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SturmDesTodes

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SturmDesTodes last won the day on June 27

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  1. SturmDesTodes

    AI Qualify pace vs Race pace

    Yes, me personally, i use 110 for Qualifying and something between 90 - 105 for the race depending on what track i'm at whilst 95 being the standard go to AI race difficulty due to the fact that on most tracks 95 gives the most realistic race pace for the AI if compared to real life. Difficulty is out of sync, imo, race pace seems to be faster than quali pace for the AI. Made a thread about this issue recently asking for the implementation of a possible solution i believe could be easier than recoding the AI itself: Simply put, this is about the addition of "hardcoded AI difficulty presets" for all individual and seperate GP events, meaning that i only dial in the difficulty once in the beginning, e.g.: FP1 90, FP2 90, FP3 105, Quali 110, Race 95. This way the AI gets set up once to our liking for all events and we won't have to bother having to adjust constantly all the time anymore. Of course this is not a core fix for the imbalance of the AI itself, but, imo, this should be easier to be implemented into the game as the assets are already there.
  2. SturmDesTodes

    Why is this also in ranked lobbies?

    One solution could be to adopt to Battlefield 4's "Noob Server" type of system, where if you are below a certain rank, you will be put into lobbies with people who are also "nubs" as for they have not yet reached a specific level to unlock the "normal" servers. A revised version of this could be used for F1's ranked lobbies. For example, if you are below rank 10 and or have a low safety rating, you won't be able to get to the "normal" ranked mode, but if you have reached rank 10 and have at least a safety rating of A, you can compete in the "normal" ranked mode. Meaning: "Nub" ranked mode = All assists allowed, 25% race distance, safety car on, dynamic weather, tyre simulation on, oneshot qualifying, manual race starts & pits, warm up lap on, visual assists allowed, all camera angles allowed "Normal" ranked mode = All assists banned, 25% race distance, safety car on, dynamic weather, tyre simulation on, short qualifying, manual race starts & pits, warm up lap on, visual assists allowed, all camera angles allowed "Hardcore" ranked mode = All assists banned, 50% or 100% race distance, safety car on, dynamic weather, tyre simulation on, long qualifying, manual race starts & pits, warm up lap on, visual assists banned, forced cockpit camera angle Rank 0 - 9 and or safety rating < A = "Nub" ranked mode Rank 10 - 50 and or safety rating at least at A = "Normal" ranked mode We could even add another optional tier into this, which will be reserved for those that have reached rank 25+, "Hardcore" ranked mode. Rank 25 - 50 and or safety rating > A = "Hardcore" ranked mode To make all things fair, this is how the experience points and or ingame cash bonus could be distributed for all three ranked modes (X=experience points, $=ingame cash), (0% = standard XP + $ progression and no bonus, x% = value of bonus added on top of the standard progression): "Nub" ranked mode = 0% X / $ "Normal" ranked mode = 100% X / $ "Hardcore" ranked mode = 500% X / $ Brake Assist = 0% X / $ ABS = 0% X / $ No ABS = 100% X / $ Full TC = 0% X / $ Medium TC = 10% X / $ No TC = 100% X / $ Auto Gears = 0% X / $ Manual Suggested Gears = 50% X / $ Manual Gears = 100% X / $ Full Racing Line = 0% X / $ Corners Only Racing Line = 0% X / $ No Racing Line = 250% X / $ Auto ERS = 0% X / $ Manual ERS = 50% X / $ Camera Angle (Far, Near, Frontwing, Nose, TCam, TCam Offset) = 0% X / $ Cockpit Cam = 250% X / $ HUD on = 0% X / $ HUD off = 250% X / $ For these type of multipliers to work correctly, the XP needed to rank up from one level to another should be set high, so that progression is very slow, unless you drive with absolutely no assists of course, no visual assists, cockpit cam and in "Hardcore" ranked mode, which will give you some massive boosts to faster ranking up and getting more cash than normal. Also the prices of each individual customization item needs to be at least 8 times higher than it is right now, to make the sysem work more consistent and in alignment with the bonus multipliers. As for penalties, the cleaner you drive the higher your safety rating XP + $ bonus will be, the dirtier you are the more XP + $ will be taken away from you and you will be deranked and in the worst case scenarios even get a limited ban for a specific period of time to help clean up the lobbies. Also, imo, XP + $ should only be gained in ranked mode, whereas safety rating should be awarded in all MP modes except of private lobbies were this won't affect the players, but in private lobbies this will be granted at the expense of not being able to rank up or get any ingame cash as well as not getting any statistics for private races. Stats should be given everywhere, except of private lobbies This is just one of many theoretical solutions that we could be using to improve MP overall, what are your suggestions? What would you want to see the most in MP for a more balanced and fair experience?
  3. SturmDesTodes

    F1 France is a joke again [R2]

    French GP, Paul Ricard, PS4, Time Trial.  Almost all the times in the top 50, those that were faster than 1:29:0 all the way up to 1:28:8, have abused track limits in the final sector to post their times, they gain around 2 - 3 seconds by that. Track limits at Paul Ricard (Sector 3) need to be updated and corrected.
  4. SturmDesTodes

    1.05 is some kind of misunderstanding

    Highspeed corners is where all the time is lost, imo.
  5. French GP, Paul Ricard, PS4, Time Trial. Almost all the times in the top 50, those that were faster than 1:29:0 all the way up to 1:28:8, have abused track limits in the final sector to post their times, they gain around 2 - 3 seconds by that. Track limits need to be updated and corrected.
  6. But that is the point, the cars do not feel right, currently they are going into the right direction, but the cars still need more grip, especially in high speed corners, hence why tracks with such type of corners seem to be multiple tenths or seconds off the pace in the game compared to real life. Nevertheless, if that is the standpoint of CM, then any suggestion made is futile.
  7. Had a surgery two months ago, am on restmode til November, too much time on my hands. 😅
  8. The times of the AI in my 20 laps, where i was actively driving through the whole event (5 One Shot Quali Runs, 5 Short Quali Runs, 10 Long Quali Runs), were significantly faster overall compared to the simulated 80 runs in One Shot Qualifying afterwards. Actually, even at Short Qualifying and Long Qualifying the times were the same, basically at least 1 - 2 seconds down to real life.
  9. I did 100 runs, 20 were me driving through the whole event, 80 were simulated. Simulated laptimes (80 runs were simulated) were in the high 1:16's or low 1:17's, actual test runs with me driving the whole event (did 20 runs myself in total) were in the mid 1:16's or high 1:16's. The fastest time of 1:16:4 was done by a Mercedes car, LH44, during my 20 runs that i did myself. (Slowest in this 20 lap run was a 1:17:0)  The slowest time of 1:17:2 was done by a Mercedes car, LH44, during the 80 sim runs. (Fastest in this 80 lap sim run was a 1:16:5)
  10. SturmDesTodes

    1.05 is some kind of misunderstanding

    Yes, simulated laptimes (80 runs were simulated) were in the high 1:16's or low 1:17's, actual test runs with me driving the whole event (did 20 runs myself in total) were in the mid 1:16's or high 1:16's. The fastest time of 1:16:4 was done by a Mercedes car, LH44, during my 20 runs that i did myself. (Slowest in this 20 lap run was a 1:17:0) The slowest time of 1:17:2 was done by a Mercedes car, LH44, during the 80 sim runs. (Fastest in this 80 lap sim run was a 1:16:5)
  11. SturmDesTodes

    Scuderia Ferrari MISSION WINNOW Livery!!!!

    THIS. That's a matter of opinion. Imo, if CM did not have the exclusive official F1 licence and these were simply a bunch of fantasy cars, i would not be on this forum nor buy their games at all (except maybe DIRT, as this one is fun), because the core of CM's whole Formula Racing Game packet is mediocre or only "good" at best and doesn't stand out as a revolutionary racing game that others would try to copy. Ironically, CM does not copy industry standardized features into the game either, even worse, they refuse to tell us why or only give open answers that could mean anything, making the game even less attractive to the large pool of potential customers and players out there. This is awfully sad, as CM do have the potential to make and create something much better. Anyways, i respect your liking of the game, if that is your cup of tea, have fun with it.
  12. SturmDesTodes

    1.05 is some kind of misunderstanding

    Copse is flatout and the cars do brake much later this year compared to the past seasons. Also, ...the cars need to be even faster than what we got with the 1.05 patch. At the moment both the AI and the players are not able to fully reach the ridiculous cornering speeds at certain tracks or specific notorious highspeed corners and therefore are slower all the way up to over a second, Spain for example is currently a problematic track for this purpose. Spain GP pole laptimes (Real life, Time Trial, AI) 1:15:4 real life pole time. 1:16:7 currently the fastest Time Trial entry on PS4 (18.07.2019) 1:16:9 the median pole laptime of the AI around Spain (did 100 runs in Grand Prix Mode at 110 AI to get the numbers and calculate the "median") Btw, what i found quite striking about most of the setups used by the fastest Time Trial drivers, they usually tend to use minimal aero to maximize straightline topspeed at the expense of cornering ability, whereas irl the topspeeds are low but cornering speed is out of this world. CM need to rebalance this by making us go for cornering speed over topspeed, as it should be if compared to real life performances.
  13. Cars need to be even faster than what we got with the 1.05 patch. At the moment both the AI and the players are not able to fully reach the ridiculous cornering speeds at certain tracks or specific notorious highspeed corners and therefore are slower all the way up to over a second, Spain for example is currently a problematic track for this purpose. Spain GP pole laptimes (Real life, Time Trial, AI) 1:15:4 real life pole time. 1:16:7 currently the fastest Time Trial entry on PS4 (18.07.2019) 1:16:9 the median pole laptime of the AI around Spain (did 100 runs in Grand Prix Mode at 110 AI to get the numbers and calculate the "median") Btw, what i found quite striking about most of the setups used by the fastest Time Trial drivers, they usually tend to use minimal aero to maximize straightline topspeed at the expense of cornering ability, whereas irl the topspeeds are low but cornering speed is out of this world. CM need to rebalance this by making us go for cornering speed over topspeed, as it should be if compared to real life performances.
  14. SturmDesTodes

    Patch 1.05 and AI performance

    Imo, the AI need to be faster, just as the player as well, especially at 110 AI i expect the laptimes to be over a second faster than real life, sadly the opposite is the case: But, at least CM are on the right track, now they only need to readjust the overall car performance for even faster laptimes.
  15. @Akkan74 By the way here is a picture of one of the fastest current 1.05 patch pole time in game set by Mercedes in Spain at 110 difficulty: EDIT: I did 100 runs, the median pole laptime in Qualifying was around 1:16:9, the fastest 1:16:4, the slowest 1:17:2, all the runs were done in dry weather condition at 110 AI at Spain. That is over a second slower to real life. So not only is the players car too slow compared to real life, but the AI's car is as well.
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