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DRT-Apophis

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Everything posted by DRT-Apophis

  1. DRT-Apophis

    Manager mode

    LOL This one is fantastic. It should probably has negative effect on your (& team) acclaim as well, which will last for a few races as a red bar. If you stop doing it it will disappear and you can earn acclaim normally again. But if repeating the same action, you & your team's reputation will be damaged and acclaim gain will be nerf significantly for a very long time (or even permanent). It should be more difficult and unlikely for the AI teammate to obey your order if their acclaim lvl is very high or close to you, but it'll damage their relationship with you nonetheless, so use that commend at your own cost 😬
  2. DRT-Apophis

    Serious Question

    I do feel if someone is entirely focuses on just the multiplayer aspects, than may be console is the better option because they usually are more well-governed(?) to prevent cheating and such I believe?
  3. DRT-Apophis

    Serious Question

    Depends on you hardware, or else definitely PC. Missing out the modding scene in modern gaming is like missing out hundreds of hours extra playtime potential.
  4. DRT-Apophis

    Where is the performance update?

    They're probably having issues with getting agreements with Ferrari, you know, to get them to accept the fact that their brand is stuck in the midfield... Imagine if we as the player has the ability to balance the game ourselves...like being able to tweak each team's car performances freely at the beginning of each season, that'll surely add unlimited value of replayability (Williams fighting with Ferrari and Mclaren for podium again? YES PLEASE) It's not like things will be all rainbow & sunshine once they finally brought out the patch...I bet there'll be more dissatisfaction because if team performances are truly realistically replicate, Mercedes will be completely untouchable. It'll gets old very quickly...just like the real races.
  5. DRT-Apophis

    Removal of the slow-motion effect when crashing then car

    The thing is, the thread isn't even about "The game is too hard" or "I hate crashing", it's solely just on the crash's cutscene style-of-choice that OP think it needs to be change or improve. OP is probably not a native English speaker, that's may be the reason why some wordings came out a little confusing.
  6. DRT-Apophis

    Practice session qualifying lap challenge issue.

    Probably a design oversight, the reason I think this is the reason is because in most cases I'm still only losing time on the straight despite I gained time at corner exits. The inconsistency on difficulty probably has something to do with player's skill on specific tracks and the general expected AI performances on those tracks. What i did with practice program is that I set them all to just 100% difficulty, while actual qualifying is 3-6% above that (and add another 2-3% on top of this for race), I found this balanced out the difficulty quite nicely.
  7. DRT-Apophis

    Practice session qualifying lap challenge issue.

    What's happening is that, in quali-sim program you're prohibited to use MAX fuel-mix yet the target times are set with that in-mind, you'll always lose a lot of time down the straight because of this.
  8. DRT-Apophis

    Removal of the slow-motion effect when crashing then car

    I think everyone had misunderstood him, what he's saying is that he don't like having the "Kill Cam" effect during the moment your car needs to be retire from crashing (Terminal Damage), which is indeed display as a slow motion effect. I actually agree with him, it's a bit overly dramatic and I do wanna see/feel my car crashing in real time, as well as how the crash will play out (causing pile up later or something). I think this is a feature that Codemaster uses in almost all of their recent games? May be there should be option to turn it off.
  9. I was too used to only having sliders in racing games with livery editor...didn't even remember this should've exist 🤣 It's updated now, thanks bro
  10. DRT-Apophis

    Race Engineer

    This Or tells you that YOU WILL NOT HAVE THE DRINK, I repeat, NO DRINKS
  11. DRT-Apophis

    race distance

    I remember seeing people discuss about this and I think it's a bug? Under normal circumstances the gearbox should wear at a rate as RS Phil said, about where it shouldn't be anywhere near to be a concern even without upgrades. Btw, I have suggested gear and the gear shift prompt noise on, may be you should try that too because you might be shifting too soon or too late.
  12. DRT-Apophis

    race distance

    I certainly wish these components wear out faster in shorter races, especially tires and gearbox. I think about 125% wear rate of the current 50% race tire model would be ideally realistic.
  13. DRT-Apophis

    AI no tyre wear at all?

    Now come to think of it, I did noticed the AI (104%-110%, 50% race) seems to be able to consistently do their fast lap time for a very long stint, but only recently. Though I don't have any numbers to back this up yet, I just remember it wasn't the case before (My tires even lasted longer than them in many cases), would it be the 1.07 update somehow messed it up?
  14. DRT-Apophis

    Ai v ai are a step backwards

    Imo we're already on the right path, our AI just needs some minor tweaking and be a little smarter on adapting different scenarios. I don't think there're any sim/simcade racers out there atm with AI competitive yet fair enough to actually race with the players properly like what we have here.
  15. DRT-Apophis

    Lighting Positivity

    Wow damn this one is great! Never thought I would've seen the best animation in this game from such a rare occasion (double stacking in practice). We need more, MORE of these lively little details in the game😆!
  16. DRT-Apophis

    Scripted 'lock ups'

    Kinda have to treat this turn 10 as two separate corners instead of one with 2 apexes. I find it helps quite a bit if you could keep your car going as straight as possible between the 2 apexes, probably because by doing that both front wheels can share the loads from braking instead of putting all the pressure from the whole car lunging forward on one of them, the brake force is now much stronger so you don't need to press as hard which usually ends in locking-up. The room for error is still pretty tight though...just a split second late on the brakes or if you're slightly off the line that could keep you straight, you're in a real smoke show of agony 😩😫
  17. DRT-Apophis

    Ai v ai are a step backwards

    I still remember Gasly pulling a move down on Turn 10 of Bahrain. I was only a bit more than a car width wide on the first apex and he cut straight into that spot and went side-by-side with me to the exit, the move was so smoothly executed that my jaw is still on the floor just by thinking about it.
  18. DRT-Apophis

    Ai v ai are a step backwards

    Yesterday I've been trying to refine my AI settings for MyTeam, by doing 5-laps races with 110% AI in an AlphaTauri. What I've noticed is that, the AI were very aggressive on attack me down the straight to the braking point, but seems to often stuck behind some slow car for no reason. I believe all these have something to do with: The common pace differences between AI vs players & AI vs AI Straight-line performance between different cars the newly addition of Dirty Air mechanic in F1 2020 I think the first point is quite major, AI seems to be a lot more restrain on their braking compare to players who are usually a lot more daring on taking it much deeper, while during the exit of the corners, AI are a lot more consistent on getting their power down and are usually faster than us. What this difference in pace actually does is that, after each corner that leads to a long-straight (especially with DRS), there's always a gap between us and the AI from behind, this gap allows a breathing room for the AI to create that significant speed difference by the time they caught up to us and make their move, making it feels as if they're very aggressive and difficult to defend. But then there's this situation with AI vs AI, where in contrast from the situation above, they have nearly identical behavior so things basically all come down to who has the best straight-line performance. I've seen an Alfa with damaged front-wing, despite the pace is significantly slower, is able to block a whole pack of midfield cars in Hanoi for a whole lap until going to the pit. When AI are too close behind another car (basically bumper to bumper), they'll have trouble to attempt any overtaking maneuver especially if the car in front has decent top speed to fend it off, they aren't courageous enough to do anything down the braking either. If they couldn't get side-by-side at the braking zone, there's simply no chance for them. All these and their lack of flexibility on adjusting racing lines contributes to create the train we saw, and dirty-air made it even worse.
  19. DRT-Apophis

    Ai v ai are a step backwards

    Common issue in Spain, the dirty-air train, just like in real life 🤣 (btw where're the commas & periods lol)
  20. DRT-Apophis

    Scripted 'lock ups'

    Check to see if the corners that constantly cause you to lock up are downhill incline or not. Usually those are the ones that are toughest on the front tires, especially if the braking point is already midway down the corner that requires trail-braking, like turn 10 of Bahrain (I still think this is THE toughest corner in the whole calendar)
  21. This one is great, I felt that the current system we have now where we only make positive progression in the R&D tree, and re-investing R&D points into adapting parts for future season is a bit too linear and lack of variant of an experience. I often imagine new parts would not only provide positive effects on the performance, but instead sometimes (or even always) having some compromises (be it very little) to some other areas so players need to choose and balance wisely on what they should invest and put on their car based on track types and session progression. I also think developing new parts should cost some (or even huge) amount of money as well, it'll certainly deepens the management aspects of the gameplay.
  22. DRT-Apophis

    AI Settings with mid value 90, track by track

    Canada is a bit of an oddball, the difficulty drastically differs based on whether your track-cutting rule is strict or not, you could easily gain a second or two there just by being a bit more adventurous with track limits..especially that last chicane.
  23. DRT-Apophis

    Racenet Livery

    Everyone else will see the regular Racenet livery unless they installed the same mod as you did.
  24. DRT-Apophis

    Can you change the team colours after starting MyTeam mode?

    Go to Corporate section and then find Customization on the far right, you can change team color and even name anytime you want before you start the race weekend. For other edits such as livery and character, you can change those even if you're in the race. Simply go back to the main menu and use the customization function there, edit the one corresponding to your career save, and it will apply to it instantly.
  25. I can confirm this happens with New Game as well. The Resource Point Generation section for each facility always display as one level above your facility's actual level, and when you click into each one of them for details, only Aerodynamics department is able to display the level bars properly (but again, the Resource Point Generation is still visually wrong) while all the other departments are unable to display anything. This only started to happen after 1.07 update.
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