Jump to content

joetoml1n

Members
  • Content Count

    55
  • Joined

  • Last visited

Everything posted by joetoml1n

  1. joetoml1n

    Former pit stop mechanic

    Hi All, I'm new to posting on the forums, but have been "sim" racing for years. I've mainly come here to submit bug reports and get feedback from others with similar issues. Also, probably will nitpick some of the inaccuracies and errors in the game - of which I've found a few. I think I'm qualified to nit pick though, as I worked as a technician in F1 across four seasons with a couple of teams and also did a brief stint in Formula E. Most of my time in motorsport was as a wheel and tyre technician, so knowing how not only the tyres work and react but how the car interacts with them was my main interests. I also spent a little time working on the bodywork doing some repairs, wing subassembly or vinyl wrapping the parts etc. Highlights of the job were obviously seeing the car on the podium, race pit stops and travelling to some amazing locations. If you want to ask a question about working in F1 feel free, otherwise I'll hopefully see you on the track!
  2. joetoml1n

    Is My Team too easy?

    Hi all, looking to start a discussion and get your opinions and thought… The question : Is My Team mode too easy? It’s a simple question although I’m sure the answers will be anything but simple.. Before we get going though, this is not relating to the AI difficultly level while racing. I race with the difficulty set high, but my results are relative to my car and teammate, so I’m expecting similar experiences for people racing on 70 difficulty, for example.. I think the mode IS too easy, and I’ll give my thoughts.. In S1, I started with a Merc Engine, Jordan King as my 2nd Driver (as I know him personally, as he was a test driver for my team previously IRL). I selected Loop as the title sponsor - with the goal of 5 points finishes. Ambitious, yet achievable? During the relevant interviews, I played up the team in all situations (to increase team acclaim) and sponsors where possible (to get cash injections). My other key tactics were focusing on activities that would boost the team acclaim and generate R&D points (especially in early game). Latterly my acclaim has become more important. Cash was initially spent on boosting R&D point income from each dept, the durability one is an efficient one to work with initially.. Focusing on boosting experience stat of the second also brings in more R&D points I think? I kind of completely ignored activates that improved their pace - as my long term goal was to sign a top driver. Similarly I ignored team morale activities and generally they just stayed as “good” morale. Picking the right sponsors is also good, you want to be able to achieve the bonus goal EVERY week - pick the best paying one you can realistically accomplish each week. In later seasons, the ones where you OR your team mate has to win/get podium is a good shout - as even if you have a bad race, they can bring home to money! Finally, in practice, I always went for purple in the practice programs, for the extra resource points, however minor the gains become there.. S1 started with expected results, generally outside the points or very low points paying positions, where strategy allowed. The obvious exception being Monaco where a well timed safety car came to my rescue - this felt somewhat realistic and I revelled in our good result. As the season went on I joined the midfield, sometimes I was in the middle of them (in the performance charts), sometimes I was still at the bottom, but because it was so close that still often yielded somewhat decent points paying positions. Changeable conditions in Q in Mexico allowed my to get the Inters on at the right time and achieve a freak pole position, while everyone was still on Extreme Wets. A wet race meant I gambled on a 0 Stop strategy and it mostly payed off. I lost P1 but still got the teams first podium. At the end of the season, two depts had reg changes and although I managed to adapt all parts, upgrades were few and far between in the second half of the year. Moving into S2, we started near the bottom of the performance charts again despite our focus on carrying over upgrades. However, we’re able to generate so many resource points that by race 8 or so, we were at the top of midfield and a well set up car playing to our/track strengths meant we could compete for podiums. In the mid season I switched out my second driver for Carlos Sainz and spend the remainder of my money maxing out all my driver perks. The reduced engine wear perk was beneficial as we haven’t focused much on the durability side and our R&D point generation is boosted. By race 13/14 we were equal with Merc and trading P1 with them. No reg changes at the end of the year made the start of S3 easy! Cash flow was high, we resigned Carlos, Level 3’d most depts meaning upgrades rarely fail, they come in quick and we generate a lot of weekly resource points. I switched up the format for S3 to keep the game feeling fresh. A compressed 10 race calendar and one shot Q - just to spice things up a little. I also hit level 20 team acclaim during the off season. So have my 4th sponsor. Also, now we are generating so many resource points that we’ve pulled well clear of Merc. I don’t know where this is going to be honest either. I can’t see our rate of development slowing down before the end of the year or we’ve maxed the car - whichever comes first. Personally I feel the rate of development was too quick and there’s no sign of it slowing down. I also do not have the difficulty too low for my ability - I’ve been on a par with my team mate (especially since signing Sainz) and if I mess up and don’t get the good result, he is sure too! What’s everyone else’s experiences? I wanted more of a slow burn. S1 felt good but since then it’s ramped up too quickly and it’s kind of ruined the realism and immersion to be honest. I’m not interesting in running a maxed out car, I want realism. I’m debating doing another My Team career, just so I have something work towards again, but I'm also looking forward to doing another F2 career, when 2020 is updated in the game. Failing that, I might have to fall back to other racing games as I’m really not sure where to go after S3 - I just don’t see the AI catching up. Does the game need a difficulty setting for the non racing parts of the game too? Where DNFs can be more costly, where money and R&D points are harder to come by etc..?
  3. joetoml1n

    Is My Team too easy?

    So as this was an overwhelming “victory” for the too easy voters, how do we now raise this to the devs? I think the best part of 2/3 of people (at time of writing) thinking the mode is too easy signifies that we, as customers, think it’s broken and would like something done about it. Probably, being realistic, not for this release but definitely for the next release it should be a feasible change. More so than feasible, a worthy change. Personally, an “off track” scale for difficulty seems an obvious method, as this could kill many birds with one stone. Problems such as having excess cash, having excess resource points, the ability to sign top drivers too easily IMO. An artificial mechanic (which I’m much less a fan of as it makes it an unfair playing field) to keep the top AI teams within touching distance of the player would also work, but on its own it’s more akin to putting a plaster on a bullet wound. I understand some people from codies view these forums? But how active are they on these kind of suggestions? And (without getting too far ahead of myself), how do we know if they even plan to take on board our thoughts and use this as a baseline to improve in the future?
  4. joetoml1n

    Graphics bug on F1 2020 (PS4)

    Yep, It's been this way in many previous instances of the F1 series and reported as such many times. Dev's don't seem to be addressing though. Here are a couple other threads I've been involved in with the same issues : I initially thought it was an issue with the game not being able to read from storage quick enough to render the image as it "pops in" - though I now doubt this as no matter how long you wait in game, it never fixes - the game goes "idle" before that. And similarly it happens in showroom - though sometimes they will clear themselves up there 🤔
  5. joetoml1n

    Is My Team too easy?

    Those times would come from many simulations back at the factory, with the current car setup and track conditions etc. So they should be accurate. Also, the times might not be the times the teams would WANT to achieve, but they would have a pretty good idea going into the weekend what times they CAN achieve. Personally, I don't find them particularly difficult either, I don't have numbers to back this up, but the race sim always seems to have a target time up to 1s slower than I find I actually go during the race. Some of the practice programs aren't particularly realistic from my experience too. Well, track acclimatisation is I guess - that'd usually be an install lap - but as much as a car test than a driver practice. ERS, Tyre and Fuel management would mostly be done during race sims. Other runs would be spent doing back-to-back comparisons between upgrades, setup configurations etc etc.. But I agree with @marioho that obtaining green should be no problem. I also see what you're saying about purpling every program gets extra resource points which might be the issue, but I disagree that's an issue, as it's clearly resource points the game is designed to let you achieve.
  6. joetoml1n

    Is My Team too easy?

    Well that’s pretty inspirational in it’s self! And sorry, just to be clear, my post wasn’t a “dig” or anything like that about the AI level when racing. Everyone can race at their own level and that was kind of my point, AI speed doesn’t effect the resource points received. Keep up the good work though, happy racing 🙂
  7. joetoml1n

    Is My Team too easy?

    I kind of have to disagree. I like league racing, but haven’t done it recently due to timings and other commitments as well. I am looking to change this and get back into it however. Also general multiplayer is a mess so I’ve avoided that like the plague, if I want to do one-off online races I generally go to AC/ACC/PC2. So offline is how I mainly play F1, and mostly it’s for the structure and narrative, so I disagree that it’s geared towards new players. There are some corners cut to simplify and appeal to them, yes. But I think it should be applicable to both new and existing players of all abilities. I also don’t think it’s much different than normal career mode in terms of the issues I have, I think the R&D progression in general across both modes is fundamentally flawed.
  8. joetoml1n

    Is My Team too easy?

    I do not race on 70% difficulty. I'm currently 105%, with constant push to get it higher. As I said in the initial post, I expect someone who is at 70% level to experience similar results. That is because the amount of resource points do not scale with difficulty. If your level is 70% and you have to work for your goals/practice programs/accurate race results, then thats no different to me racing on 105% and doing the same, or in fact someone racing on 110% - the resource points would be the same.
  9. joetoml1n

    Is My Team too easy?

    @Malarky94 Surely that answer confirms there’s something inherently wrong with the game model then? If you have to actively hold yourself back to keep it balanced..
  10. joetoml1n

    Is My Team too easy?

    @Mintona I have! Luckily I’ve managed to get one race a night in, fairly consistently over the past month. Babies bed time, film/tv series with the gf and then a race while she does her own stuff too.. @marioho Thanks for expanding on my thoughts. I also agree that if it doesn’t take longer for the player team to get to the front, the AI need to remain as competitive. I don’t like artificial game mechanics but something needs to be done to keep the next closest (in reality I would like next 2/3 closest) teams within touching distance of the player. Currently the gulf between me and P2, which is still Merc, is too big.
  11. joetoml1n

    Is My Team too easy?

    @Lakrits I do 50% races. Until this season (S3) I had full Q (now I'm on one-shot, just for the change more than anything, to keep it feeling interesting) and of course you can't change the P length, it's set by the race distance I believe (another of my annoyances). However, the need to run anymore than 9/10 laps in P isn't there.. I personally don't need the practice, the car requires only minor tweaks season to season, the tracks don't change year to year (unlike real life with resurfacing or corner tweaks etc) and the car doesn't react realistically to different temperature conditions and the like, so there's little to have to adapt to. As a result, there's very little to do in P later on, I think.. 1x flaying lap for all practice programs to achieve purple, except 3-5 laps for the race strategy program.
  12. joetoml1n

    Is My Team too easy?

    @Lakrits Understood, and I agree that some would lose interest - which is why I think there should be a difficulty setting for this too. Personally, I would want a longer game and this game COULD last me until F1 2021 but only if I had to really work for the accomplishments. If I had to invest multiple in game seasons to become WDC/WCC then I would and it could keep me going until 2021. But at the mid point in S2 with the best car and throughout S3 it looks like I'll have no challenge at all, I'm kind of done with it. I'll finish this seasons to hopefully win both titles but I want to be able to fight with the other teams. I don't want to be a significant chunk ahead of the rest of the pack for the next 7 seasons - but I can't see any alternative (other than just not upgrading my car, but that's artificial and also then what's the point in 3/4 of the game mechanics).
  13. @BarryBL Is there ever going to be a fix for this? It's not something new to this game (although it does seem more pronounced)! It looks truly horrific.. Key points of interest are: - The livery on the halo - The livery on the cockpit padding - The FIA entry sticker - The team kit (My team and the visible Mercedes team) - The media vest on the camera man
  14. Here's an even better example. Notice the centre of the halo and the cockpit head protection padding..
  15. 1. A detailed description of the issue. As you’ll see from the screenshot, where different colours on the livery meet, the differentiation between them is very aliased. The jagged edges are extremely noticeable as it looks like there’s not AA being applied to them? I though this post processing was implemented? 2. Platform PS4 Pro 3. What version of the game you are using (Shown on the start screen in the bottom left corner of the screen) 1.08 4. Game-mode? My team, TT are the only modes I’ve used. Both have the issue. 5. What are your replication numbers? Minimum test attempts are 4. Please also add EXACT replication steps for us to try too. Race 50+ now, and it’s always the same and that’s through various game versions. 6. What troubleshooting have you attempted? Please always try to attempt to fix the issue Not a lot I can try quite frankly. I have tried in other game modes, but it happens whether there’s one or twenty two cars on track. It also appears on all tracks. 7. What peripherals are you are using (gamepad, wheel make & model etc) Thrustmaster T500 Ferrari Add on and keyboard, although I’m not sure that’s relevant here.. 8. Any screenshots or video of the issue? If the video is long, please include a timestamp for when the issue appears. Yes, attached. Please notice the white lines on the halo - centre and sides. This isn’t the only location though, it’s around other parts of the cockpit where colours intersect. Obviously the cockpit is where I notice it most - because of the playing camera.
  16. Yes I agree I’m pretty sure I’ve seen it before, but it shouldn’t be happening - hence the issue report.
  17. I hope not. The game is designed to be ran in 4k and those textures are close up and in the eye line, so I would think they'd be a high enough resolution to fulfil those requirements. Those textures should be too close to the camera for it be an LOD issue?
  18. joetoml1n

    Choose weekend length and format

    It’d be nice to have full customisation over the full weekend length. Yes I know you can select the race length, but that in turn sets the P length. Probably like most of you, the 50% I run means I have 3x 45 min P sessions. I do not however need all of this time and 45 mins is ample. So, in a nut shell, I’d like to be able to select just 1 Practice session.. I personally don’t need the extra time on track, and of course the car doesn’t react to climatic/temp conditions like in real life so that’s one less thing to adapt the car to in P. So really, there no incentive for me to run any more time in P than 8 laps. 1x flying lap for each of the first 5 Practice Programs and 3x on the Race Strategy Program (though admittedly Sometimes I will stretch that to the full 5). To this end, I’ve completed the full practice goals in P1 and I press skip to Qualy. Yes Jeff moans at me for missing P sessions but it has no actual impact. I’m pretty sure the ability to just run 1 P session was in previous games (at least 5 or so iterations ago though if I remember correctly - but I could be mistaken). I know the way I do it works, but it really slows down the whole process. Loading times in the game are fairly long (considering how frequent they are). But it’s hardly surprising seeing as after every session, we have to go back to the motor home and then go back to the track. Loading and unloading from memory or gpu, the different graphical areas must be pretty intensive as it always seems to take long enough to feel disjointed. I just want to go straight to my next session.. That’s another suggestion I’ve raised too - the ability to skip to session or proceed to motorhome. While I’m mentioning streamlining the process, why do I need to view my podium pass after every session?! I don’t like the seasons or battle pass concept anyway, but why does it have to be so in your face? If it’s going to be in the game, once at the end of a race weekend would be fine surely? I don’t need to know I’ve unlocked new gloves or an emote after P1 in Montreal, as there’s nothing I can do about it, as you have to be back in the HQ, not the motorhome, to do anything with the unlocks! Not that I’d want to anyway as almost everything in the pass and the shop looks childish (especially the podium celebrations - god how fortnite has ruined everything for us) and also very little of it looks like it’d be designed for actual use in F1.
  19. I agree the AI benefit more from car improvements.. BUT, I believe, only probably because it takes me (us) longer to adapt to the increased performance. Well, in fact the AI doesn't have to learn to adjust at all. I 100% know that the AI completely smash me on a fully maxed out car. On any track, I can pick my best track, but they'll win - by a margin too. Mainly because I know that I have to brake at 85m, get on the throttle at the apex etc etc, but with a maxed out car, I can brake at 50m, get on the power sooner and harder, turn in later etc. With time I would close the gap, but the unrealistic performance goes against everything I know about that track or these cars!
  20. joetoml1n

    Team mate and AI setups

    In real life, setups between teams mates are transparent. Both sides of the garage will have access to the setup data for each car. Practice run plans often are mirrored, so they can get back to back comparisons between different setups. Amongst other things, this can include tyre pressures, suspension setups (camber, ride height, roll stiffness, torsion bars etc..), wing levels - all of which are modifiable in game. So therefore, it'd be nice to be able to at least see what setup your team mate is running. As a player, we could then do something different to find out the relative strengths and weaknesses, helping to find our optimum setup. Also, for less experienced players, it'd give them a decent starting place for a setup (Yes I know they have the 5 stock setups, but I'm unsure if they're track specific or just 5 generic setups that cover all tracks). Also, as an extension of this, it'd be nice to get some basic info on AI cars. In real life, teams have photographers on contract who's job it is to get shots of competitor cars on track, and spy shots in the garage if possible! So some basic setup info, such as wing level would be readily accessible. In fact, even the most casual viewer sat at home on the TV can spot that. Obviously the game doesn't adjust aero cosmetically (which is a shame, it'd be a neat touch if it did that too), so we have no way of knowing what aero levels the AI are running. So if there was a screen that said this kind of thing, that'd be beneficial. This is not something that wouldn't be readily accessible in real life, so it should be implemented into the game IMO. The figures don't have to be exact either, maybe the screen could say something like Front wing 8-10, Rear Wing 9-11? This would give you a range, somewhere in which their setup sits. It'd be a good ball park figure at least! Maybe in the future take it one step further and have this as an upgradeable feature in HQ - allowing you to be more accurate? Or get other basic info on other setup attributes, like maybe anti roll bar or stiffness. This could be based on hypothetical in game team radio (ie, the driver supposedly said to the engineer there's too much oversteer so want to go softer on the rear). Maybe I'm over complicating things here and rolling too far with this - but I do think an implementation of a team mate setup screen and basic competitor setup screen should be possible and would be true to real life. Your thoughts please?
  21. joetoml1n

    Team mate and AI setups

    Yeah, Thanks for the info on that other thread @marioho I think I understand why it's like this. I guess to provide a baseline that is scalable and adjustable to difficulty etc? It is frustrating though that it's not a level playing field. Does this mean that the 1-11 sliders for aero are track specific? It'd be a silly way of doing it if it were! But with 6-6 being optimum to match AI top end (according to KrazyLurt in the other thread), thats bang in the middle of a 1-11 scale. Could this mean the numbers are arbitrary, where anything lower than 6 is less downforce/drag compared to the AI, on a decreasing scale and anything over 6 is more df/drag again on an increasing scale - but only relative to AI. So 6 at Monza and 6 at Monaco would still be different? Rather than a rational scale of set df/drag levels for each position on the slider? I think I saw a thread before discussing whether people thought they were track specific or not - can't remember the outcome.. I'm just thinking out loud again and trying bounce ideas of everyone else, to try get to the bottom of this.
  22. joetoml1n

    Team mate and AI setups

    Oh interesting, thanks for confirming. Sorry I wasn’t trying to question your coding, just trying to find solutions to this as it most definitely is a strange one! It’s also something that would have to have been a deliberate act, which makes it more baffling! I don’t want to take that one line from David Greco as gospel, it’s not exactly a comprehensive answer, so I would still like clarification (although I’m aware I’ll likely never get it), as I can’t understand why they would make it like that? Especially when the game is fundamentally about car performance and making improvements, but the AI runs default everywhere - not playing to their relative strengths and weaknesses and not tailoring to tracks. It does add a lot of context to questions you’ll see floating around regarding AI performance at particular tracks or in particular situations..
  23. joetoml1n

    Team mate and AI setups

    Yes I agree, I feel they’re heavily scripted in terms of pace, which for P for example, is fine - as their involvement in that session is a non issue. But for a racing situation, they should also have to “drive” the race and be bound to the constraints of their car setup and track conditions etc. It definitely feels like they’re designed to do a specific laptime for any given difficulty level - rather than an increased intelligence or consistency. I’m still not 100% that they are running that setup at every track, I’m still leaning towards the telemetry not outputting that data, so the application is just filling the blanks with the default. I just find it hard to believe Codemasters would have overlooked this? Especially as setup is king in F1 and an integral part of the experience. If they are using the same setup then the whole My Team, Career and GP modes are fundamentally flawed. That being said, there are some things that give weight to your hypothesis that they do in fact use the balanced setup everywhere. Like you said, running high wings levels at Monza, their speed would have to be falsely adjusted up to keep the laptime and straight line speed, but their corner and braking speed would also still be higher, due to the higher wings. It’d be very useful to get some comments from CM on this. Does anyone know if we can tag people who might respond? Is there a contact method we should be using rather than the forum?
  24. joetoml1n

    Team mate and AI setups

    That all sounds too similar. I completely agree that from my experiences, the AI is just boosted in performance as the difficulty rises. I play on broadly the same difficulty (105 currently) but the AI have noticeable boosts in certain areas, or sometimes a lack of negative effects from conditions. It looks to me like poorly optimised AI. IMO, 110% should be the "default" AI level, and anything lower selected should make the AI more susceptible to errors, less accurate on taking the racing line, less confident on the throttle etc etc. Nothing significant, as the differences are around 0.1s per 1%, but that should be how the AI is adjusted in my opinion. However it looks like that when the difficulty goes over a certain %, the AI is adjusted up. This creates an unfair and advantage in certain key areas. They don't act as human anymore, very few mistakes (and I'm not even talking about long term race effecting mistakes here, more just snatching a brake here and there, running wide on an exist kerb, understeering slightly wide etc), and very few devotions from optimum. We already know they have a basic tyre model, which again makes the situation worse. Leads me to think about other things, like : do they get effected by powertrain/gearbox wear like we do? Yes occasionally they take engine penalties, is that because the engine they were using earlier in the weekend is worn, or because it was scripted (either based on number of laps, number of races etc). Leads on to the question of do they suffer reductions in power outputs like we do? And again, yes im aware they have in race issues sometimes and retirements, which we don't, but until they point they don't seem to be effected by reduced power output?
  25. joetoml1n

    Team mate and AI setups

    Are we sure that's the AI setup? That is the balanced/default setup from the 5 built in selections, but are we sure all of the AI are running this and at all tracks? Where did you get that info from? A telemetry app? Could it be that the setup info for AI isn't broadcast by the telemetry? In which case, the app is just defaulting to the, well, default. I have noticed in the telemetry app I use, that some parameters for the player aren't visible for AI either.. IF, and it is an IF of course as we don't know, the AI are running that setup at all tracks, there would surely have to be a lot of manipulation of performance and laptimes by the game (especially on higher/faster difficulties), which would be very unfair. For example, I haven't noticed the AI being significantly slower in a straight line than me (in fact mostly the opposite), in Monza for example. Something that they should be if they were running 5-6 wings compared to my 1-2.. In order for them to match my pace, their car performance would have to be altered significantly, which would be so bias! AI using different setups isn't farfetched, in fact it's widely known to be used in other games. I would expect a AAA developer and game to be able to accommodate this.. Especially as car setup is a huge factor in F1 IRL.. Hopefully Codemasters can confirm whether AI do use custom setups, tailored track to track or if they use just the 5 pre-sets, or something else entirely.. @BarryBL Can anyone from CM shed some light please?
×