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Showing content with the highest reputation since 8/23/2020 in Posts

  1. 15 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!
  2. 10 points
    Hi everyone, Patch 1.08 is available for all platforms. Please see below for Patch Notes: Xbox One wheels controls will no longer control the car and camera at the same time. In Driver Career players with driver moves set to off can now move teams. In My Team Career the vehicle performance index will correctly update when unprotected upgrades are lost due to a regulation change. Nvidia DLSS anti aliasing is now available on graphics cards that support it. Azerbaijan pit building now has correct collision. Venom Hurricane wheel is now supported on PS4. Team HQ interviews will now trigger in the second season and beyond. F1 Championship winner garage celebration will now correctly play. Championship points are now shown in Classic era. Fixed a crash in Splitscreen when P1 retires from OSQ. Multi Function Display now shows New or Used for tyre compounds. Custom race strategies will no longer under fuel the car in wet weather. Some sponsor bonuses will no longer incorrectly be awarded for multiple practice or qualifying sessions in addition to the race. Results of previous seasons which are shorter than your current season will now be displayed correctly. Fuel Assist will no longer force the player to use Rich mix in the race Strategy Practice Programme. Please note we are still in the process of a sports update that will be coming soon. We had some issues that were critical to users gameplay that we had to fix.
  3. 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
  4. 8 points
    And no victory emotes 😞
  5. 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
  6. 7 points
    Psssh don't you know COVID was made up by codemasters so they could take a year off
  7. 7 points
    I understand the enthusiasm for this, however, we have had to prioritise issues that are critical to players playing the game ("Xbox One wheels controls will no longer control the car and camera at the same time" being a obvious example), as this has taken precedent. The Sport Update is in the process of being completed internally, it is just not ready as of yet.
  8. 6 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.
  9. 6 points
    Hi everyone, We’ve identified an issue with downshifting at high revs which caused a lot of gearbox wear and while this is not something we expect players to do we’ve reduced gearbox wear in this case to make it less punishing. If people still experience issues post v1.08 then please let us know and give us as much information as possible and we can look at the fixes that we have added and hopefully update.
  10. 5 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 22nd) 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). 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 adapting parts mechanic during rule change needs to be more complex. Instead of just reinvesting some extra points to retain that part immediately in the next season, the action should 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 as tedious. Or, the more ideal way imo, instead of having adapting mechanics, 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, slightly shorter time (If you've already developed 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 like Senna, Niki or Michael 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. 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 8th) 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 2-4% 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 realistic, right now the car movements are very unnatural and awkward on most tracks (especially for tracks with narrow pitlane), 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. 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. 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.
  11. 5 points
    I wish there was a red flag feature please! That is all
  12. 5 points
    Hi, We've been having an issue in our multiplayer league where if there's the slightest bit of contact between any cars behind the SC, both cars get a 5 second penalty for a severe collision. While the obvious solution is "don't make contact behind the SC", it seems really unfair if you get into a situation like the below where the leader had a lapped car behind him, the lapped car taps the back of the leader and they both get a 5 second penalty. I can see why the car behind might get one, but the car ahead's done nothing wrong and been penalised, and in this instance lost the race because of it. I've also had a similar issue offline where a car overtook me behind the SC (that's an issue in itself but never mind for now), we skimmed wheels and I got a 5 second penalty. 1. See above 2. PS4 3. 1.07, but it's happened in all versions of F1 2020 4. Multiplayer, although I have had similar in My Team 5. Has happened several times. To replicate, make contact with another car behind the SC 6. None - only option would be to turn off the SC 7. Various - in the video above, the driver in front was on a wheel, driver behind a pad 8. Please see above
  13. 5 points
    We don't have the license for that car or driver, sorry 😞
  14. 5 points
    "...the final rally car...". Guess those guys praying for the RX hyundai are in luck 😄 ... (gossip mode on)
  15. 5 points
    Here's a nice detailed table of the changes done to the ratings. Green - improved, Yellow - no change, Red - worsened. Comparison based on the initial driver stats (with those which launched with the game, based on the cards here https://www.formula1game.com/2020/news/F12020-My-Team-Mode )
  16. 5 points
  17. 5 points
    Greetings to All from Codemasters and here in the Forum! First of all. I partially used many Parts of the post from DRTApophis. Since he had already mentioned a lot of important things. There are many interesting experiences, ideas, reports and comments on current games and their contents to be read here. which also motivated me to post something. Okay, most things won't find their way into the game. But it would be interesting that a lot is implemented to make the game more complex, appealing and realistic, in terms of long playability. And there are a many Pro Racers with F1 Channels like, TIAMETMARDUK, TRL LIMITLESS, DAVE GAMING and PATRICK F1 GAMING, to show us these games and they themselves make a lot of comments in their videos what could be improved or added. Work with these guys, they are good. If you consider that a career mode runs for 10 years, you have to offer a player a lot so that it doesn't get too boring after the first third. And let me say this is for both, Driver Career Mode and My Team Mode! Driver Career/My Team Career: Player's character: Note for Editors or more created Stuff, unfortunately it will never be Mods for Console Ideally, a full-fledged character editor. Or add more different ethnic Facials Include Nation Anthems, We want to hear that after a Win Option to add different type of beards, hair and accessories like glasses on ALL preset models. Op. to add hair colour, body type, height, age More audio names (Preferably more common first names and nicknames). Pic driver customize new Add a Driver Helmet Creator/editor, or more Helmet Designs from previous f1 games Unlocking all locked colour schemes to customize. Pic helmet customize new Ability to change design of the Hat, separate from the Race Suit. Ability to change Team Suits design, immediately you can adapt them with the team colors Able to add and change sizes of your number and team emblem on the suit Pic team colour shirts new Create a Car: Livery: Add to customize the car Design of Front Nose, Middle Chassis and Rear End using different designs from the other Teams, to create your own Look Texture options (Matt, chrome, gloss, carbon fibre, etc) Methods to change rims color and texture or include a Livery Editor or including more Liveries from previous F1 games Add all Classic Liveries to use Unlocking all locked color scheme to customize Number ratio for all the sliders for color matching purposes. Ability the apply the colors groups from Livery to Team Color and Race Suit and vice versa. Different fonts and color change (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. Separate color changing option for the Halo (At least for some designs). 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 show all user created liveries like the one in main menu instead of just the one selected for career use 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 Pic team livery customize new Team Logo: Add to choose the Showroom Wall colour and the Sign; Team Name with Logo/without Logo/ Logo without Name Size and distort option for team emblem On the Car Nose; choose None, Name or Logo Pic showroom team logo new My Team: Management needs to be deeper and cover wider range of things than facility cost and driver salary. transportation fees, part exchange/development costs and damage cost (full-chassis replacement for example) should be implement. Make bankruptcy a real risk, so the sponsor system could plays a much bigger role. It'll be ideal if there's going to be an option to tune it down and streamline it to our current system, so player can choose how far they actually wanna go. or to keep some money for the next season cars, maybe 1 car cost 500,000$ Add a performance slider or include a random team-strength choice to individual teams during the settings at the beginning of the season so players can adjust their performance free Unclude a Driver exp system, the attributes of Driver decrease or increases differently depending on Results and Age. So drivers become better or worse in Time and in addition to the Training Development Age and driver's growth and decline period differs from driver to driver and should be transparent to the players. 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). Include also Base Location and the typical Team Anthem Pic my team start new Sponsors: Prestige, Acclaim and Results affect when a Team can acquire higher Level Sponsor, starting on Level 1 Now the Player can aquire 1 Main Sponsor and 6 Second Sponsors from beginning, (Note; Real Teams has over 10 Sponsors) makes it more realistic Add to offer Sponsors for 1-3 years Contract, how better the Acclaim or Prestige is, better Sponsors and Contracts are available A customized Sponsor financial package that makes it a little more challenging because you have to look after your money account. Second Sponsor Salary starts low/mid 100tsd-500tsd., up to level 5 ca. 1Mill.-2Mill.(Just a concept) Divided Main and Second Sponsor from level1 to level5 Sponsors, obtain better/higher Sponsors on higher Acclaim Include Real Sponsors, (also from the other Teams) Classic Sponsors can be unlocked after contesting a Classic Event in the Season Calendar Add a Hospitality with Costs every Race, invite Sponsors to advertise. Option to add/remove engine supplier logo on the car (With color changing option if possible). Ability to write your own team name with different kind of fonts to place on the car and race suit. 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. Texture options or even fully textured/colored version (with color change). Pic sponsors new Ability to sign more sponsors (There can be a new category of "minor sponsors" that provide small but additional incomes or benefits). There are 11 different slots for Sponsors on the Car, change that from 5 to this 11, the player select by themselve which sign comes on which slot. Size and distort option for Player can switch through Sponsor/Engine/Tyre/Fuel/Team name, which takes place in every slot. Including selecting Slot Spots on Helmet and Overall Pic sponsors slots new Engines: Including a new Engine Add Contract Length 1-3 Years for Engines Engines changes from the current Status to good or poor every Season. Pic team engine new Team Staff: Maybe your could implement some sort of team staff management system like hiring technical director or marketing staff, Somebody wants to create a female Team? Okay why not Pic team personal new Driver Market: There should be more options and realistic on teammate's contract, like multiple-years contract instead of just half year. Detailed contract offer, with length, driver role, bonus and when it starts, now or tomorrow or next season. Customized Driver Demands when offer a Contract In Driver Career! Driver Results affect which Teams offer a Contract. Like F1 2013. Also from the beginning in a Career, a Driver has to start in a lower Team. You have to earn your mark, like in Real Life. What about, kick out a driver? Don’t like your mate, so fire them and hire a new one, after every Race you want, but corresponding with a contractual penalty salary. Pic driver market new At this Point, an important Note more drivers like as Free Agents Alonso, Hülkenberg or Jamie Laura Chadwick in the driver market to increase the selections of driver line-ups. F2 drivers from certain junior program are much likely 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 Feature for Memories, add Bianchi & de Villota deserves to be in Pic new drivers Facility: more costs and the new department levels are from Level 1 to Level 5, takes 4-5 years to be on top and make more Realistic Construction Department for the New Season Car, maybe 1 car cost 500,000$, more realistic. Marketing include now a Merchandise to obtain extra Money and buy a Fan Shop Building up on Parts in a Department takes month to finish Other Teams increases also their Facility develop new Technical Parts cost now money in addition with standard resource Points so better your Departments and all Developments are, depending on the new technical rules every Season, so better or worse is your Car. Pic facility new Season Schedule: Ability for players to setup the race calendar for each season like in Gran Prix mode. From 22 or 16 or 10 Races, choose their own Schedule and Order of Races in one Season Calendar Schedule changes every Season beginning There include, 22 original game tracks and some added tracks(like Imola, Estoril, Nürburgring, etc.), which the Player can choose. Pic season schedule new Season Calendar: Calendar goes longer from February 1st to December 11th, with new parts, Season Start, Car Reveal, Schedule Overview, Pre Saison Overview, Pre Season test 1 & 2, all Races, New Tech Regulations, Season Review, Season End Note, the new Technical Rules calls, what changes, what’s useless or what has to be re-researched next Season, etc. maybe more challenging for all Teams. Calendar progression needs to be more controllable instead of forcing the players to really focus on just pausing at the right day. Instead of only having Will's interview to decide your starting progression on New Game, there should be an option to do Winter Testing. (Either complete it yourself to maximizes the effects, simulate it to get default outcomes, or skip it entirely to start with a bare bone car & team.) The Winter Testing can be a platform for gathering extra research points, unlock certain R&D parts (or even new paths), and increase exposure of yourself, team & sponsors which affect acclaims, or may be even give you a chance to sign extra sponsors to jump start your team. Other's team performances may also be affected by Winter Testing if the performance slider is not possible, it can be either a boost or nerf of performances in a random manner for them (At least starting from 2nd season). Pic season calendar new Season Results: Add a detailed view from every race in every season, where player can select each Race, a window pops up with a detailed overview from that race Weekend Pic season results new Interview: 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 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). What about more interviews? Every Time, when a Player Poles or Win there has to be a Interview. Why wasn’t there a Interview before every the Race? Look the at the in-game scenes, with Reporters on the grid, include this. Chill Lounge Interviews in the middle of the first half season and second half season. Interviews Answers shouldn’t effect Car Developments at once, more like Prestige Levels different Parts like Fans, Team as well and Public. Most Answers influence just a little bit the increasing/decreasing from various Departments. Results should have more influence. More variations of commentating dialogues, we have a good amount now, but I think there should be more mentioning about what us and our team have done in the race instead of just reusing all the lines that talk about other teams. Important, where is the after Race Press Conference? It’s also one Step to more Realism that’s missing. Pic interview new News: Another thing that’s missing, News Letter besides the Messages from Carl, Emma or what ever. News Letter shows what going on outside your Team. New Hiring in other Teams, New Sponsors to available, how present was your Team on Weekend, what’s new around the World etc. maybe another nice Feature Also More Messages from Carl & Emma, about the Team and Departments what has to change, Driver Contracts, Sponsors, your Status in the Team, Alerts before firing, some Tips, etc. Pic news ticker new Racing: Some People doesn’t like it but it give them a little touch, the TEAM ORDER. Simply a part of it. Pic team order new Every Year, AI drives into Players car in a Race Fight, Player gets the Penalty. What’s wrong, your have to fix that. Same Player slips and turn on Track, can’t react and AI crashed into them. Player gets Penalty. That’s Wrong. When a Player stops there on purpose and provoke a Crash, that’s a Penalty. Your have to Add The Rear Wing Damage, no damage is unrealistic. Since Geoff Crammonds Grand Prix use that. Pic rear wing crash new Also more Side Box Damage, makes it all difficult to challenge but more realistic Add a Slider to adjust Percentage Retires Rate during Weekend. Which means unpredictable Car Failures. Driver Performance fluctuate on Weekend, one day a Driver is better then ever and another day he’s unconcentrated and drives worse 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. AI needs to be able to more reliably overtake/go around slower cars (Especially damaged and even stationary/retired ones). AI difficulty setting needs refinement so that their actual performances are more consistent between different tracks and sessions. AI needs to be more active on getting the inside line into turn one 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 second/third practice session's lap time with soft tires needs to be more competitive. 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. 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 situations. The clutch engage prompt at start should be separate from the MFD so players can still adjust their setting at launch. 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 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. Add an option for player to choose to remain as a spectator in the practice and qualifying sessions if they retired or crashed out. So that the Session end when the last Driver on Track finished his last Round. See it often, AI is fast to set a better Lap, Timer goes 0.00 Session ends and the Round is lost. Okay, CPU kidding himself, but that need to be fixed. Setup: Add some windows and explaining Parts to the Setup menu for better understanding, especially for new Gamers add a in Game Telemetry Window Pic setup menu new Toturial: Add some explaining Parts to the Toturial menu for better understanding the Car Physics and How to Setup, especially for new Gamers Pic toturial parts new Season Line: DO NOT place a story or even mention anything like that in the game, let the players make up their own story. But bring in more Scenes with the Characters around, more Presentation on Race Weekends for each Tracks, show us the Colourful Life of the big Formula 1 Business. I like the in game Presentation, and the in game videos Parts from 2017/2018/2019 in Career Mode. Maybe someone of that would be included, to interact in videos more with Carl, and Emma. Feels a little bit Natural. And more Presentation before the Race, about the Land where it is and country specific Pictures of the Landscape or Tradition when the Loading Screen appears. Racing Simulation had it back then. Traditional Presentation before on Race Day Contract Negotiations Scenes pic presentation new Worth mentioning: If players start a driver / my team career before the first season starts, players can change the driver list according to their wishes. hard to make this but, Players can choose between Standard Full Fuel Rules or Retro Refuel in Race Rule; like the periode from 1994-2009 players can now select a new Qulification Type, the 1. Session One Hour Shootout. Retro Qualification like the periode 1996-2002 Add new Classic Cars and Liveries, like Panis 96 Ligier JS43, Jordan Buzzin Hornet 199, Herbert’s Sauber C16 or with Honour Ratzenbergers Simtek S941. Pic classic cars & liveries new More variations of victory & podium celebration, especially for the player and our teammate in Driver's Career & My Team mode. Jumping 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 when you've won the world championship...it really needs to act as a reward of accomplishment for the players. I felt that the current ones we have right now is lacking emotions and too systematical (It feels so cold), they can stay, but only for other driver's victory (Because it's not important for you) and multiplayer's win to save screen time. Pit members celebrating in the pit wall 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. That's a lot of content and I think a lot of it has been mentioned so often. I'm also sure that a lot of it will never be included in the game, conceiving and programming such a complex game is not easy either, in addition to the time and costs. Some things are difficult to implement or simply not technologically feasible. But there are some interesting features and Stuff that could certainly fit in well with the game or that would look good in it. Maybe you can make adjustments beforehand via updates and insert small things and then later publish a fully packed DLC package. But we can't decide that. Thank you for your attention!
  18. 5 points
    Fair Comment. However, users who mod don't have to gain approval of FOM and their various stakeholders, the drivers and the teams. They are also variants of builds that are added to the games 'at the users risk'. We have to stress test updates, ensure that all parties are happy with our changes (as you can imagine with F1, this will take time) and implement them. If stakeholders disagree, it can hold things up. Modders are users who can take something and change it to their desires. Our updates are official and have the 'red-tape' to go with that.
  19. 5 points
    Gameplay/Multiplayer fixes and improvements?
  20. 5 points
    The track in China has changed a bit during the last years, unfortunately not (yet) in the game. - In turn 2 are now concrete blocks on the inside (the same blocks as recently in turn 6 and 14 in the game) as well as two yellow bumps - the red painted grass on the inside of turn 3 is gone, instead there is now green surface - The concrete blocks on the inside of turn 6 are gone, now there is grass - There is a white line across the track between turn 8 and turn 9 - In turn 9 are now concrete blocks on the inside (the same blocks as recently in turn 6 and 14 in the game) as well as a yellow bump - The green surface right beside the track between turn 9 and turn 10 seems to be bigger in real life - In turn 10 are now concrete blocks on the inside (the same blocks as recently in turn 6 and 14 in the game) as well as a yellow bump - In turn 11 is now a yellow bump on the inside, there is no floor advertising on the outside and the "anting"-advertising on the stand in the background are now "jiading"-advertings - At the exit of turn 11 are now concrete blocks, they are going till turn 12. There is also a yellow bump in turn 12 - In turn 12 and 13 as well as on the first half of the following straight are "aramco" advertising signs and boards. In real life all of them are "Rolex"-signs and boards - The DRS-board on the left is not so close at the track in real-life - The bollard at the inside of turn 16 is gone in real-life (and now on the outside beside the pit entry). Instead there is a yellow bump now. There is also a white line across the track and there is no white line in the pit entry in real-life.
  21. 5 points
    I have compared the Bahrain track and in real-life there are some bollards in turn 1, 2, 4, 7, 8, 10, 13 and 14 as you can see in the screenshots below. It also looks like as if the colour on the curbs in turn 2 is a bit different from the game (the red-white stripes are too short in the game) and in the inside of turn 4 is more space between the track and the barrier.
  22. 5 points
    any one else noticed that the crowd noise as you enter a stadium section on certain track is way too loud, even drowning out my car noise, with no obvious way of turning the stupid noise down, Please sort this horrendous noise out or give us an option to turn the eager clappers off,
  23. 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.
  24. 4 points
    I appreciate that you have at least attempted to provide reasons for why you feel this way. In the spirit of good faith, I'd just like to address your points individually out of respect to your views. I totally get that you want to have that excitement you get in racing rather than a simple, bland racing simulation that accurately reflects how cars drive but doesn't really 'feel' like a real race - a description I'd use to describe a series like, say, Gran Turismo, which I am actually a big fan of. But to me, Codemasters' F1 series is the best we've ever had at providing that 'real racing' sensation in an officially licensed F1 game. We have formation laps, manual starts, manual pit lane activation, a live engineer on the radio that we can literally talk to for information during a race, pre and post-race cinematics, podium celebrations and a championship celebration when we clinch the title. We have the Safety Car that can act as a wild card during races along with AI mistakes and crashes separate from the player (although they are wildly inconsistent between players and I don't have any SCs in my MyTeam for some reason...) and we have driver transfers and retirements and performance changes that make career mode dynamic and a unique experience with every season. Could there be improvements to these? Absolutely. I think we'd all agree that there are ways in which they could be made better. But I would definitely disagree that F1 2020 is missing that 'new scenarios and entertainment' that you suggest. You might like more of it, that's totally understandable. But to claim it just doesn't exist is hard to difficult to see. I'd agree with this. I've managed to do this plenty of times in previous racing games without much trouble. The only reason I can think is that limiting this is to help prevent less-experienced players from messing things up and getting frustrated, or to stop players cheating or deliberately trolling other players in multiplayer. Also, it could be that it prevents any additional bugs or glitches from ruining the game for players, because it would be an additional area of programming to have to contend with. I can see how you might not like that, but as a stylistic choice, I don't really mind it. It conveys that you've had a race-ending crash and alerts you that it's a major event. I can live with that. I totally disagree with this one. Compared directly to F1 2019, the current cars feel significantly lighter to drive. I think people can forget that modern F1 cars are heavier than ever before. And at the start of races, they are fat with fuel too. I think F1 2020's handling is actually one of its strongest points. I don't see this at all. I think they do benefit from artificial reactions so they can respond to spins and collisions better than any human player could, but that's just one of the limitations of current AI programming. I certainly have never felt that I couldn't race with the AI without worrying that they were going to wreck me. Again, I have no experience of this. My only annoyance with the AI is with how they are programmed to yield to you in practice / qualifying when you want to just coast back to the pits and you're trying to let them pass but they insist on letting you back by. But then again, I'd rather have that than the AI refusing to let you by on your hotlap. I think having lap one crashes would be a great way to make racing feel more authentic, but I think we have to be careful what we wish for. I don't quite know how you program the AI to have the potential to crash in a way that feels organic and not scripted. Also, what do you do about the player? How frustrating would it be for a lot of players if they get caught up in a turn one crash because they couldn't avoid the cars ahead? Sure, it might be realistic, but I think there's a significant risk of it being one of those factors that players would begin to complain the loudest about. Yes. I have this issue. It really, really sucks. The worst thing is that when I started my MyTeam career, everything was fine. Then after I started additional careers, it just disappeared entirely and now I feel like I've screwed myself. I'd love to see this finally get addressed. I've not experienced this myself. But that is something that we can all hope the developers are looking into. I have not experienced anything like this or seen anyone else describe anything similar to this. I don't know what could be causing this. I actually think the corner cut penalties are fairer than most people find. The problem is that it's hard to be precise in this game. It's very easy to go more over the kerb than you intend to, but I think that's just a combination of factors including playing on a TV versus actually being in a car or using VR and the accuracy of controllers vs a wheel. But the fact that the official F1 virtual grands prix had drivers taking lines they would never be allowed to take in real life shows there is a problem with some corners. Come on, dude. The damage in F1 2020 is not 'terrible'. On Simulation, it's actually harsher than any other F1 game I've ever played, from the PlayStation games of the 90s to Geoff Crammond's series, F1 Challenge and beyond. You can hit a barrier in Monaco, lose a front wheel and be out of the race. That's a good damage system, to me. You don't quite have the carnage during massive, multi-car shunts, but I think the damage is one of the strengths of the series. Especially compared to literally every over official F1 game before it. I think that's actually pretty authentic. Especially as F1 2020's traction is based on feedback on 2019 from actual real life F1 drivers. I think things are pretty good in that regard for a game like F1 2020 is trying to be. Can't really explore that when you're not expanding on what exactly you mean. Again, what do you actually mean by this? I could do without the interviews. The race engineer is repetitive but mainly because racing is competitive. I do wish we could select an option to take out all the 'this is how F1 works' messages in the pits or during formation laps or whatever. I know what I'm doing, Jeff. That would be pretty cool, but those targets in real F1 are based on massive data crunching - far more than we would ever be able to expect in a game. It's far too easy to give the player incorrect information that would end up screwing them over rather than helping them. Right now, the best way to race is to drive at about 95% in races for the most effective balance between speed and tyre wear, fuel etc. But that is also more fun than driving to a delta, so I don't mind that. What do you need to know during a race? If I'm fighting for 10th, I only care about what's happening with the cars around me. It doesn't really matter to me what's happening up front, because I'm not in their race. I think the volume of info you can see on the HUD and request from Jeff is pretty substantial as it is. It would be great if he could give you more info about cars you're racing who have just pitted or have yet to pit to work out whether you're going to be able to pass them or hold onto your position or not, but that must be very hard to program accurately. So I'm happy with how things are at the moment. I am really looking forward to seeing this game evolve onto the next generation. I think F1 2020 is the best F1 game we've ever had, but I think there are certain things about the current-gen engine that are holding the devs back from making things significantly better in certain areas. I really think they will benefit a lot from SSDs and greater processing horsepower and I hope they're able to make the move without sacrificing too much of the good stuff we already have.
  25. 4 points
    Presenting Team RAMROD
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