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Posts posted by DavidGreco

  1. This is not bug. You are just in the wrong rpm range in order to do the downshift. There is a downshift protection in order to avoid blow ups, is just how it is in these engines and gearbox of this car.

    Brake more and downshift later and you will never miss a downshift. Is just the way it is.

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  2. On 7/29/2020 at 10:56 PM, DeMilo86 said:

    Does this mean that in changeable weather the AI are much more difficult? Or is the pace scaled in some way? If the AI do not suffer the issue of having bad tyre temps this could mean much more difficult races in changing weather conditions which wouldn't be much fun

    No, we make sure is always as fair as possible, so, it is scaled.

  3. On 7/26/2020 at 11:10 AM, SingaporeTrackLizard said:

    Regarding that. Maybe make the times a little easier, or restrict the fuel setting to standard.

    Restrict no, because if you use it well, it will make a strategy with you using systematically different fuel settings thru a lap.

    Times are pretty easy to be honest. I pass easily this test at 106% which is what i am feeling comfortable without having to practice too much. What I find more difficult is the Quali lap test. In some tracks is really hard.

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  4. On 7/23/2020 at 12:15 PM, inspiretheworld said:

    Now I've been trying to think of an epic question to ask you and always just come up with nothing, but finally thought of something. 

    In normal conditions you get rubber laying onto the ground obviously from the cars which is called "rubbering in", but when you try to drive on this surface in wet conditions it's nearly impossible to drive on it due to lack of grip, hence why the drivers drive off the racing line for grip. Is this something you're going to implement into future titles? Obviously the AI would need reworked in order to have a cross over point where they start to race off line and then back onto it when it starts to dry. I just think this would be awesome to try implement. 



    is very hard exactly due to AI. we would need a lot more data and work to tune the ai. It is one of my hope that one day I will be able to do it. 

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  5. 3 hours ago, SIMRACER123 said:

    @David Greco CM

    I remember reading from posters last year that the online multiplayer car was essentially the Mercedes.

    Are you able to confirm if that's the case this year or whether the multiplayer car is a car in its own right? ( i.e handles slightly differently )

    It was probably me imagining it but last year set ups made outside of online multiplayer didn't always translate across with the same feel so i just wondered if this was down to the car being slightly different or the difference being different track states, or simply a bit of both?

    Yours sincerely

    Nerdy set up guy. 😀




    there were a few differences last year btw the merc and online car, caused by our tool. I have personally checked everything this year to make sure this was not the case anymore, and I am sure the equal handling is 100% the Mercedes. 

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  6. On 7/9/2020 at 1:26 PM, SingaporeTrackLizard said:

    @BarryBL This bug has been in all F1 games since 2017 iirc. It is caused by the race pace testing program, aka the one where you do 3 laps under a time to get purple. 


    Temporary fix is to not do said practice program, although you are leaving an easy 50 R&D points on the table by doing so.


    The fuel level does slowly right itself and is correct at the very end of the race... but it's a bit late then.

    To be specific. I have a theory as to how it happens.


    The game decides strategy from the results of that test. However most players just want the R&D points and thus stick it in rich fuel mix for the 3 laps. 


    Ahhhh. I always pass it doing a proper race stint run, so i always have perfect strategy, i end up always the race with 0.2 or 0.1 extra fuel, that is how accurate it is if you do it correctly.

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  7. 5 hours ago, marioho said:

    @David Greco CM I won't tell anyone. How is playing with the DualSense, the PS5 controller?

    Around 11500. Just be on the 11.150~11.800 and you're golden. Below 11 and hitting 12 are sub optimal if the constant hearsay I get is to be believed, but I've seen people getting away with a good start even while hitting the 12k mark.

    Not overstaying your welcome on 1st and 2nd gear and short shifting your way up to gear 3-4 is more important than fine tuning the throttle on red lights, though. 

    On a related note:

    1. Is the SFX beep always the optimal moment to upshift assuming you're on a straight or are there a couple hundredths of a second to gain by waiting a tad more? 
    2. On a hard braking zone, do you guys downshift in tandem or virtually in sync with applying the brakes or do you wait a moment before the first downshift?

    Never seen a PS5 in my life yet!

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  8. 3 hours ago, TSR Zinker said:

    Thanks for clearing this up.

    But how about the slipstream? I think by now almost everyone can agree and see with their own eyes that it's too weak on the game and plus the dirty air (which is fine) is produces these trains and the only way to fix it is to make the slipstream effect more realistic and basically much stronger than it currently is. 

    Slipstream in real life is even more powerful than DRS. You see cars passing each other by sitting right behind another car in the slipstream while the car ahead has DRS opened. You could use the slipstream as a tool for racing if you have the race craft and intelligence/experience of how to do it. Otherwise the racing online becomes very dull with a competitive field.

    I like as it is, and if you want real life, then you are welcome to lose 50% downforce every corner when behind someone. 


    There isn't too much to say, it is my gameplay choice here, and someone will like, someone won't. 

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  9. On 7/14/2020 at 6:39 PM, janbonator said:

    I just had an interesting 50% race at Monza. The weather was set to dynamic, but from start to finish there was light rain that never got going. The fastest tires were dries, although Jeff kept repeating he wasn't entirely sure. DRS was available all race. Anyways, I couldn't get any of the dry compounds to correct operating temperatures, even though I was trying to warm them up by doing 4-wheel drifting at 300km/h. The end result was that I was 2 seconds a lap slower than my AI competitors at a difficulty I can just about normally beat them with. My question is this: do AI cars have dynamic tyre temperatures or are they always at optimum? They don't do tyre warm up behind safety cars so I'm inclined to think they are always at optimum temps.

    They do but not as sensitive for the player. almost none. They can't dynamically change tyre pressure in setup, and adjust to driving so much due to temps. Would be too much data for the ai.

    This scenario sounds like that high if not highest tyre pressure were needed.

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  10. On 7/13/2020 at 2:35 PM, Retr0fly said:

    Anyone else having trouble catching slides at high speed, I have trouble feeling the FFB when the wheel is at a fixed angle coming out of corners, if the back goes I never "feel it" the first I know about it is when I see it spinning. Using a t300 wheel, settings as shown in a previous post, FFB 95 in game, 75 in my wheel app. I have dampening at 0%, I honestly can't feel a difference between 0% and 100% really apart from slow speed weight.

    at 95% in game you are saturating the FFB, so you will not feel any change in the FFB until is too late. I recommend 100% in wheel app and not more than 70% in game. I typically use around 60% to feel more the car. yes it can be a bit weak perhaps, but the signal goes to 100% at high speed due to amount of downforce. I could make it more linear and just have it more heavy from low to high speed, but, you wouldn't feel the tyres loading up through downforce, and I personally don't like that, so I designed the downforce this way. The only set back is that, at very slow speed, if you have a not so strong wheel, the ffb will feel a little weak.

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  11. 23 hours ago, sirio994 said:

    I was about to ask the same thing. Even with most tyre-friendly setups I'm forced to run low pressures but I guess this year it's pretty normal (and I like it).

    I race 100% though. So running with full fuel load is a whole different world. To keep temperatures in check for the first stint I have to run 21.8 (2 clicks) as a base for the front.

    You can run less toe as possible, less camber as possible and car as soft as possible, all this trying not to lose reactivity and/or stability of the car. But by far, lowering tyre pressure is the most powerful tool you have.

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  12. On 7/12/2020 at 5:16 PM, PJTierney said:

    @David Greco CM I have a question I'm curious about as a player 🙂 


    What settings would you recommend tweaking when converting a Time Trial setup into a race setup?

    There's a different focus in Time Trial as maximum performance is extracted over a single lap, but in a race there's other factors like tyre wear and driving consistency.


    Curious to know your thoughts 🙂 

    For sure this year, a lot of focus on tyre pressure to keep those tyres in the right temperature working range. I tend to make the car a little bit less snappy, less oversteery, easier to drive. Usually a little bit slower, but more consistent.

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  13. 47 minutes ago, sergey_blackbird said:

    @David Greco CM

    David, you mentioned brakes are fading, but when exactly do brakes fading and how it can be monitored or managed?

    just the stopping power decreases a little, on hard brakes. it starts to fade a little from 1000 degrees. 

    you can't manage it too much. I guess you could by braking less hard, but there isn't much you should do atm. 

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  14. 10 hours ago, ReimvomSchleim said:

    Hi @David Greco CM, my question would be concerning altitude in the game, which really is only important for Mexico, Brazil and Austria.

    Is altitude simulated in the game, so you have less downforce at Mexico and need higher wings? Also, are temperatures affected by the altitude in game as it is in real life?

    Just wondering as it probably would be quite difficult to do I guess.

    No is not simulated. Temperature a little bit, but not much, is not very sensitive to it. hopefully I can increase that sensitivity to temps in next games. 

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  15. 37 minutes ago, philappleraily said:

    This year the setups seem to have more downforce than previous games.

    Should you go with more downforce to the front or to the rear in f1 2020?
    Thank you.

    depends a lot on the mechanical balance you give the car. I tend to have equal wings and a bit more stiff rear mechanically.

    Some like to go very stiff rear mechanically, but then have to run either low front wing or high rear wing to balance it out.

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  16. 1 hour ago, sirio994 said:

    This is so true. Plus you don't have to learn techniques that won't work elsewhere.

    I was wandering: what does the AI run indicatively (in terms of setups)? They are so fast in the straights...is it due to the current balancing or do they run insane low downforce?

    4 5 wings i think and very low rake, is what works best for them.

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  17. 20 hours ago, philappleraily said:


    A novelty this year is dirty air? How do you feel it and how to avoid it?


    Is hard to avoid it. Is more of a problem following the cars, but is mainly due to the fact that the car have more downforce in general, creating more turbolence and so on. Try to anticipate the corners maybe, knowing that you will go wider by the end of the corner because of less downforce

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