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DRT-Apophis

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Everything posted by DRT-Apophis

  1. DRT-Apophis

    Where is SC after updates?

    Still working fine for me (never had failed once), I guess depends on the severity of the incident, both VSC & SC are less likely to happen if it's just a car retiring from mechanic issue and it's already off the track. If you play on PC you could try the Realistic setting of the Extreme Damage Mod, you will get realistic amount of VSC & SC on most tracks.
  2. DRT-Apophis

    1.10 just dropped - PC

    Destroy the fake news, let's make Codemaster Great Again!
  3. DRT-Apophis

    Podium Pass Season 2

    I do wish they return, I missed the Chrome livery because I thought these rewards stay there forever.
  4. DRT-Apophis

    THIS IS WRONG IN THE GAME! (no bugs)

    For the red flag part, if CM ever decided to make the damage sensitivity as high as *just* the simulation setting of the Extreme Damage Mod in future games, it'll definitely has a much greater chance and senses to meet the circumstances for the red flag to appear. Oh...the mayhem of Hanoi's back straight...
  5. DRT-Apophis

    Mugello

    Though i do agree it's quite difficult to overtake there due to the dirty air (but that's an issue on almost all F1 tracks these days...) Singapore without that chicane is a fantastic city track that just flows so well it's very satisfying when you can attack it confidently. And with that skyline...just what an epic drive (Absolutely love taking photos there).
  6. DRT-Apophis

    Engine Deals- MyTeam

    Would be pretty cool if in future games there's this mechanic where at the beginning you've very little control on the R&D Engine/Reliability departments (because you're just a customer team). But then once your team started to do consistently well, the manufacturers might approach you and offer direct support and even be a title sponsor, then it opens up the whole R&D for you to research which also benefits all teams with the same PU.
  7. DRT-Apophis

    I had an engine failure!

    I've had engine failure during practice before, but that occurred when my Turbo reached 100%+ wear. When one or more opponents gone up to 90%+ wear you car will starts to smoke, once it finally fails the screen will be exactly like you had a terminal damage (death cam), and Jeff will ask are you okay as if you had an actual crash (as if the game never expected you or designed to had player's car failure).
  8. DRT-Apophis

    my team

    In the game they just left it as it is for the whole session as if it's nothing 🤮 Jeff: "Oh frontwing and floor damages? We should do the qualifying sim program then!"
  9. DRT-Apophis

    my team

    These are most likely just cosmetic damages. They occurs when you made small contact with specific areas of the bodywork, or more specifically, for the front wing and the floor, usually happen when you drive too deep into the really bumpy kerbs (Outside kerb of turn 12 of Australia or turn 10 of Zandvoort for examples), sometimes they even leave huge marks on the bodywork as well. The damage deduction at the end seems to happens at random, my bodywork always got damages yet most of the times they cost $0 to me. And I've never notice any performance affected by these damages, but personally I think these are too excessive, I had to really avoid kerbs nowadays because I hate seeing damages when I wasn't even crashing or going off track.
  10. DRT-Apophis

    Physics of Retro F1 (scripted oversteer ??)

    Wait, pendulum effect? Isn't that just the inertia taking effect? If that's the case then it's normal, even more so with F2 car because they're a 100kg heavier than F1, while retro cars are understandably have worse weight distribution and suspensions to counter it.
  11. DRT-Apophis

    Weather forecasts

    It is, as the name suggest it's just a forecast with lots of randomness mixed-in like in real life. The whole weather system in the game is believed to be based on real life data, for example some tracks like Bahrain will never rain, while weather on tracks like Singapore is ever-changing and so unpredictable that the forecast is very unreliable that you should always be prepare for chaos. I really like this weather system, probably one of the more refine features of the game. I do wish they improve the mechanics of the racing line on wet condition to make it more realistic though.
  12. DRT-Apophis

    Physics of Retro F1 (scripted oversteer ??)

    Actually, I haven't try running with traction control myself so I'm probably not qualify for this matter. Though, I've a feeling that it might have something to do with the sensitivity of the throttle in this game and how the TC behave compare with other titles. The throttle is quite sensitive here (I came from games like Forza and GT, with pad). At first I almost gave up the game because I just couldn't keep the car on the road without spinning at low speed, but suddenly, out of nowhere, I got the whole concept of it for some reason and it's been working very well for me since (the confidence of willing to taking corners slightly faster where it contributes into getting that extra downforce probably has something to do with this). From the setting perspective, I remember most people run very low on-throttle differential (50%). May I ask which retro cars you were driving? There's a possibility that it might be caused by the turbo lap combined with lack of downforce and the unpredictability of the TC. For F2 it could be the low downforce with lack of mechanical grip + TC not fully engaging the way we desire. For MyTeam car, especially the beginning, the terrible chassis weight distribution + low rear downforce really made the matter worse, it certainly will gets better once you got some upgrades.
  13. DRT-Apophis

    Physics of Retro F1 (scripted oversteer ??)

    If you're new to this game it takes some time to get used to the throttle control, I personally don't think they have a problem with on-throttle oversteer, you just need to sync with the car's characteristic, or tune down the on-throttle differential.
  14. DRT-Apophis

    Podium Pass Season 2

    Although I agree with you both to a certain degree, the problem isn't on the liveries themselves, but the fact that the placements of the sponsors decals (can't change colors individually) are conflicting with them, making many color combinations impossible. This is a major design oversight that I think needs to be address immediately, fixing it will instantly make any liveries obtained from the podium pass much more valuable. It's the same with decals on racesuit, although it made certain sense that they're systematically tide with the decals on the car liveries, the implementation is absolutely horrible.
  15. If formation lap doesn't actually affect AI's car performance, they should make their weaving much more intense like in real life for improving immersion. I watched some league racing on Youtube and saw all the players weaving very hard in safety car situation to keep their tires warm, it made the supposedly boring lap looked so intense I love it, really wish it's like that with the AI. Sadly it seems to be missing entirely for some odd reason (I noticed sometimes they weave a little under safety car situation, but it was rare).
  16. DRT-Apophis

    Invitational event suddenly very hard?

    So it wasn't just me. I just did an invitation event in Sochi, and it was way more difficult than the first time I did it which I overtook the last car less than midway down the final lap if I remember correctly. This time I had to cut the track like a madman only to barely beat it at the very end of last lap.
  17. I think what they need to do is to make the whole experience of owning and running a team more realistic and true the life. At the moment the management aspects are lacking in depths and is not even close to the level of just scratching the surface of what a management game should be. I had a football management game (J. League Sakatsuku) back in Dreamcast era that had so much contents in it that I still play it occasionally to this day (that usually lasted for weeks). Despite the graphics are so outdated now, I didn't care because there's so much contents I could dive into and revisit it with different ways. Of course I do not expect the management side of our F1 game to be that deep since running a football team is drastically different from a race team, but I do hope we could still have the opportunity to peek into the inner world that only the actual people in the F1 racing industry could experience, the replay value could be unlimited if the contents are diverse enough that we could approach it with many different ways. I've seen many AI crashes, I've a feeling that it's more likely to happen when their difficulty setting is higher (more likely to lose control at higher speed)
  18. DRT-Apophis

    Little input lag using TCams

    It probably has something to do with being able to see how much you turn the steering wheel. I noticed if my eyes pay slightly more attention on the steering movement when I'm on T-cam, my accuracy is improved by a fair bit.
  19. DRT-Apophis

    Is My Team too easy?

    Depends, for games such as the Soulborne series where the whole design of their games revolves around the challenging→sense of accomplishment aspects, I don't think any blatant difficulty setting would integrate well into them. In our case though, having difficulty settings made sense because simcade/sim racing games in general have very steep learning curve in comparison, the range of target audiences is much wider as well.
  20. DRT-Apophis

    Is My Team too easy?

    If the overall system is not gonna see major change and stay as it is, then I felt the areas that needed to be address are: Player's R&D needs to be re-balance, some upgrades are simply too OP too earlier on and cost literally nothing for the amount of performances they give. Some benefits of the R&D facilities give players too much advantage, unless the AI teams are upgrading their own facilities roughly as quick as the players, or else we're able to hit to ceiling of performance like 10 times quicker than anyone else. Even if you try to put yourself in a disadvantage: Started as a Honda team. With only Durability buff at the beginning (Will's interview) Mod yourself so you have 0 R&D point to start with. Only sign sponsors that give relatively low money (Equinos, Zigzag, Duotone, Novus, etc) Completely ignore the Engine R&D tree. and never upgrade any of the R&D facilities to Tier 2 before season two (But max out the tier 1 facility upgrades). By the end of season one, you'll still be able to nearly max out all the tier 1 upgrades of both Chassis and Aero departments unless you do Reliability as well (Also depends on you luck of course). All these might put you nearly at the bottom of the R&D index with Williams below you, but, if I start to upgrade my facilities to tier 2, and also invest on Engine in season two (with all the money I'm able to save up from season one), I'm sure by mid-season two my team will already be at least the top midfield team or even challenging the top three. I think in order to slow me down to a balance rate, I've to leave the Fabrication upgrade at lvl 0 so I can only research one part per department at a time.
  21. Recently updated a few more things, mostly on the My Team career part that I personally think are quite important: The ceiling of R&D should not be too far off from what the rest of the grid could potentially reach. With the current pace of progression, player's cars get too unrealistically OP too quickly and AI teams simply have no way of catching up. The adapt parts mechanic during rule change needs to be more complex. Instead of just reinvesting some extra points to retain that part immediately in the next season, the action should have certain chances of failing, but you would only get the result when the new season starts. The areas of parts that fail will be blank out and you'll need to reinvest on the research as if you never had those parts, but the successful ones will retain the paths of parts in the R&D tree that related to them, so reinvesting wouldn't be as tedious. Please keep the descriptions of the part upgrades in the R&D section, I really like to read these little insight of what we did to get the improvement from the parts. Engine & Reliability R&D should be a group effort between all teams with the same power unit. Instead of having a set timetable of availability for factory parts and investing on your own in the R&D, all the teams with the same PU should be sharing and investing on the same R&D tree, when new part is available it would benefits all of them. For balancing purposes, the costs of investment for each part should be much higher in these shared R&D trees, and should be possible for multiple teams to invest on the same part (Development of said part only starts when the sum of combined invested points reach the requirement). The current stat boost from personnel facility is too OP. Instead of straight-forward boost, they should serve as speedups of the driver's growth, where their potential max-stats could be reach earlier and delay the decline (Though they'll still max out during their peak even without the facility's boost, just faster with it). We need to re-balance the performances between F1 & F2 driver by altering their peak stats, where the starting stats of F1 drivers are already near their peak, while F2 drivers are still far off from that but will eventually reaches similar level as F1 drivers if you train them. With the facility boost model mentioned above, it'll make investing on F2 drivers much more worthy of an option than it is now. More updated points are listed as RED on the main post.
  22. DRT-Apophis

    PERFORMANCE UPDATE

    I don't expect people to read my post word by word, but I've been talking about career and MyTeam mode all these times when I mentioned about wanting the game having more mix up team development by the seasons. You probably think I'm Ferrari fanboy, but I never liked them, not even a bit. I just want to have a more competitive field of cars that excels at different type of area where I can chase against them one by one. In the game, balancing can be done a lot more freely than just blindingly follow the real life counterpart. I wouldn't mind seeing a Williams or Haas competing for the win at all, at least from after the first major rule change in-game. Like the good friend above mentioned, having a slider for the players to use freely at the beginning of a season to alter/adjust all the team's development speed and starting performance individually will fix this issue completely. You can balance the game or replicate real life all you want instead of waiting and complaining about patches.
  23. DRT-Apophis

    PERFORMANCE UPDATE

    You're not wrong, but our participation in F1 is already a signature that the game is a fiction. I'm not against the idea of making things realistic, but unless the game itself could mix things up by itself (from at least season 2 onward), I don't recommend we doing it because there're gameplay balancing concerns.
  24. DRT-Apophis

    PERFORMANCE UPDATE

    I understand, but we're in a fantasy world if we're talking about the game. In real life at least the weaker teams could have a chance of bringing revolutionary ideas and suddenly become championship contender after major rule changes, with the current game design they have no chance, slow car stay slow forever. Unless they make the game more unpredictable, or else I prefer we stay in a fantasy settings with at least multiple teams being really competitive, not just Mercedes winning every races like in real life.
  25. DRT-Apophis

    PERFORMANCE UPDATE

    In a game-balance sense it's probably a terrible idea. Nerfing the Ferrari and their engine to the point like in real life will basically means now you have 3-4 teams of Williams in the game, it would gets pretty boring real fast to be honest 😬 I'm sure this'll be an unpopular opinion 🤦‍♂️
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