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Posts posted by SmiX

  1. On 7/12/2019 at 4:22 PM, svensenk86 said:

    ... but I cannot remember a Highlight feature ...

    I am not sure if you are just playing with words, anyway I was comparing F1 2019's `highlights` feature with Grand Prix 2 TV camera / broadcast during replay, which was triggered by pressing `insert` if I remember correctly.

    • Agree 1

  2. I'd love to see at least all overtakes in the highlights, because I am actually pretty diapointed as highlights mostly doesn't show very interesting action or at least I know there were much more interesting moments and they are not included.

    It is just "some moments" from the race, in most cases it it shows the begining of something good and the final great moment like my ala Lando overtake in Bahrain in 4th turn is cut out ... It feel so empty and sad to watch the replay of driving out of turn fast and getting closer to car in front and when the best should come .... a cut ... and nothing ...

    When I remember the Grand Prix 2, during replay it featured a "TV cam", it was showing the most interesting action what was just happening. Like real TV. If somebody was overtaking or trying to overtake, it was on the screen. If some car crashed or had a technical problem, it was on the screen. etc. ... In 1996 the game already known what is important to see and was able to detect it, so I belive in 2019 the game should also be able to detect what is probably a moment worthy of remembering and should the moment include in highlight reel.

    • Agree 2

    • Platform you’re on (PS4, Xbox One, PC, Steam): Xbox
    • Game Version (Shown on the Start screen in the bottom left hand corner): v1.03
    • Game Mode, including if it was Single Player or Multiplayer (Time Trial, Career, Grand Prix, Custom Game etc): Career, 50%, Canada GP, 75 AI
    • What happened in the lead up to the problem?:
      • Wet race on start
      • on 10th lap switched to mediums
      • around 23rd lap Raikkonen DNF
      • On end of 25th lap I saved mid game - before Jeff called me come to pits which I was not sure if I am not fast enough overcut
        • tried one lap and as I was strugling with worn tyres I reloaded the mid save and went to pits as Jeff suggests
      • I've finished 7th
      • and had faster lap time than Raikkonen
      • On Rivalry breakdown the result shows (screenshot added) :
        • Raikkonen finished race (he didn't)
        • ... so finishing position should not be better
        • ... also didn't had faster lap
      • This caused Raikkonen to win the rivalry instead of me
    • Any accessories you are using (wheel, pad, etc): Thrustmaster TX, Thrustmaster Ferrari F1 Wheel Add-On

    Also added screenshot of saved race results gained from UDP telemetry. I am not sure if the game sees the fastest laps after loading mid game save as the telemetry app (RS Dash), which doesn't include any time on Raikkonen.












  3. If I should point to just one idea, than most important for me it is the visor cam - moving head to see into turns like in Project Cars, that's the most important for me. There already is a rotation in the game, but it is connected to wheel angle and when you are making corrections it shakes the view resulting in making it unusable for me.

    Secondly, pilot is not an engineer and setup should be done or at least advised (again) in a similar way as in Project Cars - you tell your engineer what's wrong/what you need, and he tells you what should be changed or change it for you. At least, it helps new players to know better parts of the cars and the connections between values so they could change the setup better. Also when changing something on the setup - a projected change of telemetry graphs (look at Forza) would be great.

  4. This is possibly the most reported question at the moment on reddit, so I hope somebody from Codemasters confirms if it intentional or not.

    I believe it was always longer with ABS than without it, so this year, they possibly increased the difference between on/off.

  5. 58 minutes ago, SoluxFin said:

    I have no problem with having Hamilton and Vettel in one team if this move happened offseason.

    But I really doubt Vettel would like to move from a winning Ferrari to Mercedes midseason, for multiple reasons. Firstly, why he should leave the team while it is winning and risk loosing champion title while has a team build around him? Also it is a rival team, not a team from the "same team family" or "alliance" - so drivers/teams have some contracts which they have to be paid off to become free to leave. I hope they implement midseason transfers "only" for the teams from the same "alliance" or minimalise it to level, where looks realistic. And I believe they can make it.

    • Like 1

  6. The problem is, it is not "full F2 season" if there are not all the tracks. That's what they "lie" about. It's just racing in F2 car on some tracks which are part of the championship and on some which are not.

    IMO it is confusing and misleading marketing words edging with lie.

    edit: Sorry, my bad, I thought there are other tracks as were in previous years.

  7. X on the car means there are no connection to the player and car is simulated/driven by AI.

    What is your NAT settings? You should have open NAT and the player who has the X on you should have it too, otherwise there will be problem like that.

  8. spirus91 said:
    ... Also a few races ago, in France if I remember correctly, Ocon was riding in the right of the circuit in the start/finish line when Sainz was exiting the pits and Ocon never went to the left, smashing on SAI causing terminal damage to his car and those 2 behind him. Lastly, when on Practice or QUAL even if I am on a flying lap, cars exiting the pits get into the racing line, blocking me.
    When I played France in career (about 1.03/1.05), cars leaving the pits were ghosted (because the cars on the straight didn't went left), even my car, so this sounds like the ghosting was disabled on the pit exit with some patch (with latest?).

  9. UP100 said:
    SmiX said:
    @UP100 Thanks, but if the "normal" is the best way to play, why it is not used in ranked???
    Because the community asked for strict, and that's what they got.
    Yes, because normal allows massive corner cutting without penalties, that's why community wanted something more strict. But current implementation of strict corner cutting is based on TT cheat detection, which makes it is useless in racing. Yes, it is part of the problem, but again, the main problem is current inconsistency in one rule with two different results in ranked and unranked sessions.

  10. @UP100 Thanks, but if the "normal" is the best way to play, why it is not used in ranked??? Because normal is NOT usable, as players are able to cut corners and gain plenty of time without getting penalties (we run a season on normal and we don't want to do that anymore).
    Anyway, I am reporting different standards of one rule in two types of sessions - in ranked, the penalty for repeated warnings is not given, while in unranked (with strict corner cutting) the penalty is given. Also @Faya said, game knows that we are not gaining time by leaving the track and that's why it was disabled in ranked sessions, but then it doesn't make any sense to have a different set of rules in unranked/ranked, while both have "same" strict rules.
    Leaving the track detection on strict corner cutting rules works like it should be in TT (and I think it was created against cheaters in TT), but totally should not be used in race - maybe in qualification, but if we are not gaining time, why should it be even there?
    Anyway, (everybody) ask yourself a simple question, why there are two standards just for one rule? I have no answer for that.
    Faya said:

    Hi all,

    To reiterate, it’s just for minor warnings, like going off track a little and where you won’t really have gotten an advantage. If you cut an entire corner or go over a chicane, you should still be seeing penalties.

    Otherwise, if the player can gain a time, then players in ranked are cheating, as they don't get the penalties for repeated warnings and we are back at the problem of two standards with one ("same") corner cutting setting.

  11. Hi @Faya
    can you please answer the question from my previous post?
    I also have new question / suggestion : if in ranked sessions, the penalty is not given, why are they given in non ranked sessions? Please make the rules same for both types of sessions, or make it switchable in host settings.

  12. Faya said:

    ... minor warnings ... where you won’t really have gotten an advantage....

    Hi @Faya,
    just an idea on what you've just said, please correct me if I am wrong.
    Is that given warning just a detection of cutting the track? Or is it also about gaining time with that cut?
    Are you saying: "player havent got an advantage and game knows that and is giving only a warning for leaving the track boundaries"?
    If we really havent got any time advantage and it is just a cutting the line / leaving the track boundaries AND the game knows it (I read your reply that way) ... What about not giving that warning(s) in race? IMHO It still should invalidate a hot lap in qualification and time trials, but no in race if it is not about gaining time.
    In real F1 racing only cutting with gaining time is against rules in race (lets forget for simplicity some turns like 19 in USA).

    Secondary idea : If it is not accurate and player actually can gain some advantage (which I mostly doubt), then what about making it optional with session settings and let decide the host if he want to give a penalty for repeated warnings?

    (both still as a hotfix, hoping for better solution in next years)

  13. Akkan74 said:
    I don't understand why CM doesn't delay the penalty. Why not waiting till the sector ends and than compare the last sector time with the average before. In this case you could clearly see if anyone gain or lose time due to exceeding the track limits.
    It is not that simple, the game is now strictly detecting that the car has cutted "line" and gives a penalty, ehm warning. 
    Your sector time idea is good, but it is complicated, lets say there might be turn, where you lost something, but you cut the next turn and got it back - so sector is too big for comparing time, so the track has to be cutted to microsectors and then, if game detects the player cutted the line, then check the time gained ... and then give him time to give that gained time back. But, it is a complete rewrite, we can only hope it will come in next years.

    Sorry but I think that completely removing penalties for repeated warnings is a terrible solution. What's the point of warnings without consequence? ''Hey you, consistently breaking the rules, I'm warning you, if you do that again I'll.. I'll give you another warning!''... That'll teach them.
    Hehehe :lol: Yes, you are right on that, that will teach them. :lol: I simply doubt we have a better solution in that short time frame, as CM will want to leave this game soon to work on next year's version (and leave this year game unfixed as every year).
    I mean sure, the penalties were harsh on small mistakes, but there must be better solutions. For example, why not 'clear' one of the warnings after one or two clean laps? That way people wouldn't be punished for small mistakes over a longer period of time but couldn't get away with going over the edge consistently. Or else simply improve the amount of warnings needed for a penalty.
    Well, it is interisting idea. But there are already problems with counting penalties (to other players if it changes position) and removing some of the warnings after some time/lap will create another dimension of that problems. Also warnings are not synced in the time they were given to other players and I am afraid it would be a total mess in results as multiplayer is simply the most unfinished part of the game (example : some warning removed somewhere, while somewhere not ... somewhere = game/client/player).

    But I agree, it is not a great or a good solution. It is just a hotfix as everything. But I am happy we can race and solve the race on the track.

  14. I don't understand why we can choose strict rules if they are not going to be severe.
    Why I understand your feelings, I probably like the solution after 1.10 patch as Faya wrote, under current circumstances, but I am not satisfied in a long term view.
    While current detection of strict corner cutting is 'OK' for qualification, it is terrible in the races, but lowering the penalty (not giving penalty for repeated warning for corner cutting) is probably the best thing that happened in current game, because most of the occurences of warnings (at least in our league) was when driver lost his car and left the track (or was hit or forced to leave the track) ... mostly on other side of the road than appex ... He didn't gained anything and waited for other cars to return safely to track and as bonus was penalized if it was a repeated accident ... Or the bad version - get the penalty immediately even if he didn't gained anything or was forced by hit, but that is not changed by the patch and it is still a possible problem.
    Also in longer races, chances to cut the corner is raising with every added lap and in our league, we had races where every player had added multiple penalties for corner cutting and nobody was racing as surrendered the race, knowing 'I have +9 seconds' for nothing ehm corner cutting and nobody had fun of the race.
    Now those situations (if I correctly understand) results in punishing driver as it still lowers his safety rating, but he is not out of the race and it can be fun to the end.
    I can only hope strict corner cutting detection will be reworked in next year(s) with time frame checking (not in qualifying) to see if player gained advantage by leaving/cutting the track (because in my case I believe 90% of given penalties/warning was not by gaining advantage) ...
    Also giving player time to give the advantage back like in real life or like in Project Cars 2 or as in incoming update to Forza would be nice. But that's another story.

  15. Faya said:

    Hi again @Barrikada71,

    You are correct that the rules were changed after patch 1.10.  ... I hope that clears it up for you?

    Thanks @Faya for clarifying, but if it was changed, why do we get that information weeks later when we think it is just another bug which come with another patch as `every` patch brokes something new or (more often) old and possibly already fixed?
    Why it was not noted in patch notes?