Leaderboard
Popular Content
Showing content with the highest reputation on 3/9/2020 in all areas
-
5 pointsI've been playing the F1 games since last March. In that span, I've racked up close to 900 hours on both 2018 and 2019, winning multiple AOR league racing championships in the process. I consider myself to be an above average driver, not the fastest by any means, but definitely capable of putting down some solid lap times. Over my year of sim racing I've also dabbled in several other sims, mainly iRacing and Assetto Corsa. Having played all 3 games quite intensively, I've noticed what I enjoy about each game and where they excel. After coming back to F1 after playing the other two for several months, it really leaves a lot to be desired. Please don't get me wrong, F1 2019 is a great game, but it isn't without it's faults and there are some things that need to be done way better. There are several main points that I'll be going over, which if improved, will drastically increase the quality of the game. I'll be referencing iRacing and AC quite often throughout as I feel like Codemasters could learn a lot from how these two simulations implement certain aspects. Force feedback/tyres These two go hand-in-hand as the what the tyres are doing is directly translated through the force feedback. While this is area that has drastically improved over the years, it still has a long way to go. My biggest issue is that you can never properly feel when the car is on the edge of grip. I've lost count of the amount of times I've spun with absolutely no warning that I was about to lose traction. When you're driving the fastest circuit cars in the world, you absolutely need to be able to feel when you're on the edge of grip. The understeer enhanced feature is definitely not the way to go with this. In iRacing, when you're pushing the car hard, you can feel and hear where the edge is, allowing yourself to extract the maximum from the car. You'll notice I said hear and this is a pretty crucial aspect. In both iRacing and Assetto Corsa, your tyres will quite literally be screeching at you as you near the edge of their grip. The feel part is hard to explain, but whatever they're doing differently in their FFB allows you to toe the line better than the F1 games. Anyone who has played either will understand what I'm talking about. Locking up your tyres in real-life racing is a huge no-no, but in F1 2019, it's not punished at all. This creates unrealistic driving styles that completely ruin the immersion, similar to how people were exploiting high rear ballast systems in F1 2018. I like the direction Codemasters are heading with the FFB, but it is one area that needs to be focused on. Sound Checkout this short clip of the RSS Formula Hybrid X 2021 mod for Assetto Corsa. This is a community created mod and it captures the sound of an F1 car infinitely better than any of the F1 games. The cars in F1 2019 sound very flat and lifeless. Notice how aggressive the 2021 car sounds on the downshifts, listen to the turbo and ERS noises, IT'S SO GOOD. It amazes me how a mod team can create something better than a full-fledged game studio that specializes in racing games. When comparing the RSS mod to the honda engine in F1 2019 (the engine the RSS mod is based off), it's honestly a bit of a joke. The Renault engine, in my opinion, is the best sounding in 2019, but when you compare it to the one in real life it sounds nothing alike. Increasing the realism and sound quality of the cars will be a huge step in increasing the immersion in F1. At the moment, they're really nothing impressive at all. Continuing on my from previous point above regarding tyres, they need to be more dynamic in terms of sound. As we're driving virtually, we need as much information as possible from our eyes, hands and ears. HUD This game desperately needs a virtual mirror. Having to use the look back feature to watch for overtaking cars is absurd. Of all the racing simulators I've played, F1 is the only game that doesn't feature a virtual mirror. It's stupid to have use the look back feature as you're approaching a heavy braking zone at 300+ km/h. Having a virtual mirror will allow better battles on track as drivers will have much better awareness of what's going on around them. 2019 took a huge step in the right direction with the introduction of being able to customize your HUD, but they need to take it a few steps further. In iRacing, I use a piece of software called "Joel Real Timing". This application allows me to create an overlay that I can display on my screen while racing. These overlays can include a massive amount of information including a track map (iRacing doesn't have this by default), full leader boards with gaps, deltas, pit stops, fastest laps, average laps, along with custom fuel calculators. Basically, you have enough information to fill your entire screen. F1 2019 pales in comparison. At the very least, give us a leader board that shows all 20 drivers and the intervals between. Having a track map is awesome, but I want to be able to see how many seconds the car I'm chasing down is ahead, at ANY GIVEN TIME, not at the beginning of a sector or the start of a lap. I want to be able to see how many tenths I'm gaining a lap and I want to be able to see how many laps into his stint he is. This is basic information and I'm honestly having a hard time going back to the game after being spoiled with this in iRacing. The next point is a bit nit-picky but nonetheless, is something I'd like to see. In the t-cam view, you can see exactly how much throttle and brake you're giving. When driving in cockpit, this information is gone. Why? Can this not be part of the custom HUD elements that we can drag wherever we want on screen? ERS This has been another point of controversy ever since it's been added. The system we have now works, but it is not realistic and requires WAY too much micro-managing. To maximize your lap times, you really need to be adjusting your ERS on the majority of corners, particularly low-speed. Some find this fun and it is rewarding once you get it figured out, but as Lando Norris said in one of his youtube videos, it's simply not realistic. I can totally understand the difficulty in trying to replicate this system, as it's likely that every team has a different mapping for each track, but there has to be a way to make this easier to manage in a race scenario. I think we definitely need to have an overtake/push to pass button for maximum deployment (similar power to setting 4 - overtake in the MFD) and we should be able to cycle between two modes (they could be called deploy and harvest). Then, it would just be matter of selecting harvest through slow sections and before big braking zones and then using deploy through high-speed corners and straights. Obviously the system would need to be a lot more fine-tuned than this, but I think that would be a better direction to go than what we currently have. To conclude While this post may just seem like I'm sh*tting on the F1 games, I assure you, it's coming from a place of love. I see so much potential in these games and I just find they're lacking in very basic elements. I haven't touched on physics as that is something Codemasters has done quite well. They've found a really good balance between simulator and arcade. F1 cars are incredibly hard to drive and the physics are realistic enough that you are punished for your mistakes, but the cars are totally drive-able. If anyone has tried the McLaren in iRacing, you'll understand where I'm coming from. That car is an absolute chore to drive and I don't find it fun at all. Codemasters have found the sweet spot where it comes to realism and driveability, giving you a fairly fun F1 experience. It is by no means perfect, but I think that with a great team of developers these games can be turned into masterpieces. Spend less time on the stupid DLC packs and the gimmicky stuff that nobody cares about and invest more on what matters the most, the driving experience.
-
2 points@PJTierney, why not a mix a classes for each club? Easy ones in official, like r4/n4, cars with fwd etc, and rwd, 2000cc, group B etc in expert... That way, we would be driving a more variety of cars during the Championship...
-
2 points
-
2 pointsIt's not in the same tone as Senna, but this is well worth a watch if you haven't seen it:
-
1 point@BarryBL Been a while since I posted something, but just wanted to contribute on improvements on 2020 Online lobbies (ranked as well as unranked) are not really good designed (understatement of the year) What needs to be changed other than the obvious what everybody is already stating that ranked lobbies need to be split up in assist users and no assist users, the broken ranking system, and the penalty system. - The so called filter: what's the use of a filter on region only? People want to be able to filter lobbies on how long a race is, which assists needs to be on or off, damage type, those kind of things. Right now people need to open every lobby to see what assists the host has turned on, not user friendly. Cleans up the overview of lobbies which are also in progress. - When leaving said unranked lobby, why for god sake do people get returned to the MAIN screen in stead of back to the lobby oversight screen? Now we get returned to the main screen and start searching all over again. There's absolutely no logic in that. - Hosts need to be able to stop a race session at any moment, so they can kick out dirty drivers and this way clean out the lobby from toxic people, and afterwards restart the race again with everyone who is able to behave properly. This way the dirty scum who's only there for chaos do understand that they only impact themselves with their behaviour because they can't get into any lobby anymore where they are kicked from. Also every kick action needs to be logged, so CM can take the appropriate action to these people when they get kicked all the time. PLUS Make it clear next to their name or something. Only the host needs to see it, and when someone enters who's been kicked several times for dirty driving, they can prevent the lobby from this kind of people. So when people are kicked, give hosts several reasons why they are kicked. #makeonlinelobbiescleanagain - Connections need to be filtered way better. If your connection to the lobby isn't stable enough, you won't be able to enter the lobby, and getting a message that your connection is too bad and it preventing people in the lobby from having a negative experience. This way you can prevent teleporting cars, unstable lobbies, framedrops, teleporting AI. - AI is not intelligent. People get taken out by AI in online lobbies. AI drives like dirty drivers, when they hit you, they don't back off, they keep on pressing the throttle until you spin. how many times i am beeing tboned by A"I"... - When people run lobbies only with themselves and the rest AI, people can't take over any AI driver. Hide these lobbies from the overview, because there's absolutely no use in showing them when people can't take control of an AI driver. - When running a lobby with F1 2019 cars, automatically set the max player count to 20 since there aren't 22 cars/spots available. Also when people leave these lobbies, when running multiple races, the cars/spots are beeing blocked from usage. This way people who join the lobbies can't select a team because someone who left holds an available spot even when not in the lobby. Perhaps I think of other things, but this is a start. On a sidenote, IMO you'd better start focussing on the 2021 regulation changes and next gen consoles and put in all your effort there to make a better experience, because everyone already knows 2020 will be a copy paste of 2019 with new skins on the cars. It's already a JOKE that the DRS zones aren't even updated in the OFFICIAL licensed game, even when the season is already over. And don't get me started on the rest. Save yourself some emberassment and make 2020 a DLC for 2019, make improvements based on 2019 and what's beeing said on the forums and at least try to salvage something of the mess. In the meantime, start focussing on the new 2021 season, build from the ground up with what you learned from all the abominations you made the years before, and build something GOOD! With the quality of what you released in the previous years, people will perhaps accept a DLC version for 2020 more than having to pay full money. Plus it gives you more time and resources to actually work and focus on the problems, in stead of taking the whole ******** with you for again another year, and start all over again. Because that WILL happen when you release a 'new' copy paste version. Stop lying about years of development, when everyone can see how 2019 was a copy of 2017 with all the same problems and ********. Start admitting your errors, take your loss this year by releasing a smaller DLC for less money, improve from there, and throw all your efforts in the new generation consoles with their power and possibilites. From there you can build on a clean slate.
-
1 pointDrove few days and still for me new assists is a piece of sh.... And thanks to this morons, i've dropped from 5th to 11th in 0p.i. event global leaderboard because i was too busy to compete on first days when Canada was open, then after update no any chances to be in top.
-
1 point
-
1 pointThe Lancer Evo VI is making a funny turbo noise when switching gears, on hood cam. Like if it is constipated.
-
1 point
-
1 point
-
1 pointHi Narson. I believe that deleting the data stored on the C:\ drive in \the Program folder\LGHUB is the answer as my throttle is still working fine for all 3 games. If you delete GHub it leaves this folder behind. I think that the data got messed up there when there was a recent update to the GHub software as mine worked before but not afterwards. So delete GHub prog and the LGHUB folder from your C:\ drive. Then reinstall GHub and deselect automatic update. I hope this fixes it for you too. Stan
-
1 pointUmmm as other guys said, I think you are missing the point. Yeah. What most of us refer to (myself included ) is: Race 1 of a series, the IA go insanely fast. You barely can catch anyone. Race 2 of the same series: IA go way slower, you can actually fight them and be on par with most of em Race 3 of the same series: IA go off the track on turn 1 on every single lap, they crash each other trying to get back on track. You intantly win because of that. I don't really think those things are intentional...
-
1 point
-
1 pointI didn't know that I could predict the future...⊠The title "Where's Barry?" became pretty appropriate. Just a brief one to explain everything, I've been inactive for a while due to pretty major surgery and recovery that goes with it. Special thanks to @RedDevilKT, @Hoo, @UP100, @1512marcel and the regular contributors for keeping things ticking in my absence. I'm looking to start being around the forums again next week from home. Thanks for your patience. I will return to being crashed out at T1 in Forum Fridays once I am back in the office. I will be needing some major F1 2019 practice mind, so expect to be passing me on pretty much every corner đ
-
1 pointHonestly, for most of the stages, I could go by with the actual pacenotes if they were told faster (not earlier) and the blatant errors were corrected. In monte-Carlo, however, the system shows itâs weaknesses because the ice and snow patches now have a huge impact on the driving and the copilot doesnât give any information about them. And unless you know the stages by heart, thereâs always a guy standing after a pair of âright 3â thatâs going to die because of a snow patch , on the early part of the descent of the turini pass. But I will say that I side with @gk9147 about the road characteristics. They absolutely need to be in the pacenotes if you want to go fast without knowing the stages by heart. Maybe a right 2 is a right 2 and you have to adapt your speed according to the situation around this right 2, but to adapt, we need the road characteristics. And now that I sometime manage to be in top 20 in community events, using no assists and only cockpit view, I really feel the need for better context in the pacenotes and quicker (not earlier) information delivery, so that the codriver isn't telling you the last corner of a sequence when you're already falling down a cliff because you missed said corner 2 seconds ago...
-
1 pointI really would like to see classic tracks like old Imola, JacarepaguĂĄ, old Hockenheim, old Paul Ricard and old Silverstone. Those all were great tracks!
-
1 pointLest we forget... promo screenshot: vs. real game: promo screenshot: vs. real game:
-
1 pointIm also having the blurry start and need to go into graphics settings and change msaa (each stage!!!!) for it to be better. Pls release a hotfix!
-
1 pointFinland in daytime/clear and daytime/overcast has a horrible looking thick fog on it. Completely unrealistic for the weather (I live in Finland so I would know, also every single Finnish player says this is not even close to how it looks like in reality), looks painfully awful, and you can barely see the road in what should be crystal clear weather with no fog at all. Yes, I know that you said it's "for performance reasons" but that just isn't a good enough answer. Adding this kind of horrible fog that makes it look awful is absolutely not the right way to increase performance. What you should do is get rid of the fog, or at least tone it down to the same level as Wales (where it's bad enough but at least playable) and increase performance in other ways. The kind of ways the leave daytime Finland looking decent. Look at this. This is a comparison of Finland in Dirt Rally vs. Dirt Rally 2.0. You can see it looks FAR better in DR1, because low graphical fidelity without the fog is far better than high graphical fidelity with a horrible fog slapped on it that completely ruins its looks. Your "visual upgrade" has left daytime Finland looking far worse that it did in DR1. These fake promo screenshots, with no fog at all, are what the real game should look like. As it stands this might as well be from a completely different game. The fact that you can't show real screenshots of daytime Finland would kind of suggest even you at Codemasters are not too happy with how it looks like. Steam, super deluxe edition 1230v3, GTX 1070, 16gb ram, SSD, Windows 10, SB Z 2D, 2560x1440 60Hz Logitech G920+shifter
-
1 pointin my humble opinion an entire f1 season is better than 10 cars spread in 30 years. bring back all the field from just a season codemasters made a game of, with all the tracks of course
-
1 pointImagine F1 2020 bundled with a career mode that instead of spanning 10 years of silly R&D upgrades like past games actually had all the cars and drivers from the last 10 years. You'd start in 2011 and FINISH in 2020 having experienced an amazing 10 years of modern car development. I reckon that career mode would be MASSIVE and see a huge boost in sales over previous titles. I'd buy it for sure even if it was riddled with bugs. I'd be so excited to do the whole 10 year career even if I raced poorly. Well I can dream can't I?
-
1 point
-
1 point
-
1 point
-
0 pointsLe FFB est incomplet, il manque les deux paramĂštres grisĂ©s dans les menus de rĂ©glage FFB que sont le glissement des pneus et le moteur. Si vous voulez vous en convaincre il suffit de retourner sur Dirt Rally 1 et mettre ces deux paramĂštres sur 0 et vous obtenez les sensations de Dirt Rally 2.0 avec l'ancienne physique. Il m'est impossible de prendre du plaisir en l'absence de ces ressentis qui apportent une grande immersion Ă la simulation de conduite, on ne ressens la route que via les suspensions... Dans le premier opus nous ressentions beaucoup mieux les pertes d'adhĂ©rence, dĂ©rapages et patinage, les voitures se dĂ©lester sur les bosses, petits sauts et dĂ©nivelĂ©s ainsi que le rĂ©gime moteur. Ces sensations sont inexistante dans Dirt 2.0 et il est incroyable que la communautĂ© ne s'en rende pas compte. BientĂŽt un an que ce jeu est sorti, je trouve cela honteux et inadmissible, je suis extrĂȘmement déçu.