halfblindgamer
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Everything posted by halfblindgamer
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I would say this to OP. Is 70% the right AI difficulty for you? I only say it because I play on the same level and by season 3 I've questioned the fact it is too low a setting for me. Even to a point where track by track it can matter. Some tracks 70% seems okay a level for me with a fully stat bumped Russel as my 2nd driver, but at others I'm too far ahead in qually and race. I will say I agree it is a little too easy to out develop the other teams if you are smart enough to go with a resource point heavy upgrade plan from start. I did that as well, both from the team's facilities upgrades, and from my own driver perks to increase number I get from the practice program challenges. For me this is the biggest issue, as while I guess it is possible a team could luck or skill into a good car off the bat, I don't like how easy it was to out develop the Merc from back of the grid.
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Hey, just wondering if this is an issue others have noticed, and if it is effected by skill level or something else I'm not seeing. In My Team practice sessions I've noticed some tracks the qualifying lap challenge times seem really unbalanced. For example I am using AI at 70% because of my eyesight issues and fact I'm using controller and on for example Vietnam my target was a time that should be around 3rd on grid. I barely managed the upper part of the time required after a few attempts, only to look at the timing screen to see I was 2 seconds quicker than everyone in t he session. To exceed the challenge with purple rather than green I'd have had to go a full second faster. Most tracks I don't have this issue, but there are at least two or three I do.
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Practice session qualifying lap challenge issue.
halfblindgamer replied to halfblindgamer's topic in F1 Chat
Okay, did qualification now to. Qually 1: I did 1:11.437 on mediums. I was .5 up on team mate, .6 up on Lewis and .7 on Botas. All three of them were on softs. Qually 2.: I did 1:11.002, but was stuck behind Williams from not far past exit of Tabac and lost maybe .6-.7. I was .7 up to teammate. 1.5 to hamilton and 1.5 to Leclerc. Qually 3: I did 1:10.267. Was 1.2 up on team mate, 1.8 up on Botas, 2.1 up on Hamilton. So my team mate did 1:11.452. Botas did a 1:12.2 and Hamilton did a 1:12.4. So compared to what I posted a few posts back I'd say the target time you are required to go for is not taking the fuel difference into account and it's giving you targets the same as likely qually times while you are engine limited. I think I could have done a faster lap, but I hate Monaco and so left some time out there to lower risk factor. I nailed Tabac, but was not great through swimming pool or the last corner. Either way I'm still feeling they have soe of the times on some tracks a little off on what they should expect you to achieve. -
Practice session qualifying lap challenge issue.
halfblindgamer replied to halfblindgamer's topic in F1 Chat
1. My Team. Teammate: Jack Atkin. Had him for all three seasons so far. Was planning to change him for Russel on next contract as they are around same price now. Jack's stats all have the +15 and have all naturally improved over the seasons too. His pace with the bonus is 94. Can't remember all the rest offhand. I'm also ahead of all the teams in car development too at this point. 2. Session 2. I normally run my qually run then because it matches in most cases time and conditions for the race. 3. All times on same tyre, which was the soft. Please note I did say I expect different times for qualifying, that may match the times it expects, but even if that is right, those qually times should not be target times for practice. I'm going to do qually in a while so will post the times done by the same four of us to see what relation it has to times it had me target for the practice session. I'll be quicker due to the modes on fuel, but by how much? And again it shouldn't matter. We should not have to achieve times it expects for qualifying while being limited by engine modes. Which seems to be the case. -
Practice session qualifying lap challenge issue.
halfblindgamer replied to halfblindgamer's topic in F1 Chat
Add Monaco to the list of ones that just are weird. I had target of 3rd with 1:10.874-1:11.866. I did manage it doing a 1:10.556 lap on second try at it, but taht was a full two seconds faster than my team mate in second place on practice time sheet, and 2.5 seconds faster than Botas, and 2.7 faster than Hamiliton. So this shows I'm on too low a difficulty (70%) currently for my cars engineering compared to my rivals, but that if I did put up the diffculty then I would never manage whatever time it offered me, which I assume would be faster. Anyone tell me if that is the case? Guess I could redo it in qually 3 as still playing it as I post this. Problem is I think it's just the times as some have said, as I expect the qually times will be close to this as it suggest, but if that is teh case then it should never be the target in practice to match the actual qually time. Hope codemaster's look at this if it is the case. -
Practice session qualifying lap challenge issue.
halfblindgamer replied to halfblindgamer's topic in F1 Chat
I agree with what you say, but not that it is cause of the issue. For one Monza would be one of the worst if this was the case, but I don't recall Monza being an issue for me. Secondly, it shouldn't matter anyway if modelled right. Think about it. It would be like Hamilton's engineer saying, "Right then, Lewis, we expect pole to be around 1:25.600 and we'd like you do that in our qualy sim. I know it might be hard with engine turned down and 10 laps of fuel onboard but just drive the corners faster to make up for all the time you'll lose on the straights." They wouldn't do that. They'd know the time the lower engine mode and extra fuel would add and they would use that as their target time. So they may tell him his target was to drive 1:28.600 to reflect the time he could do once they took fuel out and turned engine up for qualifying. So I agree about fact we get limited in practice and it will lose more time on tracks with long straights, but not that it should cause the issue with the targets the game sets for you to achieve. At least that is the way I see it. I could of course be utterly wrong. 🙂 -
Practice session qualifying lap challenge issue.
halfblindgamer replied to halfblindgamer's topic in F1 Chat
That might be the cause, but I stick with it is just bad balance. If what you say was the only cause then it would happen for all tracks, and it doesn't. It's silly if you have a target to do that isn't possible, or far harder that it should be because you are limited by engine modes. That wouldn't happen in reality as they would surely be targeting a time based on expected pole, but adjusted for mode being run and fuel weight onboard. If it did F1 drivers would be getting stick for being seconds off in practice what they then do in qualifying. -
My Team - advice on do's and don'ts for a new starter
halfblindgamer replied to Lurtz's topic in F1 Chat
Yeah it might be the case. I said nothing, because frankly I can't see evidence it does actually do anything. 2nd driver is so inconsistent I'd only use an activity for that boost if nothing better is there to take. The darn thing I can't remember is if the boost is temp even if you aren't at the +15 stat. Assume it is, but can't remember. -
My Team - advice on do's and don'ts for a new starter
halfblindgamer replied to Lurtz's topic in F1 Chat
Yeah, I won season 2 in both drivers and constructors. I have Jack Aitkin at overall 86 rating now I think. His low sat is experience at 40 (+15), race 62 (+15), awareness 70 something (+15) and pace is 78 (+15). I just finished Australia practice 3 and he topped me into second in timing lists by 0.012 seconds. Mind you, my hotlap in practice 3 was not totally great. -
My Team - advice on do's and don'ts for a new starter
halfblindgamer replied to Lurtz's topic in F1 Chat
Firstly, I would suggest making sure you check your own driver perks. In particular the acclaim and resource ones. One of cheapest ways to increase both of these resources. Likewise look to update the team marketing that improves their acclaim from each race. It is expensive, but does pay for itself in the long run in that you can get more sponsors sooner. On updating facilities I went with updating each one on each that increases resource percentage each week and also lowering chance to fail research. It is very annoying waiting for updates and then they fail and have to be paid for again, even if it is for half price. Teammates are not utterly useless unlike what some are saying, but it takes time. Took couple of seasons for me with Jack Aitkin. Just note that they can only update each area of their skills to a max of +15. It doesn't warn you of this. So any events you do between races that effect 2nd driver will do NOTHING if they have +15 in that stat already. It will change to say +17, but that stat will change back to +15 by time you've done another race. Assume it is an intentional cap, but I saw no warning about it. However, their base stats do slowly rise. Jack's experience has changed from 35 to 40 by end of season 2 for example. Hence why keeping them can help. 2nd driver will add his own perks, but he needs his own cash to do it. Be that from money you spend on him in contract deal or from each race. If you pick the option to pay the extra each time you do their contract they will add at least one perk per season. So I'd try sticking with your choice at least for a few seasons rather than chop and change. Not tried a top driver myself yet as only on season 3 (first race) but at this point Jack is quick and has been on podium with me in latter half of season 2. I have all the driver updates like simulator etc. done in facilities. Keep an eye on R&D morale and pick interview questions that will help the lowest morale departments. Done right along with activities between races and you should be able to keep all of them in good morale most of the time. This lowers build time, and fail chance for update research. At start pick good engine. It really helps, as you can focus a little more on updating other areas of your car to some degree. Really, really look to upgrade durability of ICE, Turbo and Gearbox at least one level or you will find quite likely you'll need extra engines or gearbox's in your seasons. That's my tips. I'm sure others will have other ideas, and my not agree with mine, but it works well enough for me this way. Hope it helps. Let me know if not, or you got questions. -
Hi, Can someone tell me if this is a bug or did I just miss something? My ICE was getting close to failure in practice 2 and so I did two of the team requirements and had two laps of life left in the ICE. So I clicked on the icon for the second one and it showed a time to completion of the work. The work was completed two minutes before end of the practice 2 so I didn't go out again. However, when I started practice 3 it was still showing me as using ICE 1 with 2 laps of life left and the number 2 ICE was showing as pending. Seriously, ***? Possible for them to fit it between sessions, let alone it still not be done by the next day. Thanks if you can point out if I did something wrong, or if it is a bug as right now I can't go out at all in practice 3 or my engine will just blow up.
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Thanks for the replies. Glad it is just that. I didn't want to go out and blow up before finding out. Confused me due to it showing the near dead engine still fitted. That said, the whole engine thing is a bit odd in team mode. You buy a manufacturer engine and then have to build faculties and upgrade the engine yourself. Still adds to the game content I guess. 🙂