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Everything posted by TheEmpireWasRight
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F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
Imo, the ingame pitch is finally correct. Last year the cars sounded as if they were barely revving beyond 11k rpm. The higher pitch you have mentioned in your post comes from the exhaust mic. Apparently a option for TV Broadcast Mix and a Standard Mix has been included in the game as a on/off switch. If you don't like the high pitched exhaust mic, you can turn it off. -
F1 2020 Gameplay by Content Creators
TheEmpireWasRight replied to The Slam Slider's topic in General Discussion
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F1 2020 Gameplay by Content Creators
TheEmpireWasRight replied to The Slam Slider's topic in General Discussion
Saw that too, hopefully this will be fixed. Makes me wonder, whether or not the mirrors in night time races have been fixed as well. In F1 2019, the mirrors did not have any illumination for the track in them, during night time. Apparently due to console power limitation. -
F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
Because the track apparently underwent even more changes afterwards, changes that are not in Codemasters version yet. The trackdesigner of the real life Zandvoort circuit, Zaffelli, pointed out the issues in Codemasters version of the track a couple of weeks ago: Seems as if Codemasters got hands on a very early build of laserscan data. But changes were made afterwards, rendering Codemasters version to be outdated already. -
Classic tracks would be fantastic.
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F1 2020 Gameplay by Content Creators
TheEmpireWasRight replied to The Slam Slider's topic in General Discussion
@issueskid After having listened to the engine sound of each engine manufacturer in F1 2020, the preview build that the YouTube community got to showcase early on, i have to say that the overall audio quality has improved once again and that is a step into the right direction. Either way, i forgot to add this issue earlier, but the rpms after each upshift to 8th gear seems to be wrong for the Ferrari engine and the Mercedes engine: After upshifting from gear 1 to gear 7, the rpm is always around 10.5k to 10.7k, which is realistic if compared to real life telemetry, but once shifted from gear 7 to gear 8 it's around 10.1k - 10.3k for these 2 engine manufacturers specifically, which is unrealistic and basically wrong. Because of that significantly lower rpm range in 8th gear, after upshifting from 7th gear, the engine sound is way too low pitched and incorrect. In other words, the engine sound for Ferrari and Mercedes, only in 8th gear, sounds as if the gear ratio is way too long. Hope this will get fixed for both the Ferrari and Mercedes engine. PS: I retract my previous comment about only the Ferrari and Mercedes engine being effected by a wrong gear ratio for 8th gear. As it turns out, it's the case for all engine manufacturers. But it is more distinctively audible for the Ferrari and Mercedes engine: Of course this is still a early build and "work in progress", but i hope that it will be fixed before release. -
F1 2020 Gameplay by Content Creators
TheEmpireWasRight replied to The Slam Slider's topic in General Discussion
About the engine sound, glad to hear that the overall pitch is much higher than last year, which is more realistic and makes the cars feel more lively. But, imo, the Mercedes engine sound still seems to lack the distinct Mercedes Turbowhine in lower revs / rpms, also the exhaust engine sound on the right side of the audio (exhaust mic) seems to have a extreme amount of wooosshh effect to it, which on the real life TV feed is not as pronounced: Hope @issueskid, and everyone else at the audio team of Codemasters, have a look at it. -
This would be the most sensible thing to do and to expect. The ability to switch between the SOC 1 - SOC 3, and the overtake button on top, would make a much more realistic experience. Either way, i hope Codemaster went to take a even more realistic approach by giving us the ability to individually map and program the ERS in the car setup menu ourselves, by choosing parts of the track and applying ERS mode + SOC mode to our liking, so that it will do exactly what we programmed / mapped automatically and we only have to change SOC mode, i.e. programming the 3 ERS Modes before even hitting the track on Spain: Straight to Turn 1 = Highest ERS mode for maximum power, 150m board ERS turns off and the SOC will be used to harvest energy. Driver behind us can clearly see that by the red blinking light flashing shortly. Turn 1 - Turn 2 = ERS mode off, SOC mode on to harvest more energy. Turn 3 = ERS mode on at medium, SOC mode turned off. Straight to Turn 4 = ERS mode on maximum, 30 - 50 meters before the braking point ERS turn off and SOC mode is being activated again for harvesting. Etc. Etc. Etc.
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F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
Speaking of alcohol sponsorship, Singha is already in the game, hopefully Estrella Galicia also gets some love. -
F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
If this is supposed to be full wet conditions, then it is very underwhelming. Possibly console limitation, or maybe even the Ego Engine not being able to take huge loads of particles to process en masse, unfortunate. Next gen title on PS5 / XBoxSeriesX needs to improve on that massively. -
F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
That'd be much more realistic than what we had in the past, and a welcomed improvement. -
F1® 2020 | First Gameplay Trailer
TheEmpireWasRight replied to BarryBL's topic in General Discussion
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Updated Spain Car Setup. This one is perfect for Qualifying runs. Lots of downforce and grip. Very stable.
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Do you have a smartphone or a tablet? If so, check out "SIM Dashboard", a app for simulating the cars lcd screen. You can load up all types of info (rpm, gear, car damage, temperatures, position, laptime delta, telemetry, brake and throttle bars etc.). Or if you do not wish to donwload a 3rd party app, take the ingame steering wheel as your reference: Once you hit around 11000 rpm - 11200 rpm, the first rev light should be visible on your ingame steering wheel. Try to hit that single red lightbar, and you will have nearly perfect rpm ranges for your starting procedure.
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I'd suggest: 11k - 11.2k rpm, quick shift to 2nd and 3rd gear, rich fuel mix and overtake ers. Also, if you are driving with full tyre simulation: Get your tyre heat up before the start, it does make a small difference in the game, in terms of how grippy the tyres get and therefore how much wheel slip you have. Imo, it takes some practice, but can get done consistently, if nailed once. If only we had a proper race start R&D Test for career mode, or a proper Race Start Training mode for Free Practice or Time Trial. That would help out massively. Have fun!
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Virtual F2 race - Arthur Leclerc got a failed gearbox?
TheEmpireWasRight replied to s00zster's topic in General Discussion
Could this possibly mean, that Codemasters indeed are taking full advantage of the Covid-19 lockdown, to get as much valuable feedback and info from the real F1 drivers? If so, Codemasters deserve a standing ovation. If so, hopefully they are able to make the most out of it and are trying to actively build a more realistic game for the future next gen platform. If so, hopefully Codemasters gets the tire model, car handling and physics right this time. If so, hopefully Codemasters does take into account the real car performance, in accordance of what the real F1 drivers have to state, i.e. more realistic ERS & fuel simulation, more downforce, more grip, less sensitive throttle, more rotation, better track limits, more realistic track models, more detailed ffb, more realistic feel of oversteer and understeer, the possibility to drift the car and catch a spin etc. There is still lots to improve. -
THIS.
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In the past it's always been 300 per platform, so around 900 in total.
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It's not the best route to take, but can be helpful, if you do not know what to upgrade for each individual team. Every team has their strengths and weaknesses, you need to find out where your team is lacking, and try to fix it by upgrading accordingly. A Mercedes does not need immediate engine upgrades. A Renault or Red Bull does. Meanwhile a Ferrari could get some more Aero upgrades. Whereas the Williams needs everything before even thinking about upgrading the Engine. My tip: Try to upgrade the Cost Reduction (at least lvl3), and Failure Reduction (at least lvl2) perks first, for all departments of the R&D tree. This way, you will save a lot of time and R&D points. H = Harvesting energy for the ERS, limited to 1 single lap. D = Deploying energy of the ERS limited, to 1 single lap. ERS = Energy Recovery System. The long yellow bar indicates the maximum amount of ERS available at all times V6T Engines, which have been introduced in 2014, are bound to a Turbo and a Energy Recovery System, for maximum efficiency of fuel and energy usage. When you brake or coast the ERS will harvest energy. When you get on throttle, whilst ERS is being activated, you deploy energy for more engine power and therefore higher top end speed as well as improved acceleration. But you have a limited maximum amount of energy that you can deploy or harvest per lap. You can harvest or deploy energy manually, by going through the 6 ERS modes: ERS0 = No deployment, maximum harvesting. ERS1 = Low deployment, high harvesting. ERS2 = Standard deployment, standard harvesting ERS3 = High deployment, low harvesting. ERS4 (Overtake Mode) = Maximum deployment, low harvesting. ERS5 (Only in Qualifying) Maximum deployment, no harvesting. Or you can let the ERS Mode at Auto, at the expense of losing co teol over how much you can harvest or deploy. The current ERS model is not realistically simulated in the game, as irl the drivers do not have to switch ERS mode from corner to corner, it is preprogrammed for the track layout and works automatically. If the drivers need more energy to push or overtake, they either have to ask the teams first, or press the overtake button. My tip: Leave ERS at Auto, as long as you do not plan on driving against AI beyond the 70 difficulty mark, you are good to go. "Surface & Carcass Simulation" requires a much more conservative driving, as you can not push all the time anymore, due to the tires overheating and therefore losing grip and wearing out at faster rates. But, if you chose "Surface Only", you do not have to drive as conservatively and can enjoy the racing a bit more, due to its forgiving nature. My tip: Leave the Tyre Temperature at "Surface Only". Once you build confidence, try out "Surface & Carcass Simulation" for a more realistic experience. Just do as many laps as required, to achieve the R&D tests. For example, if the Qualifying test gives you 3 laps to achieve the target lap time, and you nail it on your first lap right away, you do not need to drive for another 2 laps and risk wearing out the engine. Free Practice sessions are good to get on grips with the tracks, learning how the car handles, finetuning your carsetup, earning R&D points. But, imo you can learn the tracks in Grand Prix Mode as well to save your engine in career mode, just choose practice type (Full Practice) and practice length (Long), and you can run as many laps as you want without any risks. If you do not need any practice and are already accustomed to the tracks, just use the "Simulate Free Practice" feature. This way, you do not have to do all the R&D tests, the game will simulate them for you, but you will not earn the maximum amount of R&D points. Tbh, simulating free practice is better in the long run, as the practice sessions can become quite repetitive after some time. My tip: If you are inexperienced and do not know every track as the back of your hand, train in Time Trial and Grand Prix Mode to learn the tracklayout as well as how your car behaves or to finetune your carsetup etc., in order to not risk your engine to wear out too much in career mode. After that just do the minimum amount of laps to successfully nail the R&D tests. But, if you do know the tracks, simply use the "Simulate Free Practice" feature, to save time. There are 4 Fuel Mixes: FuelMix1 = Low Engine Power, Maximum Saving Fuel. FuelMix2 = Standard Engine Power, Standard Saving Fuel. FuelMix3 = High Engine Power, Low Saving Fuel. FuelMix4 (Only in Qualifying) = Maximum Engine Power, Very Low Saving Fuel. You have to manually adjust Fuel Mix to save fuel or to have more engine power. During races, keep it mostly at FuelMix2, and change it to FuelMix3 when trying to push or overtake, whilst using FuelMix1 when trying to save fuel. In Free Practice, you do not need to go beyond FuelMix2, as higher FuelMixes tend to wear out the engine much faster. (This can be rectified by upgrades in the R&D tree.) My tip: Always have enough fuel in your car. So 1 extra lap of fuel is enough to drive back safely. Or simply use the "Return To The Pits" feature in the Option Menu, to magically spawn back into the garage after you are done with your lap, to save time. Have a good day!
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I can't choose and participate in this poll, as: All of these options you listed, need to be in the game! (But, if i had to choose a few options out of this "very specific questionnaire": more realistic tire physics, underfloor / sidepod / rear wing damage, random failures and more realistic downforce levels, as well as more realistic kerbs would be my choice as a "must have".)
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So Dirt 5 is next gen but not F1 2020
TheEmpireWasRight replied to TomAAA's topic in General Discussion
But is Dirt 5 on a "new gen" game engine, specifically tailored for the next gen consoles? I personally hope that F1 2021 will not be a next gen exclusive with the newest game engine, but that F1 2022 will be the title to get the treat. As 2022 will be the year where F1 is going to move to another era of racing, and why not cherish that moment with a high quality product? Imo, this would allow for more development time to fix and iron out the "new gen" game engine and to get valuable feedback and help from Slightly Mad Studios. Maybe this way Codemasters could possibly make their game engine more complex and realistic, in terms of physics and handling. Whatever happens, hopefully Slightly Mad Studio gets to cooperate more closely to the development of the newest game engine. (Maybe Codemasters even simply takes over the Madness engine, to be the new inhouse software to work with for all departments, similarly to EA and the Frostbite engine etc.?!) https://www.slightlymadstudios.com/madness/ PS: SMS also already has multiple assets to laserscanned tracks and give the players the ability to use VR, why not make use of it? -
Imo, at least the tire model / ers & fuel simulation, and the ffb need to be made much more realistic, if we will not go the full sim route for whatever reason. Casual players and newcomers already got more than enough options to slowly move up the ranks. So we do not need to continue the quest of catering towards them at such a extent. Now it's time that the ones who like to compete on a higher level, including E-Sports or leagues etc., and love the simulation aspect of racing, also finally get some bang for the buck. Especially cockpit driving deserves a lot of love (ability for Multiplayer lobbies or leagues to force cockpit camera view onto everyone, steering wheel screen with multiple pages that are loaded with vital info, higher look to apex angles, helmet cam, VR etc.). There is still lots to improve.
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T-Cam also had that annoying microstutter in the past couple of games. There should be a option to fully turn it off (value 0?).
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Look To Apex, imo it needs to have greater values to choose from, for a more realistic and immersive experience: 0° - 45° would be perfect.
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2020 Winter Testing, with Lando Norris.