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Showing content with the highest reputation on 6/25/2019 in Posts

  1. 2 points
    On a slightly lighter note, I've gotten my degree classification today and I'll be graduating with a 1st class Mechanical Engineering degree next month 🙂
  2. 2 points
    Looks like these two really aren't enjoying their balloon ride that much 😄
  3. 1 point
    Hey guys, I know F1 2019 isn't even out (and I can't wait for it), but the sooner the better (especially true when you speak about video games suggestions). So here are my suggestions for the next game(s). I really hope most of them will get implemented in the next years. The team did awesome job with F1 2019, especially regarding graphics and UI. In my opinion, the visual aspect is now so realist that maybe the team could focus on other features for the next games, allowing them to evolve in term of gameplay and not only of graphics. ---------------------------------------------------------------------------------------------------------------------------------------------------- [1] Important features From easy to hard to implement Manual Pit Stop Allow players to drive manually in the pitlane, brake and turn freely. *(see end of post) Outlap (Cool-off lap) Allow players to drive the outlap at the end of the race. Would allow us to cool-off, enjoy our result, immerse ourselves even more. The driver could have hand animations like stretching the index showing his joy, waving at the grandstands, clapping... And Jeff could congratulate or comfort us depending on the result. Visor Camera The rendering of rain drops on the screen is awesome. Wouldn't it be even more with a Visor Cam ? Simply plagiarize Project Cars if you want, but implement it: the community is asking for this feature for years. Useful and immersive Jeff In F1 2018/9, Jeff is ok but not very useful and immersive. He only gives basic infos, and you often need to ask him. The player relies a lot on the mini-map, an artificial and non-immersive way of displaying infos. It would be awesome if he became proactive. Infos ideas: "Vettel has lost his front wing/ has an engine failure" Even if you are 11th, it would be very immersive to get this type of info, and emphasize the fact that AIs live their life and do mistakes by their own even when you're not next to them "Yellow flag in sector 2" Instead of only relying on the map, Jeff could tell the player this kind of infos about what is going on on the whole track "Hamilton left the track in sector 2" "Slow car at next turn, be careful" ... Oil and debris on the track To make races more interesting, it would be cool that sometimes oil leaks on track, making track slippery at this place. Of course, the stripped flag should be added in game. (F1 Champ Edition used to have this feature back in... 2006). Oil leaks are pretty rare these days, so it would be more pertinent to make debris more dangerous and damaging: driving on big pieces could damage car/tyres, therefore forcing players to pay attention to yellow flags. Jeff could warn the player by saying "Debris on track after next turn" (see next point). Marshalls on track This feature would more difficult to implement, but it is asked for years by the commu. Instead of seeing cars, debris and engine smoke magically disappear, it would be simply awesome to see marshalls rushing on track like in reality, extinguishers in hands, or ready to jump out of their intervention vehicles. *(see end of post) ------------------------------------------------------------------------------------------------------------------------------------------------------- [2] Less important features From easy to hard to implement TV Branding during replays Would be cool to have the ranking of the 20 drivers on the left of the screen like on TV during replays, with the TV branding (UI team did an awesome job with F1 2019) Return of Red Flags No description needed I think Tires Flat Spots Since lock-up seems to occur more often in 2019 (great thing), it would be cool that the hardest of them punish the player even more by causing flat spots. Just an idea... And the tires look gorgeous and incredibly detailed this year, so flat spots would add even more beauty to them. Walking in FPS view before entering car Would be cool to walk through the grid full of journalists, cameramen and engineers in FPS view and getting in your car (always in FPS view), in visor cam to enhance immersion before the warm-up lap and the race. Driver Behaviors each F1 drivers has its habits: Vettel spins, Ricciardo dive-bombs, Grosjean does... well pretty much anything he shouldn't do, some take bad starts... The AI would gain a lot of deepness if each driver AI had the particularity of the IRL driver. But hard to implement, it's true. VR Same *: All humans present on track should be ghosted (not visually but physically I mean), so that cars drive through them. Really hope FOM won't refuse those features because they fear players will try to kill marshalls and pitmen. ------------------------------------------------------------------------------------------------------------------------------------------------------ So here are the suggestions I had in mind. The list is long, so we all know these won't get implemented in the next few years. But that would be awesome that the F1 Codies team listens to the community and codes some of them :D. Btw, just wanted to say the graphics and UI teams did an awesome job with F1 2019. And I really hope AIs will stay as agressive as they are in the WIP version, don't listen to people saying there are to risk-taking. Seeing them dive-bomb, cut corners and lock-up is awesome. Thx for reading!
  4. 1 point
    The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices). The following information summarise this data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game. If you cannot find the information that you require then please contact community@codemasters.com and a member of the dev team will respond to your query as soon as possible. Packet Information Packet Types Each packet can now carry different types of data rather than having one packet which contains everything. A header has been added to each packet as well so that versioning can be tracked and it will be easier for applications to check they are interpreting the incoming data in the correct way. Please note that all values are encoded using Little Endian format. All data is packed. The following data types are used in the structures: Type Description uint8 Unsigned 8-bit integer int8 Signed 8-bit integer uint16 Unsigned 16-bit integer int16 Signed 16-bit integer float Floating point (32-bit) uint64 Unsigned 64-bit integer Packet Header Each packet has the following header: struct PacketHeader { uint16 m_packetFormat; // 2019 uint8 m_gameMajorVersion; // Game major version - "X.00" uint8 m_gameMinorVersion; // Game minor version - "1.XX" uint8 m_packetVersion; // Version of this packet type, all start from 1 uint8 m_packetId; // Identifier for the packet type, see below uint64 m_sessionUID; // Unique identifier for the session float m_sessionTime; // Session timestamp uint m_frameIdentifier; // Identifier for the frame the data was retrieved on uint8 m_playerCarIndex; // Index of player's car in the array }; Packet IDs The packets IDs are as follows: Packet Name Value Description Motion 0 Contains all motion data for player’s car – only sent while player is in control Session 1 Data about the session – track, time left Lap Data 2 Data about all the lap times of cars in the session Event 3 Various notable events that happen during a session Participants 4 List of participants in the session, mostly relevant for multiplayer Car Setups 5 Packet detailing car setups for cars in the race Car Telemetry 6 Telemetry data for all cars Car Status 7 Status data for all cars such as damage Motion Packet The motion packet gives physics data for all the cars being driven. There is additional data for the car being driven with the goal of being able to drive a motion platform setup. N.B. For the normalised vectors below, to convert to float values divide by 32767.0f – 16-bit signed values are used to pack the data and on the assumption that direction values are always between -1.0f and 1.0f. Frequency: Rate as specified in menus Size: 1343 bytes Version: 1 struct CarMotionData { float m_worldPositionX; // World space X position float m_worldPositionY; // World space Y position float m_worldPositionZ; // World space Z position float m_worldVelocityX; // Velocity in world space X float m_worldVelocityY; // Velocity in world space Y float m_worldVelocityZ; // Velocity in world space Z int16 m_worldForwardDirX; // World space forward X direction (normalised) int16 m_worldForwardDirY; // World space forward Y direction (normalised) int16 m_worldForwardDirZ; // World space forward Z direction (normalised) int16 m_worldRightDirX; // World space right X direction (normalised) int16 m_worldRightDirY; // World space right Y direction (normalised) int16 m_worldRightDirZ; // World space right Z direction (normalised) float m_gForceLateral; // Lateral G-Force component float m_gForceLongitudinal; // Longitudinal G-Force component float m_gForceVertical; // Vertical G-Force component float m_yaw; // Yaw angle in radians float m_pitch; // Pitch angle in radians float m_roll; // Roll angle in radians }; struct PacketMotionData { PacketHeader m_header; // Header CarMotionData m_carMotionData[20]; // Data for all cars on track // Extra player car ONLY data float m_suspensionPosition[4]; // Note: All wheel arrays have the following order: float m_suspensionVelocity[4]; // RL, RR, FL, FR float m_suspensionAcceleration[4]; // RL, RR, FL, FR float m_wheelSpeed[4]; // Speed of each wheel float m_wheelSlip[4]; // Slip ratio for each wheel float m_localVelocityX; // Velocity in local space float m_localVelocityY; // Velocity in local space float m_localVelocityZ; // Velocity in local space float m_angularVelocityX; // Angular velocity x-component float m_angularVelocityY; // Angular velocity y-component float m_angularVelocityZ; // Angular velocity z-component float m_angularAccelerationX; // Angular velocity x-component float m_angularAccelerationY; // Angular velocity y-component float m_angularAccelerationZ; // Angular velocity z-component float m_frontWheelsAngle; // Current front wheels angle in radians }; Session Packet The session packet includes details about the current session in progress. Frequency: 2 per second Size: 149 bytes Version: 1 struct MarshalZone { float m_zoneStart; // Fraction (0..1) of way through the lap the marshal zone starts int8 m_zoneFlag; // -1 = invalid/unknown, 0 = none, 1 = green, 2 = blue, 3 = yellow, 4 = red }; struct PacketSessionData { PacketHeader m_header; // Header uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast // 3 = light rain, 4 = heavy rain, 5 = storm int8 m_trackTemperature; // Track temp. in degrees celsius int8 m_airTemperature; // Air temp. in degrees celsius uint8 m_totalLaps; // Total number of laps in this race uint16 m_trackLength; // Track length in metres uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P // 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ // 10 = R, 11 = R2, 12 = Time Trial int8 m_trackId; // -1 for unknown, 0-21 for tracks, see appendix uint8 m_formula; // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2, // 3 = F1 Generic uint16 m_sessionTimeLeft; // Time left in session in seconds uint16 m_sessionDuration; // Session duration in seconds uint8 m_pitSpeedLimit; // Pit speed limit in kilometres per hour uint8 m_gamePaused; // Whether the game is paused uint8 m_isSpectating; // Whether the player is spectating uint8 m_spectatorCarIndex; // Index of the car being spectated uint8 m_sliProNativeSupport; // SLI Pro support, 0 = inactive, 1 = active uint8 m_numMarshalZones; // Number of marshal zones to follow MarshalZone m_marshalZones[21]; // List of marshal zones – max 21 uint8 m_safetyCarStatus; // 0 = no safety car, 1 = full safety car // 2 = virtual safety car uint8 m_networkGame; // 0 = offline, 1 = online }; Lap Data Packet The lap data packet gives details of all the cars in the session. Frequency: Rate as specified in menus Size: 843 bytes Version: 1 struct LapData { float m_lastLapTime; // Last lap time in seconds float m_currentLapTime; // Current time around the lap in seconds float m_bestLapTime; // Best lap time of the session in seconds float m_sector1Time; // Sector 1 time in seconds float m_sector2Time; // Sector 2 time in seconds float m_lapDistance; // Distance vehicle is around current lap in metres – could // be negative if line hasn’t been crossed yet float m_totalDistance; // Total distance travelled in session in metres – could // be negative if line hasn’t been crossed yet float m_safetyCarDelta; // Delta in seconds for safety car uint8 m_carPosition; // Car race position uint8 m_currentLapNum; // Current lap number uint8 m_pitStatus; // 0 = none, 1 = pitting, 2 = in pit area uint8 m_sector; // 0 = sector1, 1 = sector2, 2 = sector3 uint8 m_currentLapInvalid; // Current lap invalid - 0 = valid, 1 = invalid uint8 m_penalties; // Accumulated time penalties in seconds to be added uint8 m_gridPosition; // Grid position the vehicle started the race in uint8 m_driverStatus; // Status of driver - 0 = in garage, 1 = flying lap // 2 = in lap, 3 = out lap, 4 = on track uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active // 3 = finished, 4 = disqualified, 5 = not classified // 6 = retired }; struct PacketLapData { PacketHeader m_header; // Header LapData m_lapData[20]; // Lap data for all cars on track }; Event Packet This packet gives details of events that happen during the course of a session. Frequency: When the event occurs Size: 32 bytes Version: 1 // The event details packet is different for each type of event. // Make sure only the correct type is interpreted. union EventDataDetails { struct { uint8 vehicleIdx; // Vehicle index of car achieving fastest lap float lapTime; // Lap time is in seconds } FastestLap; struct { uint8 vehicleIdx; // Vehicle index of car retiring } Retirement; struct { uint8 vehicleIdx; // Vehicle index of team mate } TeamMateInPits; struct { uint8 vehicleIdx; // Vehicle index of the race winner } RaceWinner; }; struct PacketEventData { PacketHeader m_header; // Header uint8 m_eventStringCode[4]; // Event string code, see below EventDataDetails m_eventDetails; // Event details - should be interpreted differently // for each type }; Event String Codes Event Code Description Session Started “SSTA” Sent when the session starts Session Ended “SEND” Sent when the session ends Fastest Lap “FTLP” When a driver achieves the fastest lap Retirement “RTMT” When a driver retires DRS enabled “DRSE” Race control have enabled DRS DRS disabled “DRSD” Race control have disabled DRS Team mate in pits “TMPT” Your team mate has entered the pits Chequered flag “CHQF” The chequered flag has been waved Race Winner “RCWN” The race winner is announced Participants Packet This is a list of participants in the race. If the vehicle is controlled by AI, then the name will be the driver name. If this is a multiplayer game, the names will be the Steam Id on PC, or the LAN name if appropriate. N.B. on Xbox One, the names will always be the driver name, on PS4 the name will be the LAN name if playing a LAN game, otherwise it will be the driver name. The array should be indexed by vehicle index. Frequency: Every 5 seconds Size: 1104 bytes Version: 1 struct ParticipantData { uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled uint8 m_driverId; // Driver id - see appendix uint8 m_teamId; // Team id - see appendix uint8 m_raceNumber; // Race number of the car uint8 m_nationality; // Nationality of the driver char m_name[48]; // Name of participant in UTF-8 format – null terminated // Will be truncated with … (U+2026) if too long uint8 m_yourTelemetry; // The player's UDP setting, 0 = restricted, 1 = public }; struct PacketParticipantsData { PacketHeader m_header; // Header uint8 m_numActiveCars; // Number of active cars in the data – should match number of // cars on HUD ParticipantData m_participants[20]; }; Car Setups Packet This packet details the car setups for each vehicle in the session. Note that in multiplayer games, other player cars will appear as blank, you will only be able to see your car setup and AI cars. Frequency: 2 per second Size: 843 bytes Version: 1 struct CarSetupData { uint8 m_frontWing; // Front wing aero uint8 m_rearWing; // Rear wing aero uint8 m_onThrottle; // Differential adjustment on throttle (percentage) uint8 m_offThrottle; // Differential adjustment off throttle (percentage) float m_frontCamber; // Front camber angle (suspension geometry) float m_rearCamber; // Rear camber angle (suspension geometry) float m_frontToe; // Front toe angle (suspension geometry) float m_rearToe; // Rear toe angle (suspension geometry) uint8 m_frontSuspension; // Front suspension uint8 m_rearSuspension; // Rear suspension uint8 m_frontAntiRollBar; // Front anti-roll bar uint8 m_rearAntiRollBar; // Front anti-roll bar uint8 m_frontSuspensionHeight; // Front ride height uint8 m_rearSuspensionHeight; // Rear ride height uint8 m_brakePressure; // Brake pressure (percentage) uint8 m_brakeBias; // Brake bias (percentage) float m_frontTyrePressure; // Front tyre pressure (PSI) float m_rearTyrePressure; // Rear tyre pressure (PSI) uint8 m_ballast; // Ballast float m_fuelLoad; // Fuel load }; struct PacketCarSetupData { PacketHeader m_header; // Header CarSetupData m_carSetups[20]; }; Car Telemetry Packet This packet details telemetry for all the cars in the race. It details various values that would be recorded on the car such as speed, throttle application, DRS etc. Frequency: Rate as specified in menus Size: 1347 bytes Version: 1 struct CarTelemetryData { uint16 m_speed; // Speed of car in kilometres per hour float m_throttle; // Amount of throttle applied (0.0 to 1.0) float m_steer; // Steering (-1.0 (full lock left) to 1.0 (full lock right)) float m_brake; // Amount of brake applied (0.0 to 1.0) uint8 m_clutch; // Amount of clutch applied (0 to 100) int8 m_gear; // Gear selected (1-8, N=0, R=-1) uint16 m_engineRPM; // Engine RPM uint8 m_drs; // 0 = off, 1 = on uint8 m_revLightsPercent; // Rev lights indicator (percentage) uint16 m_brakesTemperature[4]; // Brakes temperature (celsius) uint16 m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius) uint16 m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius) uint16 m_engineTemperature; // Engine temperature (celsius) float m_tyresPressure[4]; // Tyres pressure (PSI) uint8 m_surfaceType[4]; // Driving surface, see appendices }; struct PacketCarTelemetryData { PacketHeader m_header; // Header CarTelemetryData m_carTelemetryData[20]; uint32 m_buttonStatus; // Bit flags specifying which buttons are being pressed // currently - see appendices }; Car Status Packet This packet details car statuses for all the cars in the race. It includes values such as the damage readings on the car. Frequency: Rate as specified in menus Size: 1143 bytes Version: 1 struct CarStatusData { uint8 m_tractionControl; // 0 (off) - 2 (high) uint8 m_antiLockBrakes; // 0 (off) - 1 (on) uint8 m_fuelMix; // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max uint8 m_frontBrakeBias; // Front brake bias (percentage) uint8 m_pitLimiterStatus; // Pit limiter status - 0 = off, 1 = on float m_fuelInTank; // Current fuel mass float m_fuelCapacity; // Fuel capacity float m_fuelRemainingLaps; // Fuel remaining in terms of laps (value on MFD) uint16 m_maxRPM; // Cars max RPM, point of rev limiter uint16 m_idleRPM; // Cars idle RPM uint8 m_maxGears; // Maximum number of gears uint8 m_drsAllowed; // 0 = not allowed, 1 = allowed, -1 = unknown uint8 m_tyresWear[4]; // Tyre wear percentage uint8 m_actualTyreCompound; // F1 Modern - 16 = C5, 17 = C4, 18 = C3, 19 = C2, 20 = C1 // 7 = inter, 8 = wet // F1 Classic - 9 = dry, 10 = wet // F2 – 11 = super soft, 12 = soft, 13 = medium, 14 = hard // 15 = wet uint8 m_tyreVisualCompound; // F1 visual (can be different from actual compound) // 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet // F1 Classic – same as above // F2 – same as above uint8 m_tyresDamage[4]; // Tyre damage (percentage) uint8 m_frontLeftWingDamage; // Front left wing damage (percentage) uint8 m_frontRightWingDamage; // Front right wing damage (percentage) uint8 m_rearWingDamage; // Rear wing damage (percentage) uint8 m_engineDamage; // Engine damage (percentage) uint8 m_gearBoxDamage; // Gear box damage (percentage) int8 m_vehicleFiaFlags; // -1 = invalid/unknown, 0 = none, 1 = green // 2 = blue, 3 = yellow, 4 = red float m_ersStoreEnergy; // ERS energy store in Joules uint8 m_ersDeployMode; // ERS deployment mode, 0 = none, 1 = low, 2 = medium // 3 = high, 4 = overtake, 5 = hotlap float m_ersHarvestedThisLapMGUK; // ERS energy harvested this lap by MGU-K float m_ersHarvestedThisLapMGUH; // ERS energy harvested this lap by MGU-H float m_ersDeployedThisLap; // ERS energy deployed this lap }; struct PacketCarStatusData { PacketHeader m_header; // Header CarStatusData m_carStatusData[20]; }; Restricted data (Your Telemetry setting) There is some data in the UDP that you may not want other players seeing if you are in a multiplayer game. This is controlled by the “Your Telemetry” setting in the Telemetry options. The options are: Restricted (Default) – other players viewing the UDP data will not see values for your car Public – all other players can see all the data for your car Note: You can always see the data for the car you are driving regardless of the setting. The following data items are set to zero if the player driving the car in question has their “Your Telemetry” set to “Restricted”: Car status packet m_fuelInTank m_fuelCapacity m_fuelMix m_fuelRemainingLaps m_frontBrakeBias m_frontLeftWingDamage m_frontRightWingDamage m_rearWingDamage m_engineDamage m_gearBoxDamage m_tyresWear (All four wheels) m_tyresDamage (All four wheels) m_ersDeployMode m_ersStoreEnergy m_ersDeployedThisLap m_ersHarvestedThisLapMGUK m_ersHarvestedThisLapMGUH
  5. 1 point
    F1 2019. The worst rushed Codemasters game yet. The way the car handles the worst yet and the most unrealistic we have ever had. Like Nico Rosberg said in his youtube vlog "unrealistic" and after trying it out i agree with him. Your so called sim racer in charge is a joke. Unrealistic race weekends. A Ferrari driver doing a special race weekend on a old Williams for example. Never going to happen in real life. Relive Senna and Prost! With no actual moments to relive from that era. Or even a classic track to relive a moment in that era. Stupidity at its finest. What a gimmick. Formula 2! another gimmick, no matter how well or bad you do in the game you will advance to Formula 1 regardless. Formula 2=waste of time. The only thing i can say is that the graphics are looking okayish. Even then a regular xbox one struggles. Congratulations Codemasters. Dont know how you manage to make a game worst each year. i'll buy the game when i can find it used for 5 bucks. All its worth in my eyes.
  6. 1 point
    Irish rallying has lost a true legend of the sport yesterday Manus Kelly, he was a 3 time winner of the Donegal international rally and was trying to defend his title when he had an off in his i20, RIP Manus Kelly and hoping his co driver Donal Barrett makes a full recovery. Thinking off his family at this sad time.
  7. 1 point
    If Nico Rosberg said the handling is unrealistic, I would take his word for it, because he is an ex F1 world champion with very technical knowledge about the physics of the sport. Also, the idea that code master vehicle handling is really based on the realistic physics of the 2019 spec car, given it is not a sim, is quite ridiculous. In my opinion, code masters handling and braking are simply made up to imitate the real thing.
  8. 1 point
    Only time assists can really "help" is for keyboard & gamepad users, since most will use ABS which helps because they don't have the finer controls of wheel+pedals. Other than that though, it is 100% personal preference. Find someone who can post a WR with assists and 3rd person camera, and I'll find you an alien who can do it without assists in cockpit; and another with only ABS on bonnet cam. Assists + camera aren't going to make you better or give you a win just because the other driver didn't use them - they can only help you feel more comfortable for the race.
  9. 1 point
    I'm getting hyped up before Ypres Rally this coming weekend (I set off tomorrow) by watching this... ... and I can't help feel that a Porsche 911 RS SC and Lancia 037 would be superb add-ons... Hey, a man can dream.
  10. 1 point
    Maybe it was just a small tweak to some parameters rather than new audio assets? So an easy one to forget to include or make a fuss about?
  11. 1 point
    1) If you want to play a racing sim, a true racing sim, then iracing is the way to go if you have the financial means to play it. Codemasters' F1 game series has never been an actual sim even if they advertise it. If you have been here for a bit longer than 2 years then you should have already known that by now. It is a balance between competitive and casual playstyle. They try to deliver the closest handling that they can, however, it is not always perfect. When was a game ever perfect? There are always going to be some who like the handling and some who don't. Wether it is realistic or not is, if anyone, up to Lando Norris to decide and not Rosberg. He is a gamer and a current F1 driver for McLaren. Nico has not been in an F1 car of the current regulations at all, so unless he had a private drive session with Mercedes or some other team I wonder how he would know. Take my advice: Stop expecting realism in terms of handling from Codemasters' F1 games. A game can never be as realistic as a real car it can only be as close as it can, period. 2) I agree with you that the Legends Edition could have used some recreations of events of the past and not just some altered challenges that already existed in the game before. The content from that edition is poor but for "only" 10€ more what do you expect? Classic tracks would be nice but I don't think they will add them in the near future if they already struggle to recreate the new pit-entry/exit of the french gp with the resources they have. 3) Regarding drivers from one team driving cars from another: Why should contract and PR restricitons be a thing in a videogame? Should a game not be about doing what you, the player, wants to do? If someone wants to name himself Mick Schumacher and driver a McLaren classic then why should he not? I see no harm in that in a game. That is what it is for. 4) Formula 2 is something that many people wanted. Although I would have enjoyed a whole integrated career season(s), we should be thankful that we have the whole grid and cars for both career, solo and online. It is not a major addition for the F1 career but it is not a waste of time. It introduces your rivals who will follow you through your career. It gives the whole thing a bit of life and emotions which in my opinion was lacking in the previous titles. 5) The graphics improve from year to year. Compare this game with F1 2015, which at that time was a great improvement to 2014 and its older engine, and you will see how far it has come. Beauty is in the eye of the beholder though, so even though to you they look "okayish", to me they look solid. To conclude all this: I think that you have things on your mind that would only harm the game more than it would help. That "realism" you look for only restricts the players who ultimately want the freedom to do what they want. The handling will never be realistic, but if you want handling that comes very close to real cars then I suggest you to play iracing.
  12. 1 point
    See I actually went past that point and was self harming between September and November last year. The only person I ever told was @RevolvingPrawn until now. I actually have a scar across my stomach from a particularly bad cut. I managed to climb out of that hole, which is surprising considering the death of my mum in January, I genuinely thought I was going to crash and burn after that, but somehow kept it together. I'll always stick with my bro, but I'm worried that if it ended badly he'd do something stupid, rather than ending it on his terms and focusing on himself and his little kid.
  13. 1 point
    At least, there will be no excuses. From SDK standpoint, everything is possible but it's down to the developer of the game to implement it. I've attached a conversation with a Fanatec employee.
  14. 1 point
    Absolutely loving Dirt Rally 2.0. The folks at Codemasters have done an amazing job. The way DR2.0 has been supported is great. Looking forward to the next batch of updates! Platform = PC Here's some of my best:
  15. 1 point
  16. 1 point
  17. 1 point
    Racing into the weekend. Steam PC grtz Brian
  18. 1 point
  19. 1 point
    Here is my contribution. Poland is beautiful. Platform: PS4 By the way, it would be much easier if we had photo mode you know.. 😉
  20. 1 point
    Here's some more great examples from the past few weeks, to give some inspiration 😉
  21. 1 point
    I agree 12 tracks is far too low but after 3 seasons i'd imagine that number is jumping up to 21 tracks.
  22. 1 point
    Maybe it'll be DLC 🙄
  23. 1 point
    @ChrisGrovesMCM How about an explanation why so less content (locations) and why no drift mode anymore ? 🙂
  24. 1 point
    They have the F1 license for alot of years now. Why not build a F1 game with the last 20 years cobined? Like EA Sports F1 Career? Race in the seaon you want, a careermode that change every year. That's what I want!
  25. 0 points
    We need pit stops back! Was so much fun with online races and with mandatory pit stops back in the day!
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