Jump to content

TheEmpireWasRight

Members
  • Content Count

    656
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by TheEmpireWasRight

  1. Fantastic idea, similar to Project Cars ingame Engineer. Would be especially great for newcomers. Hope Codemasters, will give us a much more detailed and realistic handling model / physics model, as well as car setups with dampers, individual suspension and tyre and wing settings for all 4 zones of the cars + fully customizable ERS mapping and programming etc., whilst retaining the Engineer to give advice for beginners. This way, everyone would be happy.
  2. TheEmpireWasRight

    Please add more info on the steering wheel screen [R2]

    That'd be the most realistic approach. But, imo, there is a lot of simulation missing in the game, to make the most out of it. If, with the current simcade handling and physics model, Codemasters decided to make a 1:1 "real dashboard", they'd have to fake or ommit certain values from the screen, as in real life there is much more info to be gathered for the drivers, info that the game does not yet fully offer, for example: Inner / outer tyre temps, accurate ers simulation (preprogrammed modes & plans), accurate fuel management etc. Either way, the "real dashboard" is the ultimate way to go, hope Codemasters will one day give cockpit drivers some love. (If they haven't already)
  3. TheEmpireWasRight

    F1 2020 - Engine Sounds

    Except of the upshifts, the sound of this mod is nearly perfect. Especially the pitch is spot on. Thanks for sharing!
  4. TheEmpireWasRight

    Please add more info on the steering wheel screen [R2]

    That's a nice setup you have there. Am currently also using my tablet for all the vital info, via a 3rd party app, but it'd be amazing to have it ingame.
  5. TheEmpireWasRight

    Please add more info on the steering wheel screen [R2]

    Thanks for the answer. Yes, damage would be questionable to be on the steering wheel, that is true. But, i personally meant to get rid off the MFD / HUD completely for cockpit drivers. Imo, there are 3 ways of doing that in a more immersive or realistic way: 1.) Make all the vital MFD and HUD info available on the steering wheel, with the ability to scroll / switch through pages (e.g. in Project Cars 1 you could press a button to scroll, or rather switch, through LCD info pages: 1 page had the temperatures, 1 page had the delta times, 1 page had the standard info of laptime and gearing as well as speed etc.), so that cockpit drivers can fully turn off the MFD / HUD. 2.) Give the Radio Engineer more lines to detailed info about the cars status, weather reports, opponent strategies etc., so that we can fully turn off the MFD / HUD. 3.) Give us a complete combination of #1 & #2, so that we can fully turn off the MFD / HUD and have the best overall experience.
  6. TheEmpireWasRight

    F1® 2020 | Zandvoort Hotlap

    It's either: 1.) a poorly calibrated steering wheel. 2.) the "driver" used a ultra low wing car setup. 3.) Codemasters still have not fixed the wrong car performance and there is a inherent amount of understeer in F1 2020 the game due to a substantial lack of grip and downforce compared to real life data, just as in F1 2019. I personally hope it's #1. If it's #2, then i question how "realistic" the car setups have turned out to be. If #3 is the case, then Codemasters have not learned from last year at all and need to fix the grip and downforce levels accordingly. (Bonus: #4, all three of the above at the same time) We don't know yet. Time will tell.
  7. TheEmpireWasRight

    Please add more info on the steering wheel screen [R2]

    @BarryBL So, this is a picture of the only currently available F1 2020 video footage we have, to see how the game looks like. From a first glance at the steering wheel, i can see right away that it is still missing lots of info. Just to name a few: -Fuel Mix -Fuel Usage -Brake Bias -Differential -Car damage (front wing, rear wing, sidepods, underfloor, engine, turbo, suspension, tyres etc.) -Car heat (especially engine and turbo heat) -Delta to car in front and car behind (in Time Trial this could be the ghost times) Etc. Etc. Etc. Of course, this was obviously recorded in a Time Trial session and the game is still a "work in progress", but if this vital info is not in F1 2020 the game, then it will be disappointing to say the least, as: Cockpit drivers heavily rely on all of that info, and me personally, i'd like to be able to completely turn off the HUD / MFD, so that i can get all the needed info on my ingame steering wheel screen for maximum immersion and realism. At the moment, that does not seem to be possible for cockpit drivers.
  8. TheEmpireWasRight

    F1 2020 - Engine Sounds

    My opinion about the engine sound: It still sounds as if it is barely revving up, compared to real life onboard footages, just as last year in F1 2019. The pitch therefore needs to be slightly altered to be higher. Regardless of that, there seems to be more detail to the overall sound, but it still needs lots of refinement.
  9. TheEmpireWasRight

    F1® 2020 | Zandvoort Hotlap

    My take away from this single video with limited info to gather: -Info on the steering wheel is still missing a lot of values -Engine sound should be slightly higher pitched Of course, this is some early footage (work in progress), but in the past there were only minimal changes being made to the vanilla version.
  10. Due to the Covid-19 lockdown, F1 has been on halt since the start of the season. Some of the real life F1 drivers therefore started playing the official Codemasters F1 game, F1 2019, on several occasions, ranging from E-Sports Events all the way up to livestreaming private races on Twitch etc. Here are a few drivers to name, who were participating iirc: -Lando Norris -Charles Leclerc -Alexander Albon -Carlos Sainz -Nico Hülkenberg -George Russell -Max Verstappen -Esteban Gutierrez -Jenson Button -Esteban Ocon -Nicholas Latifi Etc. These F1 drivers, are part of the current 2020 line up, or were driving in the past, and therefore are extremely valuable to get some real life feedback from. Saw a post on this forum, asking, how Codemasters are going to balance the car perfomance of the 2020 season. Well, who will be the better choice to ask, than the actual real life 2020 F1 drivers themselves? They have tested their respective cars extensively during the 2020 winter testing, and can surely direct Codemasters in the right path on how the cars have to handle and or how the physics model could be improved etc. Imo, never before did Codemasters have such a huge opportunity, to get feedback from real life F1 drivers at such a extent. So, if Codemasters did not try to capitalize on this, then i'm seriously going to be baffled at the lack of flexibility and foresight. Either way, hopefully, Codemasters did do us some justice. My questions to Codemasters, @BarryBL: 1. Have you gotten any feedback from any of these real life F1 drivers, about the handling, physics, gamemodes, game features or presentation etc. during the past couple of months? 2. If not, are you planning on getting feedback from these real life F1 drivers before the season begins? 3. Will you be giving them free copies or keys of the F1 2020 game, so that they can participate in the closed beta and give you valuabale feedback? Of course, you probably won't be able to answer all of these questions, due to company privacy and data protection, but i hope you do consider this opportunity and make the most out of it.
  11. TheEmpireWasRight

    SETUPS FOR SPAIN CATALUNYA MULTIPLAYER

    Here's what i use for MP: Aero: 8/9 Transmission: 50/70 Suspension Geometry: -2.6/-1.3/0.13/0.26 Suspension: 3/5/3/5/1/3 Brakes: 92/56 Tyres: 21/19.5 PS: Yes, Catalunya, Spain, is known to be a hard track to get the right setup in F1 2019 the game. Because Codemasters messed up the overall downforce and grip levels. On PC you can mod and fix it yourself, but on consoles you can't, as console players are forced to play the vanilla version.
  12. TheEmpireWasRight

    What team would you create in F1 2020 My Team mode?

    Depends on how detailed the customization will be. If it is a bland copy & paste of the 2019 customization options, where we had to buy premade designs with either ingame or real life cash, with the only option to change 3 colors at a time, then i will surely pass and play normal career mode. But, if we do get a proper editor mode for customization, where we can fully design the cars livery, racing suits, gloves, helmet designs, shoes, team logo to the maximum extent ourselves, with the added bonus of official sponsors to choose from, then i would create a green Jaguar 2020 livery with the iconic HSBC logo on the car. Jaguar in the early 2000's was sexy!
  13. TheEmpireWasRight

    Does a better wheel make a difference.

    @jarmin0123 I have a similar wheel at home, the Thrustmaster T150. Interestingly, i found the default settings for the calibration and a more weak FFB to be the best for the T150 to avoid clipping. The wheel works fine out of the box. Here are my Thrustmaster T150 settings for F1 2019: Calibration: -everything on default. Vibration & Force Feedback: -Vibration & Force Feedback = On -Vibration & Force Feedback Strength = 60 -On Track Effects = 30 -Rumble Strip Effects = 45 -Off Track Effects = 5 -Wheel Damper = 0 -Understeer Enhance = Off -Maximum Wheel Rotation = 360° PS: If you have the T3PA Pro Pedals, you might need to change the brake and throttle values for the calibration. These pedals are very sensitive, imo.
  14. TheEmpireWasRight

    Does a better wheel make a difference.

    A better wheel does not make you faster, as it is ultimately your skills that determine how fast or smooth you are driving. But, a better wheel will certainly have a more detailed FFB and much more force and power to feel the car as accurately as possible, it is usually built to be more robust and has more accessories or upgradeable / interchangeable parts (e.g. changing the steering wheel rim, adding a h-shifter etc.), it also usually has mich more buttons and rotary dials that you can use to bind to specific ingame features (e.g. changing brake bias, differential, ers mode etc.) and it usually has much better pedals for the throttle / clutch / brake. In terms of feel? A better wheel will always be the go to option. There's no questioning that. Especially Direct Drive Wheels are currently the pinnacle of simracing equipment for the wheel itself. In terms of relative pace and consistency? You could be driving with a old Logitech DFGT and still beat a fella using a Direct Drive Wheel from Fanatec, if you are skilled enough and most importantly: Feel comfortable driving! Imo, comfortability is more important than pricy hardware, but if you got lots of money to spend and don't have to care about finances as much as the average Joe, go for a Direct Drive Wheel, as the better feel will be more immersive and realistic. Either way, nothing beats practice and honing your skills. Just keep at it and you will steadily become better eventually. PS: Did you calibrate your wheel correctly? Many people, who are new to wheels, usually tend to let the wheel settings at default. But, it is necessary to adjust the settings accordingly, else you will not get the most out of your wheel.
  15. TheEmpireWasRight

    Driver Perfomances F1 2019

    I'd add: -"Live Season Updates", as seen in FIFA, e.g. after every 3 real life races, Codemasters updates all the relevant values for us, as a service. -"Editor Mode", for Car performance/ Team performance/ Driver performance, as seen in FIFA, to manually adjust these values ourselves from within the game, without having to mod any files externally. Car performance values could consist of downforce, grip, tyre wear / heating, engine wear / heating, engine power, ers efficiency, ers wear, suspension flexibility etc. Team performance values could consist of strategy accuracy, pitcrew proficiency, budget value in tessource points, strictness for expectations etc. Driver performance values could consist of overall speed, speed in wet weather or changing conditions, overall consistency, consistency in wet weather or changing conditions, car management for tyre/ engine/ ers/ fuel, aggressiveness, overtaking and defending "Trickkiste" or trickbox in english for more dynamic racing lines, stamina, strength, cornering speed, throttle management or smoothness, braking management or smoothness, reflexes for better starts or to avoid contact with debris or crashed cars, spacial awareness, character e.g. some drivers being good at the start of the season and lose momentum quickly whilst others gradually get better as the season progresses etc. Obviously, all of this would need a complete overhaul of how the game is being designed, and would take some serious amount of hours put into heavy work from Codemasters. I personally would expect maybe F1 2021 or F1 2022 to have such detailed and sophisticated features at the earliest time possible. But going from Codemasters trackrecord, we might never ever see this in their games at all. Hopefully i'm wrong, and Codemasters got some great software in development for the launch of the new gen consoles. Only time will tell.
  16. TheEmpireWasRight

    110% AI = Real Performance of F1 Drivers??

    From my experiences with F1 2019 the game: -105 to 110 AI is able to do real life qualifying lap times on most circuits. -85 to 95 AI is able to do real life race lap times on most circuits. Sadly, a few tracks, where downforce is key, the AI is not able to get anywhere near the real life performance. Why? Because the game is lacking downforce and or grip levels ranging from 5% - 30% depending on track, as Codemasters did not model the car performance correctly in F1 2019. Codemasters probably thought that the simplified front wing, which was a major part of the official 2019 regulations, would have a massive effect on the cars performance. Many thought that the laptimes of 2019 would be much slower than the 2018 season and that the drivers would have to combat lots of understeer. Even the Gurus thought the same. Ironically, the Gurus and Codemasters were totally wrong, and did not anticipate the "genius" of F1's worldclass engineers: These engineers were able to make the cars around 1 to 1,5 seconds FASTER than the 2018 ones, mostly from the underfloor and sidepods, iirc. Fortunately for us, the game came out at a time where we were already 8 races into the real life season. Codemasters therefore had more than enough time to update the car performance accordingly with all the real life data last year. Unfortunately, they did not do so, and the game was released with a ingame car performance that simulated the 2019 cars to be around 1,5 seconds slower than the 2018 ones, with massive understeer. God knows why, probably to cut time in development, or maybe a mismanagement or simply a mistake? Either way, after many critical posts on this forum about the massive understeer, Codemasters acknowledged their error and tried to fix the issue, by increasing the front wing downforce by around 20%. Sadly, that did not fix the issue, but only made it less obvious, as currently, as mentioned above, all cars still lack around 5% to 30% of downforce and or grip levels compared to real life depending on track. Meaning: Codemaster messed up the downforce / grip levels in F1 2019, and moved on without fixing it. The biggest slap in the face for the players? The vanilla version of the game, which console players are forced to play as modding is not possible on there, is still at the stage of a wrong car performance that lacks around 5% to 30% (downforce / grip). Of course on PC, you can basically mod it accordingly and try to fix it yourself, but seriously: One would expect the car performance/ team performance/ driver performance to be accurate, in a "OFFICIALLY LICENCED" game. It is how it is. Hopefully, Codemasters won't repeat that mistake again and will give us alternative methods to always create a accurate representation of F1. ("Live Season Updates" e.g. after every 3 real life races, Codemasters updates these values for us, as a service. | "Editor Mode" for Car performance/ Team performance/ Driver performance, as seen in FIFA, to manually adjust these values ourselves from within the game, without having to mod any files externally.) F1 2020 and future titles will show, how much Codemasters does, to reflect upon themselves. We can only wait and see. PS: Also, yes, it is entirely possible to beat 110 AI with a pad. This is a simcade, so pad players are not at a disadvantage.
  17. TheEmpireWasRight

    List your 5 most recent enjoyed racing games

    Not sure, i do not own a 4k screen yet, am planning on getting a OLED TV though. I suppose that the old consoles very likely will be very blurry on it. Tried to hook up the N64 on my 1080p screen once, and it was extremely blurry, it also had washed off colors and the darks were too light. Thankfully, i did not get rid of my CRT screens from SONY, and imo that is the only way to play classics: Classic consoles + CRT screen = Perfection (Forgot to mention F1 1997 on PS1 in my previous post.)
  18. TheEmpireWasRight

    List your 5 most recent enjoyed racing games

    Great games @sloppysmusic, WipeOut is always worth the time. Me personally, i like to boot F-Zero on N64 and NGC as well. Futuristic racers are fantastic. My 5 recent racing games that i played were: Assetto Corsa (PC) - Was driving the new 2020 and 2021 RSS car models, quite the blast. 2020 RSS is very close to AC's official 2017 Ferrari car model in terms of handling, but it has much more downforce and grip. 2021 car though was driving like a mix of 2016 and 2017 cars, imo. rFactor 1 (PC) - Was doing some hotlaps in the 1999 McLaren around old Hockenheim. Want to master that track for once. Difficult to get the traction down. Project Cars 2 (PS4) - Was doing some multiplayer with a few friends of mine. Touring Car only, around Le Mans. Mickeys Speedway (N64) - Some local splitscreen with the family. Nintendo 64 still rocks! F1 2019 (XBone / PS4 / PC) - Am mostly driving on the PC version, due to modding. Still, the vanilla version on consoles ain't too bad.
  19. TheEmpireWasRight

    Codemasters a bit disconnected.

    Sadly no final Abu Dhabi car performance / team performance / driver performance or even livery and car model update... (On PC that is not such a big deal, modders can fix it themselves quite easily; even though it is still shady to realize that Codemasters are not doing this themselves. | But, on consoles, it is a completely different story, as consoles do not allow modding; so, Codemasters not updating such vital data and or info, it is a huge slap in the face of anyone that was expecting a official representation of the xxxx F1 season.)
  20. TheEmpireWasRight

    Codemasters sim or Arcade?

    In my opinion, due to Codemasters holding the exclusive "official rights" to produce F1 games, they have the "dicatorship" over what they can create (unless of course, the FOM explicitly wants only a simcade for whatever reason, or the "Suits" don't want to invest too much money into any new projects). Codemasters could theoretically go on to create a proper sim, with all the gamemodes and features we already have, whilst adding on top of it, and people would still only be able to get the "official" experience with Codemasters F1 franchise. Or Codemasters could do the exact opposite. Regardless of what they do, we only have 1 provider for officially licenced F1 racing games: Codemasters therefore have a huge advantage to other companies and could create a masterpiece of a software, but their approach of pleasing everyone, meaning, all types of gamers and simracers, is not a good choice. As none will be fully happy (F1 2018-Casuals: "oh my god, the tyre simulation is too difficult. make it easy again." Which they did unfortunately. | F1 2019-SimRacers: "oh my god, the cars performance, ffb and handling is too off and or easy. make it harder and more realistic." Which they did not unfortunately.). Imo, it should be either fully sim or more arcade, else it will always have a identity crisis, where it fails to get a decent followership from either pole of the "arcade - sim spectrum", and without a solid fanbase, plans, such as "E-Sports", become ridiculously off putting to those that are still hoping for more.
  21. TheEmpireWasRight

    Handling in 2019

    THIS. Codemasters messed up the cars characteristics. Hopefully the 2020 cars will be correctly tuned, with proper downforce and grip levels. Last year in F1 2019, depending from track to track, each car had a range of 5% all the way up to 30% of missing downforce or grip level. Console players were left behind by Codemasters and did not get a official fix for it and are forced to drive with unrealistic car performance values to this day. But thankfully on PC, due to modding, this was easy to fix for privateers (which made it even more unfortunate to realize that the official game developer of F1 did not consider to do this themselves...). Either way, how could Codemasters prevent such a dilemma from happening again? A) Give us a Live Season Car performance / Team performance / Driver performance service, that updates all these values accordingly after every 3 real life races to match real life performances as close as possible, throughout the whole season. B) Give us a ingame editor mode, where we can easily adjust car performance values (grip, downforce, engine power etc.) for each individual team, as well as driver performance values (consistency, aggressiveness, cleanliness, wet weather driving, speed, car conserving etc.) for each individual driver. C) Give us A+B at the same time, as in FIFA, or NBA, or NFL, or NHL etc., where it has been a standard feature since the early 2000's and even late 90's. Whatever Codemasters do, improvements need to be made. F1 2019's car performance and handling was extremely off to its real life counterpart.
  22. TheEmpireWasRight

    General Handling as official F1 series

    To be honest, from a racing fans standpoint, there is nothing wrong with a more realistic approach towards sims, as the more realistic = the better, and true racing fans would want the most realistic experience possible at all times. But, from a gamers standpoint, i believe it's the fact that people want: A) A more "pick up and play" type of game. Casuals don't care about realism. They just want to have fun and will buy the game as long as it is giving them this enjoyment. B) Fairness in racing difficulty. If there was a more realistic handling and physics model for Codemasters F1 franchise, those running assists and or pads, would no longer be able to compete against no assists or racing wheel drivers. Thus, destroying any purpose of existing mixed up leagues. (Just look at any proper sim, assists are useless there and pad drivers are usually at a huge disadvantage). Casuals are the bigger demographic in the gaming branche, they far outnumber any sim enthusiast out there. Codemasters would not get anything in return from trying to spend a lot of money to make the game more sim, as long as minimal effort and maximum profit is the ultimate goal of this company. Sadly this seems to be the reality of modern gaming in general: Shareholders / "Suits" Interests > Quality It is how it is. Quite unfortunate.
  23. That's ironic. Hopefully, Codemasters do what is right. Though, they probably won't, as the current business and marketing model is working perfectly fine for them. There's lots of content missing, to drastically improve the F1 gaming franchise. We all know that. Maybe, the next gen title on the PS5/XBoxSeriesX will be "THE ONE"...
  24. Somehing that has always bothered me over the past 10 years, in Codemasters F1 franchise, is the incorrect use of the Neutral gear. In reality: -Neutral gear can not be accidentally selected, if the driver is "spamming" the gear downshift pedal -Neutral gear can only be selected if, the driver presses the allocated button for it, to make sure that the gearbox does not take damage. In Codemasters F1 games: -If you "spam" the downshift gear too fast, you will always end up "accidentally" selecting the Neutral gear. -Selecting Neutral gear in such a quick manner does not damage the gearbox. What i'd love to see is that Codemasters fixes this issue, to finally bring a little bit more realism for the gearbox and gear shifting procedure in the game. How can that be achieved? One possible solution would be to make Neutral gear only available to be selected if you are in 1st gear and hold the downshift button/pedal for at least 1,5 seconds, this way it will be impossible to "accidentally" select Neutral gear in tight corners such as "Loews" in Monaco.
  25. TheEmpireWasRight

    F1 2020 Winter Testing Car Performance

    Codemasters, i hope you do not make the same mistake as last year and give us a wrong car performance for the 2020 season. A wrong car performance that greatly lacks downforce and is way too understeery. I also hope that you will not come up with the same procedure of simply ignoring the first 4 - 8 races into the season to finetune the car performance accordingly and failing to deliver a accurate and realistic experience to your audience. Remember what you did last year? The F1 2019 game came out after the 2019 winter testing in Spain was done and dusted as well as the French GP, just a few days before the Austrian GP. Meaning you had two weeks of the 2019 winter testing and 8 whole race weekends to collect real life car performance data to finetune the game as close to reality as possible (a total of almost 5 months), yet unfortunately you still failed to deliver and also refused to fix the issue alltogether. Either way, it's all in the past and it is time to look forward, whilst it is paramount to learn from past mistakes as well, otherwise we will be doomed to rinse and repeat. Now that the 2020 season is about to begin, and the 2020 winter testing is over, i hope you will give us a more accurate and realistic representation of F1 for once. If we take a look at the 2020 cars, in winter testing they were already much faster than the 2019 ones, cornering speeds were insanely fast and stability was on rails. The 2020 cars have a lot of downforce, topspeeds are relatively low. These 2020 cars look as if it was way too easy to drive them at their maximum limit. Downforce levels are key, next to low speed grip. They need to be accurate. Else the game, once again, will fail to accurately represent the car performance. To be honest, it'd be even better, if you gave us a "Live Season Update", as a service. For example, after every 3 or 7 races you could update the overall car performance / team performance / driver performance, just so that the game stays true to reality. I don't want to see yet another year where Ricciardos AI is painsfully slow, the cars lack a massive amount of downforce and or the pecking order is completely wrong. I don't want to be left with the only alternative of either using a mod, which will only be available on PC, or outright playing simulators such as Assetto Corsa / iRacing / rFactor etc., just to get a realistic experience: The "officially licenced F1 game" is supposed to be as close to reality as possible. #MakeF1GamesGreatAgain EDIT: If F1 2020 is supposed to be released at around the same date as F1 2019, meaning in June, you have a lot of time to do it right. Hope you succeed.
×