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Everything posted by TheEmpireWasRight
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Yes, your inputs were much more precise and smooth in the Spain Hotlap video, great improvement. That sounds fantastic. 2020 cars are the fastest in F1 history. Only had experienced 2020 mods on RFactor / Assetto Corsa til now, can't wait to see the official version.
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Looking at the vid, it seemed as if the driver was not pushing all the way. Still, McLaren should be able to break into the 1:16's easily in F1 2020 the game, judging from the boost in overall speed of the real life teams compared to their relative 2019 performances, the ingame cars have to be significantly faster than the ones of F1 2019 the game. 2020 cars are the fastest in F1 history after all, especially in the fast corners. Either way, at least the steering wheel movements were not as dramatic anymore and much more stable at correct angles for certain corners, unlike in the Zandvoort video where i guess the driver probably did not calibrate the wheel correctly.
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Glad to see that Turn 5 / 7 / 8 / 9 and Sector 3 have been changed to the better, compared to last year. Turn 11 is still way too steep and offcamber, compared to real life. Many Kerbs are still missing either a sausage Kerb or the triangle white zig zag lines on the green parts of the Kerbs (mostly exit Kerbs). Overall, a good step forward, but there's still room for improvement. @BarryBL, i got 5 questions to Codemasters: 1.) Was Turn 9 of Spain taken flatout in this video, at around a speed of 260+kmh, as in real life? (In reality, every single team, even Williams, was able to take Turn 3 and Turn 9 flatout during the Winter Testing of 2020, whilst Turn 9 was taken at speeds around of 256kmh - 271kmh) 2.) Are the cars now grippy and aerodynamiclly strong enough, to take fast corners in a stable manner? (In reality, all teams were planted in the fast corners, to the point that it looked completely effortless) 3.) Was this the Renault Engine Sound Bundle of the 2020 game? (I really like the new TV Audio Option with the split audio channels, 1 for the standard engine sound and 1 for the exhaust) 4.) I did not see Estrella Galicia on the McLaren. Will it be included on the livery anytime soon? (Singha, a beer company, has been in F1 2019 on the Alfa Romeo. So why is Estrella Galicia not in the game?) 5.) Will you add the Fuel Mix, Brake Bias and Differential to the ingame steering wheel screen anytime soon? (This would improve Cockpit Driving by a huge amount and would give players a more realistic and immersive experience, especially if we also get the option to fully turn off the MFD)
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THIS.
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Very interesting read. Thanks for sharing. Hope CM do take the hint and cooperate, or at least try to make some improvements themselves.
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I believe, i saw @BarryBL or @UP100 state that there's no need to post "done" in the threads, a couple of days ago.
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Found another video on YT, Suzuka, Japan:
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Found a nice comparison video for Hungaroring, Hungary:
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Looking at your options, my most desired choice would be the ability to edit the steering wheel screen + HUD. But, in all honesty, i'd rather have everything in the game. Everything, that the community has been requesting for the past 10 years, over and over again. Everything, that still has not made it into the game. Everything that would drastically improve the game. Codemasters have lots to improve. (Sadly a annual release cycle is not the best business model, for such a huge improvement: There has to be a constant flow of little improvements to justify a brand new game for full price. Let's say, if they made the "perfect" F1 title for F1 2021, with everything in it that the community has asked for, then any follow up title will have a very difficult time to sell as many copies. Because, why would someone spend 60+ bucks on a new F1 2022, if F1 2021 already was "perfect". It's unfortunate, but we can see where Codemasters focus has shifted to since 2012. Copy & Paste, with small improvements and little additions to the overall experience, rather than a full on revolutionary title of high quality. It is how it is.)
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Cool, 2019 is nice. Forgot to add, lower differential values and to make sure that you balance the brake bias accordingly (if your front tyres lock up a lot, try ro move brake bias rearwards and or lower brake pressure). Have a good day.
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F1 2019? Soft suspension, soft ARB, low tyre pressure, low brake pressure.
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From quickly checking on a few tracks on F1 2019 just a couple of hours ago, i found that only 1 track does not need a severe amount of work of improvement: France, Paul Ricard. All other tracks, have at least 4 - 5 corners or Kerbs etc., that are incorrect. There is a lot of work that needs to be done for track accuracy. I'm sure, for Codemasters the next gen title is a realistic target, if at all, to achieve that feat. Time will tell, what CM will be focussing on, and whether or not we will see any drastic improvements.
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Even with a helmet cam, fantastic!
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Belgium: Exit Kerbs of Turn 1, 9, 11, 14 & 15 need to be reworked (mostly need to be flatter and extended in length to allow a more close to real life usage of the Kerbs). Entry Kerbs of Turn 7, 12, 13, 14, 19 & 20 need to be flatter to allow a more aggressive usage as irl. The bus stop section is not accurate, Turn 7, 8, 9 are not accurate in width and dimensions, as the track does not seem to be laserscanned. Real life footage: F1 2019 the game:
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Spain: Exit Kerbs of Turn 2, 5, 9, 12, 13 & 15 need to be reworked (mostly need to be flatter and extended in length to allow a more close to real life usage of the Kerbs). Entry Kerb of Turn 11 needs to be less OffCamber and flatter, to allow flatout driving over the Kerb as in real life. Entry Kerb of Turn 7 & 8 need to be updated as well. The other Kerbs are fine, though not 100% acccurate as the track does not seem to be laserscanned. Real life footage: F1 2019 the game:
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Understandable, it's too much work and would create a lot of issues for troubleshooting. But, would premade audio mixes... -Engine Mix (where our own cars engine sound far overpowers all the other sounds of the audio) -Driver Mix (where we get a muffled engine sound, higher wind and weather volumes and a louder engineer sound to simulate what the drivers hear inside their helmets) -Tyre Mix (where we get a more pronounced Tyre audio mix, with turned down volume on Engine sound) -Default Mix (basically the CM Audio Teams sound mix how they want the game to be audible to the players) Etc. Etc. Etc. ...not be a middle ground, for this issue? In this case, you'd have your fixed audio mixes, where the issue of having too many variables would be lowered quite dramatically, whilst still giving the players more options in the game.
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Are these proposed audio options a possibility for future titles?
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Something like this:
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@issueskid There should be 4 types of different engine sound mixes in the game, which all are accurate to their respective camera angle: 1.) TV-Onboard Mix, the same sound we can hear in real life onboard footages, like Pole Laps etc., for the ingame T-Pod Camera. 2.) Onboard Mix, the same sound the drivers can hear in their cockpit when on track, for the ingame Cockpit Camera (possibly Helmet Camera) 3.) Offboard Mix, the same sound as in the onboard mix, but with a little bit more reverb to give the sound more room, for the ingame Chase Camera or the Front Wing Camera. 4.) TV-Replay Mix, the same sound as seen on TV for the various trackside cameras on live TV, for the ingame Replay Camera. Either way, imo, Codemasters have done a good job for the past 2 years in terms of audio quality, but the accuracy for the ingame T-Pod Camera and Cockpit Camera was not as good as it could have been, especially in F1 2019: -Overall Pitch of the Engine Sound was too low, and needed to be higher by a slight amount. Imo, Engine Sound Pitch at 12.300rpm should have been audible at around 11.500rpm - 11.800rpm, to make the pitch more accurate to how it sounded on real life Video footages. -TurboWhistle for the Ferrari had a way too high pitch when revving past 12.000rpm, whilst in reality the TurboWhistle of Ferrari never reached that pitch at all. -TurboWhistle for the Mercedes, during lower revs, was almost nonexistent in the game, whilst in reality it is one of the unique sounds that distinctively stands out. -In Cockpit Camera, the sound is too clear, in reality the sound of air blowing violently and overshadowing the overall engine sound with a muffled tone would be more realistic and preferable.
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Next gen to Close the gap between wheel v pad
TheEmpireWasRight replied to AdamFreeman's topic in General Discussion
Imo, in a simcade or sim racing game, the pad should never be able to compete with the wheel. Cars are driven with wheels, so make them the fastest. Let pads be around 0,5 - 1,5 seconds slower per lap. Else there is no need to get a wheel, other than immersion / realism. -
Fully agree. There should be all types of classic tracks in the game. The more the better. (We should also be able to create our own fantasy career or season mode, with our own GP list, e.g. start a season in Imola, end it in Indianapolis or Turkey, 24 races a season or 16 races a season etc. etc. etc. There are nearly unlimited possibilities.)
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Please add more info on the steering wheel screen [R2]
TheEmpireWasRight posted a topic in General Discussion
As the title says, we need more info on the steering wheel screen, especially for people who drive in cockpit mode. At the moment vital info is missing, such as fuel mix, breakballast, delta to car in front or back etc. Here is a picture of the App "SimHub" that shows what the bare minimum could be like: Also, having access to full access to customization would be really cool, eg.: color, size, location, type of info etc. -
Please add more info on the steering wheel screen [R2]
TheEmpireWasRight replied to TheEmpireWasRight's topic in General Discussion
This would be the perfect trade off between realism / immersion and game functionality: no scroll / switch pages needed (even though, being able to scroll / switch through multiple pages, would be more realistic), easy to get into the vavilla game (if done correctly), all the vital info at one place, Codemasters probably would not have to do too much work upon it. This picture you attached to your post, should be the default steering wheel screen for Codemasters F1 games! I'd only add rpm as a number, right under the rpm lights or the gear number itself, for a more accurate look and design (it'd surely help people to get a better start etc.). Also, the addition of the throttle and brake bars into the screen is genius, could help newcomers or people who only switched to no assists. With that in mind, Codemasters could also add a smaller red colored gear number, right next to the default white gear number, for those newcomers that are using suggested gears as a assist. Lots of possibilities, but ultimately it's Codemasters who take the action. Only time will tell. -
If compared to this (exhaust mic): The mods engine sound is nearly perfect. If compared to this (sidepod / T-Cam mic): Codies engine sound is a bit closer to the sidepod / T-Cam mic, except of the wrong overall pitch (engine pitch needs to be higher) and weak growl (growl needs to be more aggressive in low revs) / weak downshifts (sounds too soft at the moment) / weak as well as wrongly tuned turbowhine (needs to have more depth to it in terms of being able to distinctively hearing it, and in high revvs the turbowhine should not get a too high pitch). At the moment, the Ferrari engine sound in F1 2019 the game has 1 big issue, imo: turbowhine has a way too high gradual increase in pitch, especially after the 12k rpm mark, whilst the engine pitch itself is way too low (engine pitch at 12300rpm should be audible at 11500rpm), but in real life it's the opposite. This is only a comparison of the Ferrari engine sound alone. The Renault, Honda and Mercedes engine sound, all have their own problems, but the general issue with all engine sounds is that the engine pitch needs to be higher, more detailed low rev sounds (pops, growls, turbowhine) etc. Will try to do some comparisons to the other engine manufacturers too. Hope Codemasters audio team have done a good job for F1 2020. F1 2019 had the most realistic sound package of all time, but the pitch was wrong, the turbowhine was also not audible for some (Mercedes, Honda) and for others it was too pronounced (Ferrari). They have a good base to build upon, and only need to finetune accordingly.
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Please add more info on the steering wheel screen [R2]
TheEmpireWasRight replied to TheEmpireWasRight's topic in General Discussion
This certainly would be the most easy way for Codemasters to give us this experience in terms of difficulty and time. Still, imo, there is a risk that the customers who are forced to play the vanilla version of the game, mainly consoles, will be left behind once again, unless Codemasters unlocks access to it for them as well. But in the past, console players always were the second fiddle. Long term, a ingame improvement for the vanilla version has to be made. Also, the less 3rd party apps have to be used, the more content Codemasters can produce and market themselves for their own franchise. #NoOneGetsLeftBehind