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SturmDesTodes last won the day on September 10 2020

SturmDesTodes had the most liked content!

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900 Team Principal


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  • Platforms
    Xbox 360
    Xbox One
    Playstation 3
    Playstation 4
    PS Vita
    Nintendo Wii
    Nintendo Switch
    Xbox Series S/X
  • Peripherals
    Steering Wheel
  • Steering Wheel
    Thrustmaster T150 / T300 / TX (F1 Wheel Add On & Ferrari SF1000 Wheel Add On) + T3PA Pro Pedals & TLCM Pedals

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  1. You are very likely absolutely right; but if so - People, that wanted these unrealistic changes to the handling and physics model, may not understand that: More difficult ≠ More realistic PS: If people were really concerned about Kerbs and Tracklimits, then maybe Codemasters should have rather tried to implement a more functional Tracklimits system instead of making the Kerbs become rocket launch pads (at the moment some FLAT or LOW Kerbs, that real life F1 drivers ride over with ease, launch you into space in F1 2021 the game...).
  2. TLDR: W12 iRacing >>> W12 Codemasters' F1 2021 I let my girlfriend, who has no experience in racing games or simulators (but has driven many different types of Karts), have a go in both iRacing and later Codemasters' F1 2021 with the W12 selected: She straight up told me that iRacing's version of the W12 was much easier to drive than the one in Codemasters' F1 2021, and that only the braking was a bit more tricky in iRacing, but the car had more grip, more downforce, was more intuitive to drive and she instantly felt connected to both the car and the track.
  3. Whatever Codemasters has chosen to do for the "next gen" F1 experience, i sincerely hope that the physics & handling model will improve drastically, that all tracks will be laserscanned, and that we will finally get VR / Triple Screen Support and a much much better rainspray effect (as dense and large as possible for maximum immersion and realism, as irl if it rains the visibility is almost 0%; honestly the rainspray effect in F1 2021 the game is non-existent and quite pathetic, even in underpowered divisions of Karting you get more rainspray blown onto you...). Also, the Engi
  4. Thanks for your advice, i have tried the troubleshooting solutions you shared already: Sadly to no avail. My Ferrari F1 rim (2011 version) is recognized and can be mapped fully on the Xbox Series X without any issues, and surprisingly the Ferrari 458 rim which came with the Tx base is fully functional on the PS5 with a T300 base. Only on the Xbox Series X the Ferrari 458 rim is not being properly recognized somehow. It is weird and inexplicable how that can be... PS: The "Thrustmaster Tx + Ferrari 458 rim" combo is most certainly under the list of "supported
  5. @TomAAA I found that this particular issue was resolved on my end (Xbox Series X) when i used "Performance Mode" instead of "Quality Mode" in the Graphics options of the game, and unlocked the 120FPS Mode in the Xbox TV settings. Under "Performance Mode" the framerate was stable and no tearing or stuttering happened anymore in replays or flashbacks. I haven't tried this solution on a standard TV screen yet, only on my Acer PC monitor (4K HDR 165FPS); i will come back with a update once i tried it on a standard TV too. Maybe the output device can also be a re
  6. A detailed description of the issue. The game does not fully recognize the Thrustmaster Tx Ferrari 458 Italia Editions, and states: "Required: Xbox Steering Wheel" with a gamepad logo being shown on the "Controls, Vibration & Force Feedback" Option Menu, despite of me clearly having connected the Racing Wheel to the console via the USB port. Due to the game not properly recognizing the Racing Wheel, not all of the buttons and notches are usable. Unfortunately, now 5 out of 17 buttons are exactly the same as the others and can not be mapped for different purposes. For example: There is a "S
  7. A Multipage MFD for the steering wheel display, that we could interactively scroll through via the press of a single button (as it is possible in Project Cars), would be perfect for people that love to drive in Cockpit Cam.
  8. Now that F1 2021 gameplay has been dropped, and some people actually played in Cockpit Mode, it is quite disappointing to see that we still will not get enough info on the steering wheel.
  9. Of course the workload is a lot, and they have to keep the end product as "usable" / "accessible" as possible. But: If hobbymodders and or even small studios can nearly perfectly replicate the modern V6T engine sound effects and design from scratch, with no access to real life mic placements or audio files, and no hightech audio gear etc., then i'm sure Codemasters should be able to give us a much better end product. ----------------------- Also, regarding your last paragraph: Would it not be advisable to create 3 different types of Sound Mix
  10. How come Singha is in the game since 2019, if tobacco and alcohol sponsors are supposedly "not allowed"? Singha is a Thai Beer company! https://en.m.wikipedia.org/wiki/Singha
  11. Here is a compilation of all the F1 2021 ingame Engine Sounds for all Engine manufacturers by MXCN_F1 (YouTube): First thoughts: The Alpine Renault sounds the best, all the others are not anywhere close to how they should sound like if compared to the official real life onboard footages.
  12. Negatives (Audio): Mercedes engine sound is terrible: -Why is there a uprising Turbo Whine when upshifting, and climbing up the speed for the Mercedes Engine? This is not a Renault, or Honda or Ferrari Engine! -Where is the unique Mercedes downshift Turbo Whine? It is completely absent, despite it being a key element of the Mercedes Engine Sound since 2014 (sadly Codemasters has never been able to nail the Mercedes Turbo Whine, and they failed once again in 2021...). -What is that over-exaggerated "Whoosh" sound effect on the right audio channel when downshifting? That is
  13. Now that the F1 2021 game has finally been publicly showcased, we can start comparing the Audio Mix to real life onboards!
  14. Since 2020 to be precise. Sadly neither F1 2020 or F1 2021 sound anywhere close to the Engine Sounds we get to hear on SkyF1 / F1TV or on Pole Laps / Onboards. From how the Audio has been handled over the past years, Codemasters are obviously doing their own thing, with their own Mix. But for maximum immersion and accuracy, Codemasters need to use the exact same EQ, Filters, and Sound Mix as the guys from FOM / SkyF1 / F1TV, else the Engine Sounds will always be off by a mile. It's good that they have put in the effort to try to imitate the secon
  15. Hopefully, some day, we will get a expansive and detailed collection of sliders, as in Nba2k, to make pinpoint accurate changes to the AI, the teams, the drivers and even the overall car performance. This would drastically improve offline, and for unranked MP also online, modes, by a huge mile for sure!
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