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  1. That probably is the reason. Cutting turns 9, 11, 12, or 19 gains huge amounts of time and totally destroys the fairness of it.
  2. Yes. They are brutal, but at least they penalize everyone equally. The length of the penalty is a shock the first time or two, but it rewards precision.
  3. Here's a hearty good morning to ALUNMOSFORD, racing as ALU 22 under the flag of Wales, who successfully executed the "Why Brake At Turn 1 When You Can Use Your Opponent As A Brake" strategy at Turn 1 in Barcelona only to later plow through the chicane right before the last turn and incur a time penalty that cost him what would have been a little-earned win. And with a higher PI to boot. Good times.
  4. Are these track notes for Bahrain? Brake late and heavy in Turn 1, Apex slightly late to straighten Turns 2 and 3, Throttle down to Turn 4, . . . .
  5. Glad to hear you made some progress. Hope it continues to improve. See you on the track!
  6. Actually, now that I look at it more, it looks like some controllers are supported: https://codemasters.helpshift.com/a/f1-mobile-racing/?p=web&s=assists-and-controls&l=en I have never tried tap steering. It just doesn't seem realistic. Regarding your Red Bull comment, it must be a coincidence. I believe that the official F1 cars rely upon the same performance parts as a custom car to determine specifications and performance. I do not believe that one official F1 car is faster than another. You are correct that setting Red Bull as the quickest car would be, shall we s
  7. Working backwards through your questions: The ghosting system still fails now and then, but it is the best version yet. The "Report Player" option disappeared at about the same time that the ghosting system upgraded. Some cheating probably still occurs, but the ghosting limits the opportunities for the rammers and swervers to inflict damage. As far as people running cheats codes, they really ought to find a better outlet for their talents and their time than developing ways to outwit a mobile game (no disrespect to the game or designers intended). The AI cars are a bit hit and miss (s
  8. What's your preferred start technique: (1) Hold the clutch until the lights go out and then drop the clutch and hit the throttle simultaneously when the lights go out, or (2) Hold the clutch, add the throttle before the lights go out, and drop the clutch when the lights go out, or (3) something else?
  9. This morning, in a grid start in Mexico, the P2 and P4 AI cars ahead me of eased left shortly after the start to follow the P1 and P3 cars on the left side of the grid to form a line of AI cars on the long run to Turn 1. It looked like they were trying to draft or get a tow down the straight. As a result, I had a clear run all the way to Turn 1. I never saw this before the last update. Has anyone seen something similar before or since the last update?
  10. Maybe today's maintenance will help with this and other problems reported recently. Earlier today, in two different duels at Spa, one opponent rolled forward before the start and vaulted four other cars into the air (I've never had a clearer path to P1 when the lights went out) and another opponent won every sector while finishing more than four seconds behind me on the qualifying clock, but I "won" the duel. Bizarre stuff.
  11. Condolences to FAV, racing as RAN 56 under the flag of Chile, who was one place ahead of me in a sprint race in Brazil as we headed up the hill and into the final DRS straight. FAV then proceeded to crash himself into the pit entry while tangling with an AI Red Bull ahead of him. I appreciate the attempted homage to Esteban Ocon. Acting like our racing heroes through the virtual arena is one of the beautiful things about sim racing. Thank you for the points.
  12. I don't know about auto acceleration. Perhaps it occurs on parts of the track where the AI is programmed to be off the throttle? That would be odd, though, on corner exit if you're on the correct line with the correct exit speed. To me, the less assists, the better (and the faster).
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