peak even without the facility's boost, just faster with it). We need to re-balance the performances between F1 & F2 driver by altering their peak stats, where the starting stats of F1 drivers are already near their peak, while F2 drivers are still far off from that but will eventually reaches similar level as F1 drivers if you train them. With the facility boost model mentioned above, it'll make investing on F2 drivers much more worthy of an option than it is now. If you completed a season of either F2 or F1 driver's career, the interviews should be different if you use that character to start a team in My Team mode on the first season (at least). Calendar progression needs to be more controllable instead of forcing the players to really focus on just pausing at the right day. Players need to to have more influences over Teammates's perks and cars, ability replacing their power unit's components and gearbox, purchase perks, even if they cost money or resources (I actually prefer ordering & replacing parts will cost money for both of you). For immersion purposes, anything that mention the year 2020 should be either replace or delete after the first season. In career and MyTeam mode, other driver's helmet with manufacturer or team logo on the design should be either replace by those corresponding to their new team or just delete it from the design if they switched team. Longer team name. Sponsors (My Team): Ability to sign more sponsors (There can be a new category of "minor sponsors" that provide small but additional incomes or benefits), this also means more sponsor decal slots for the livery. Add some level of background to at least the main sponsors (such as what kind of brand they are) Depends on the type of brand they are, some sponsors should be able to provide special effect to your progression (such as certain R&D boost if they're tech/engineering company, or facility upgrade discount if they came from construction industries, or, signing Codemaster will boost acclaim gain from Esport event activities lol). Make sure to only limit the special effects to some sponsors, the info will be too overwhelming and it waterdown the supposedly special ones if every one of them has it. If we can have real company as sponsor, we can make it so that the game will unlock special livery that's related to that sponsor (of course you can choose not to use the livery). Racing: (updated on Sep 24th) AI needs to be able to more reliably overtake/go around slower cars (Especially damaged ones). AI needs to be smarter on going around stationary/retired cars, right now they just all sit behind the accident scene, despite having tons of space to go around. AI needs to be able to perform better launching off the grid. For some reason their acceleration seems to stall a little right after launch, as if they wanna let you overtake them (Probably have something to do with them not weaving during formation lap which leads to cold tires). AI needs to be able to willing to fight back when players are side by side with them in the corners, they're a bit too nice atm. AI difficulty setting needs refinement so that their actual performances are more consistent between different tracks and sessions (Qualifying & race difficulty are roughly about 2-5% apart from 100% difficulty and above for most tracks). AI difficulty setting adjustment during the middle of the race should be possible. AI needs to be more willing & active on getting the inside line into the first few turns of first lap, we need to get rid of the slow 2 lanes train, and it's too easy for players to take advantage of that. AI needs to actively swerving left right to warm up their tires during warm-up lap, right now we only have that when safety car is present under yellow for some reason, it's part of the immersion (even if it doesn't actually do anything for the AI car). AI are too slow in slower corners during formation lap and safety car situations, and they shouldn't suddenly do brake-checking at the moment when the "safety car is coming-in this lap" prompt pops up. Improve AI for practice and qualifying session during their non-competitive laps, they need to know you're coming in behind them much earlier and jump out of the racing line, and not start to accelerate as soon as you're close to them as if they're trying to race you. The current ceiling of AI difficulty is pretty decent across most tracks, no major change is required, it just needs refinement mentioned above. We probably don't need safety car if it's just one car having engine problem and is already off the track. No more yellow flag when you're just slowing down during practice and qualifying session. No more suddenly and automatically cutting off your throttle during any yellow or safety car situations. Animation of car entering or leaving their pit box needs to refinement and be more organic/realistic, right now the car movements are very unnatural and awkward on many tracks, it looks especially ridiculous with modern graphics (It's been a problem since the very first Codemaster F1 game). May be there should be an option of letting players to drive on their own into the pit box (with guideline effects like racing line that could be turn on/off), or even into their start grid. If the above situations can't be control by players, there should be indications of when the auto-pilot is gonna kick in. Pit assist setting should be separate into Pit-in assist & Pit-out assist (Not the pit release assist). The clutch engage prompt at start should be separate from the MFD so players can still adjust their setting at launch without having to switch pages on the MFD every single time. MFD should be accessible during auto-pilot. More parts should be able to fell off, rear wing is a must. Damage sensitivity setting should go beyond of what we currently have, may be to the level of realistic setting with the extreme damage mod. Wheel should be possible to climb over other wheels if they made contact at certain angle, it's been done since Monaco Grand Prix in Dreamcast generation. Car components complete failure on/off should be in the setting, the higher the wear (at least from 50% onward) the higher the chance for actual failure, only failing at 100% wear is too immersion breaking. Tire punctures should be more of a possible scenario after an accident had happened somewhere on the track (because of unseen debris). Add an option for player to choose to remain as a spectator in the practice and qualifying sessions if they retired or crashed out. Cosmetic damages such as marks on bodywork, front wing and floor losing bits, should be replace/repair automatically whenever you return to garage during practices and qualifying sessions. If somehow this can't be done, then they at least shouldn't be so easily damage by simply just going through kerbs. Red flag should happens if the accident involves more than a certain amount of cars and retiring. Other Enhancements: (Updated on Sep 22nd) It would be very nice if we're able see our pit members celebrating in the pit wall during checkered flag. More variation of cutscenes for victory & podium celebration, specifically for player and our teammate's victory. I felt that what we have right now except the one for winning the championship are lacking some emotions...diving into and hugging your crew on your very first win, applause your teammate when they've won, celebrating and taking photos with the whole team holding the trophy with ending credits singing We Are the Champion when you've won the world championship and etc...something to remind those emotional scenes in F1, a memorable moment, as a true reward for the players. The current victory celebration cutscenes can surely stay because there's no real fault of their own, they can be used for other driver's victory (Because it's not important for you) and multiplayer's win to save screen time. More variations of commentating dialogues is always a welcome. Less spectators on the grandstand during practice. The volume of crowd cheering still needs to be present but lower. Ambient noises in the pit during practice and qualifying can be louder. I wish there're more emphasis on getting behind the scenes during non-racing moments, be it in the paddock with your motorhome and hospitality facilities, or showing more of your HQ and stuff...a little bit deeper and personal to the members of F1 and into things that we don't see too often on TV cameras (These are the little details I really like when I first played F1 2010, wish there's more). Motorhome & hospitality station can serve more purposes than just purely aesthetic. Like upgrading R&D departments (which changes the look of the facilities), they can bring benefits such as morale boosting (better cafeteria/motorhome), or unlocking specific perks such as improving relations with the media & sponsors (better hospitality). Even without all the gimmicks, being able to upgrade and see changes to these facilities can be extra fun and satisfaction for players to feel like they're really building up their dream team. Wow, really glad you took your time to read my non-senses all the way to the end.
  6. 7 points
    Yes punching the wheel is so lame, at least have the driver get out of the car and throw his helmet through the rear window.
  7. 7 points
    yeah 1 or 2 banners here and there i could understand but this is waaaayyy over the top. it's so blatant and in-your-face. actually makes me want to NOT by PC3 just because of how annoying the advertising is in DR2.0
  8. 6 points
    Hi everyone, Please see below for Patch Notes for Patch 1.09, available shortly on all platforms. Option added so players can engage ERS by holding the button. Fixed a soft lock for some users where a contract negotiation would not occur correctly. Sponsors now correctly appear on the players car during Weekly Events. Customisation sliders now show values to allow easier editing. Badge emblems can now be resized. Time Trial now has an option to view a replay of the fastest lap in the session. In Split Screen AI opponent numbers can now be customised. A performance issue while the Safety Car is on the track has been addressed. Players are no longer briefly displayed in the wrong position at the end of a qualifying or race session. Pit stop information has been added to the Race Director. The Multi Function Display (MFD) can now be enabled in Cockpit view. LAN names will now be correctly used during LAN game sessions. Sports update changes: McLaren Gulf and various sponsors added #WeRaceAsOne rainbow livery added Racing Point Additional sponsors and logo placements Replaced Racing Point nose logo with We Race As One version Alfa Romeo Added 50 Years Sauber branding Added sponsors, Twitter handle and #WeRaceAsOne to halo Red Bull #WeRaceAsOne branding added to front wing Updated Citrix logo next to driver's head and nose stack Renault Added #WeRaceAsOne to halo arms and nose HP, Vitality and other sponsors added “Thank You NHS” logo added to the top of the halo Williams Updated nose sponsor stack Updated shark fin Performance Update We’re aiming to bring a performance update to F1® 2020 in the first half of October. This will include balancing the performance of Racing Point and Scuderia Ferrari. We’ll be revealing more soon! Full link to the update in detail: https://www.formula1game.com/2020/news/f1-2020-spa-sports-update We've also added a 'Deep Dive' to the 1.09 update, highlighting key updates in the patch. The are here:
  9. 6 points
    Better DLC to put in the game than Xmas race suits. If you build it, they will come. Because no-one wants another half-arsed F1 2021, make it DLC and let people race the correct F1 2020 season as well as 2021.
  10. 5 points
    Hi guys, I’ll go straight to the point with this probably useless topic. I’ve been playing F1 for 8 years and I am thinking about giving up with the franchise. ”ok who cares, stop bothering us, we are enjoying the game”. The game is in fact enjoyable, I have to say it’s challenging, has great graphics and it has the official license so most of the users (casual players mostly) will be happy with it, but there’s a thing I want you to think about: this game is utterly shallow, dull and lifeless. Why? Because in general, it has no “mojo”, it’s not “dynamic” and “alive”. Randomness, unexpected things and human aspects of racing are completely missing. I know it must be hard to put life in a game with complex mechanics like a racing one but I think it should be one of the main missions for a developer. That’s why I’m giving up with it, it is just the same thing repeating every damn time, in every mode, in every track, zero new scenarios, zero entertainment besides the race itself. Please think about it, F1 fans like it because of passion and the race dynamics: I DON’T WANT A SIM and I am not hatin, I just want to enjoy a good licensed game that translate well the vibes from the track to the pc / consoles. I would like to give you some examples of things that really destroy the good racing vibes and shuts down every feeling I have for this game. - LET ME DRIVE MY CAR!! This really drives me crazy. I SHOULD BE ABLE TO DRIVE TILL THE END OF THE FORMATION LAP TO MY PLACE IN THE GRID, IN THE PIT AND AFTER A CRASH. Let us park the car after a failure or drive it to the pits, IT IS SO HARD?! That’s the main cause of my frustration, I really can’t stand it and I can’t believe I’m the only one who thinks this. Too hard for casual gamers? Toggle button! - REMOVE THAT ARCADEISH SLOWMO AFTER A TERMINAL DAMAGE, IT IS A JOKE - Very rigid physics in general. Cars seems VERY heavy, I mean too heavy - AI behaves weird, like they are glued to the ground, if you hit them they don’t spin but if they touch you, it’s DNF for shure. Most of peoples says F1 it’s not wreckfest but AI cars are a 300 Km/h war tanks - AI does not care about where you are / breaktests you sometimes - I have NEVER witness a first corner accident / yellow flag / safety car ecc, and I’ve been playing A LOT. Very disappointing. I don’t want a carnage, just a minimum of unpredictability, the game now seems scripted, I know AI will never DNF in the first lap of the race - Safety Car bugs, in 2020 there’s the same bug of the previous years, it is not coming out. Some virtual SF every now and then. - Safety car line bugs, like other drivers sometimes overtake you even if you are right back of the car in front, you just ghost and the driver behind pass through you, boom, position lost - Incredibile load game bug: sometimes when I resume a session loading in the middle of the race the car has no power, barely full revving in 7th gear. Very strange - Corner cuts. Seriously?! It’s all or nothing, cutting easily most of the turns or getting penalized for touching the Kerb with a tyre. Too inconsistent - Damage physics inexplicably terrible, there are too many things to say about this. Just a disaster IMO. Rear and sides of the car are unbreakable AND DON’T TELL ME IT’S ABOUT FOM AND SPONSORS, I don’t want cars to be on fire/totaled, JUST A MINIMUM aesthetic damages. Another ugly thing, little contacts brake the suspensions but sometimes big crashes don’t. What amazes me most is that reviewers / users almost never mention this topic. Let’s remove players falls in FIFA at this point! Unbelievable and unacceptable - I have never drove an F1 car but I’m dubious about the lack of traction of these cars, I mean, without traction control I can easily spin in 5th gear in the last Mexico corner, that’s weird - Just a word: multiplayer. - Scripted race dynamics - boring out of the track contexts, interviews are dull, your race engineer is very repetitive. - lack of lap time reference / deltas. Little feature but game changer IMO, would be cool to have time targets for the compound you have or target to react to undercuts etc - During races I feel alone, I don’t know what is happening in the race, I can’t develop a good strategy. Where’s the strategist?! I know it’s a long outburst and maybe no one will read it but I really had to write this down before selling the game. I just hope new gen will change codies vision of the franchise because IT HAS AN HUGE UNEXPLOITED POTENTIAL!!! Let’s save this game guys PLEASE!
  11. 5 points
    Adaptation of the decoration of the Ford Fiesta ERX 2020 by Ken Block https://www.racedepartment.com/downloads/ford-fiesta-wrx-ken-block-2020.35934/
  12. 5 points
    I'd rather you guys kept it to immersive banners rather than actual advertising regardless. Why do I have to see the latest Codies game or some stupid twitter hashtag anyway? You shouldn't be bombarding your paying customers with ads and slogans. I want to forget the real world and race a rally car not drive through an advertising platform.
  13. 5 points
  14. 5 points
    "...the final rally car...". Guess those guys praying for the RX hyundai are in luck 😄 ... (gossip mode on)
  15. 5 points
    After 4 years with basically the same R+D engine, I think it's time that they introduced a realism mode that can be selected (whilst the existing system can be kept for those who like it). Most of the ideas are based from what drivers and team personal say about how f1 design and development actually works but hopefully some of the below can be adopted to introduce some longevity into the my team mode: 1. Hire a technical director - similar to the hire a 2nd driver, has experience and ability to adapt to regulation change statistics for example. Will feed into some of the ideas below to ensure the longevity. I would like to see the technical director determine how the R+D points should be spent based on feedback from the player. One thing I find interesting about technical directors is that they are all talented, most of them constrained by funds, ie. Aldo Costa was at Minardi in the early 90's and is now one of the most successful designers ever and would introduce a nice additional element to the mode. Maybe you have to start with Jeff and his technical team, but can replace him if you have the funds later on in the game for someone more talented/experienced 2. Start the career with a test - With a random car (ie. could be down on power, overweight, imbalanced etc, but different for each player so it's not the same for everyone), do a 5-10 lap test session at Barcelona. Up to the driver to understand where they would like improvements before the season begins. Could be a token system just like the teams will use before the 2021 season begins. I remember hearing the Totoya test car was a dog before they entered f1 in 2002 which help them (but not much as the 2002 car wasn't exactly brilliant). 3. Make the player evaluate upgrades in practice - Instead of telling the user that the upgrade has failed, they have to evaluate it during practice and use that and the 2nd driver feedback to say if the part stays on for the rest of the weekend or needs further development. The stats of the technical director can be used to determine the likelihood of failure. IRL, they use GPS data to determine if engine upgrades (as an example) have worked so could introduce some data logging (feels like going back to Grand prix 2/3 days) 4. Engine cost/development - Make the engine cost based on how many engines are used during the season. At the moment I can have 15 engines for the same contract cost for the year, base the initial cost on 4 engines, and then deduct from the cash if any additional parts are ordered. Also, make it so only the engine supplier team can make an ultimate upgrade available to the teams they supply and can only be introduced to the engine pool if a new engine is used (ie. only if the engine is at 0% use or new engine ordered). This is based on reality where you hear of different spec engines used, especially at Spa and Monza, maybe Azerbaijan as well. 5. Season to season car improvement - Feeds on from the technical director above. User to determine the balancing act between team cash and the balance between focusing on the new car or continue developing the current car. The technical director stats can then determine if they want to go high risk/high potential reward or low risk/low reward approach. Could even have a current year R&D tree and a next year R&D tree. Can then do the testing/tokens to evaluate the new car at the test at the start of every season. Even though not expecting any of these next year, would love a proper hardcore mode. Plenty of examples in F1 history where teams have improved/regressed in their car designs and some of those key lessons could be put into the game.
  16. 4 points
    Yeah we should put corner cutting back to strict next time.
  17. 4 points
    Have been playing Grid Racedriver on and off for nearly 10 years on my 360. And it has just occurred to me that I should be using handbrake turns on the tight street circuit corners! 😯😳 Needless to say that my times and finishing positions have somewhat improved. If I had brains I'd be dangerous. 😉
  18. 4 points
    Ironically, since Codemasters bought Slightly Mad Studios, they have access to a variety of laserscsnned data of multiple racetracks. Tracks of F1, that were build and used by SMS in the Project Cars franchise, which are relevant to this topic of the 2020 season, and could be used immediately at any time: -Portimao -Nürburgring -Mugello -Imola Only Bahrains outer layout and Turkey would need to be designed from scratch. Thankfully, SMS build even other laserscanned tracks that were used in F1 (GP, or test track), or are on the modern calendar: -Hockenheinring -Circuit of the Americas -Indianapolis -Interlagos -Catalunya -Suzuka -Fuji -Watkins Glen -Monza -Monaco -Brands Hatch -Spa -Red Bull Ring -Silverstone -Zolder -Brno -Donington -Snetterton -Oulton Park Codemasters have all the data already. Now it only comes down to whether or not the budget to get the licence is big enough. "Licensing issue" is mostly a lame excuse, as anything can be bought at the right price!
  19. 4 points
    Hello fellow racers, So I was wondering, for those of us who play career mode/MyTeam.. Do you take a DNF when you crash or get hit, etc? I personally allow myself one and only one flashback during a race and definitely don't take it when I go wide in a corner or something, if I go wide and lose a position or more because of that, well, that's my own fault. But if I crash out and it was just a loss of concentration or because Jeff suddenly blasts through my ears, I sometimes allow myself a flashback. However, today I was doing the Dutch grand-prix in MyTeam. First time ever driving that circuit on an F1 game, so I practiced alot in time trial (think something like 70+) laps and found out that I'm actually pretty damn fast around Zandvoort. So in MyTeam I qualified p7 (AI difficulty 100) with a car that usually battles the Haas cars in qualifying for p15 or p16. I was ecstatic as this could very well be my second points finish after a p10 in Australia. On top of that, it's my home grand-prix so I even changed my helmet to an orange color and was already dreaming of a season-best result at my home race. On lap 1 I actually manage to get the jump on Leclerc in front of me and end up in p6. Zandvoort being as narrow as it is, I managed to defend against him pretty well untill he overtook me on lap 6. Albon quickly followed. Then the rain hits, 2-3 laps later we all pit for Inters and I manage to jump him and Albon with the pitstop and end up in p5. Race is going well, a few scares here and there in the fast chicanes with a bit of a slide but I'm handling it so far. Then the rain hits even more, and Leclerc behind me loses control and crashes out (checked the replay, I never hit him nor did he hit me). Safety car comes out, I immediately pit for wets but all the other cars don't just yet. Safety car goes in, they pit, I end up in p1 somehow. I'm there like, okay this is my chance to score a lot of points so I'm going to push like crazy. However Hamilton, Bottas, Vettel and Verstappen all had a different idea about that and it didn't take long for me to be in p5 again. Then we pit for Inters again, I lose a bit of time during the pitstop and Perez closes the gap quickly. We're in lap 40 by now and in the fast chicane at turn 6 and 7 he tries to go on the inside, I leave him a lot of space knowing that he's faster anyway and he starts sliding, hits me and I crash out quite spectacularly I must say.. At this point I'm a bit sad because this was my best chance to score good amount of points for my Peugeot F1 team. And I must've checked the replay from all kinds of PoV at least a 100 times to see if it wasn't just my fault or that I closed the door on him, but I didn't. It was really him who lost control of his car. I ended up retiring and taking the DNF, because I like to keep the game realistic. And DNFs are unfortunately also a part of the sport. I'm still really really gutted because I invested so much time in learning Zandvoort and finding out I am actually rather good at it. And I now have to wait a whole season again before I get the chance to redeem myself at Zandvoort. But again, I like to keep it realistic. I must say, it was REALLY tempting for me to use a flashback and cheat my way to some points, but I'm sure I would've regretted that. The only thing that leaves me with a really bad aftertaste is seeing that Perez still managed p8 even after losing his front wing in the crash with me. He didn't get any penalty at all or whatsoever. So how are you guys with taking/handling DNFs? I mean, this is probably the most gutting DNF I've ever had to take in an F1 game, but I guess it adds to the realism.
  20. 4 points
    Forgive the double post, but a few pictures from the opening round of the British Rallycross Championship... Few more here if anyone is interested in seeing more.
  21. 4 points
    Well well well, what a race at monza, right? That was amazing, but I'm here to talk about the topic. This race just showed to all people how difficult it is to make the performance of the cars balanced in the game. We saw hamilton easily overtaking everyone after he serve the penalty, but bottas couldn't even pass norris (altough he had some kind of a problem), and that is one of the main thing. The performance of the car depends not only of the engine, aero and chassis. The track and the driver itself it's important too. Concluding, for the people who are always complaining, saying "WHY DO IT TAKE SO LONG TO MAKE THAT, IT CANT BE THAT DIFFICULT", this race at monza showed why does it take so long.
  22. 4 points
    Good point. If it were the Ferrari strategist we'd have Series 2 in 2021
  23. 4 points
    just wanted to say hi. pre-ordered F1 2020 and have not only became a HUGE fan, but now watch F1 racing because of the game. LOL you all have a great day.
  24. 4 points
    This is a bad take. If the current state of the series was bad, I'd understand. But I've been playing F1 games since the mid-90s and the current game is the best it's ever been. There's zero guarantee that handing the license to another developer would make things any better. If anything, it's overwhelmingly likely that any new game by new developers would be objectively worse.
  25. 4 points
    I said it many times - Codmasters have the F1 license for too long. It's time for another company to do a new game.