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Everything posted by DRTApophis

  1. Speaking of scraping the ground, I've been thinking that the visual damages caused by driving on some of the curbs (not even particularly thick) are a bit much. Such as the outside curb of Albert Park's turn 12, or Zandvoort's turn 9 & 14. If you just ran a little deep on those curbs (like halfway to the middle), you frontwing, side pod, and floor will all get major visual damages, and it happens even when you're just in season 1 with very little downforce, and setting the ride height & suspension doesn't seems to help. Your frontwing also receive tons of chip damage just dri
  2. Personally I think it's more than enough atm, there aren't enough changes between seasons to keep things fresh. May be they should have a few different R&D trees for each department (that have different point requirements to progress and maxed-out stats are varies), then the game randomly pick one every time when there are rule changes. Or that when rule change happens the game allows you to tweak the rules in the settings before the season starts. For example: If there's engine rule change, there could be options for players to change the maximum KERS deployment per lap,
  3. Currently in my 4th season, I purposely nerfed my own progression by not only spreading out the spending on my R&D researches, but also not really upgrading the Resource Point Generation facilities until I really felt like being left behind (which didn't really impact me all that much until the 3 departments rule change at the end of season 3, which dropped my aero to dead-last because I went out of points) Having less resource points definitely made things more interesting because I'm constantly doing catch up, but, not in an annoying way because the speed of the generation is still
  4. The absurdly low damage sensitivity in even the Realistic setting is probably the culprit, I don't think it's a bug. I have installed the Realistic version of Extreme Damage Mod in my game (PC), and I get both VSC & SC throughout all of my careers consistently even after I've reinstalled both the game and mod through a few different hard drives, still almost at least one SC every race, sometimes a dozen of them which actually could get quite annoying ūüėĖ. Most of the SC happens when there're cars on track getting terminal damages, sometimes it's when cars getting engine failure, th
  5. Depends, for games such as the Soulborne series where the whole design of their games revolves around the challenging‚Üísense 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.
  6. 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 disadvant
  7. Is Bahrain really that bad? I've heard pretty much everyone said that the AI there is super op...but I've found that their only strong corners are turn 8 & 10, and I still often get decent result on my first season with 105% setting in race, 103% for qualifying.
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