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Found 20 results

  1. During night time, on Bahrain, Monaco, Singapore and Abu Dhabi, the mirrors do not show any illumination of the track, making the area visible through the mirrors look dark. Thus the mirrors become useless during the night and are a nighmare for any cockpit user. Pls fix this ASAP.
  2. Jokes aside, the cars have too much understeer, even after the 1.05 patch got released the cars are still too slow compared to real life performances. 2019 cars are way faster than 2018, but unfortunately this is not the case in the game. Imo, the ingame cars of F1 2019 have... ...too much drag. We need to crank the aero up pretty high, which is a necessity to get close to the real life highspeed cornering speeds, but in contrary the cars do not get to topspeed as fast as irl which makes all the time gained in the corners getting lost on the straights. To specify, take France as an example, right before the start finish line Hamilton reached 8th gear at a speed of around 300kmh, whilst taking the long right hander corner of Turn 11 i believe at Sector 3 at around 205 kmh, if i try to get close to that ridiculous cornering speed by adjusting wings to a higher configuration (i use 11 / 9 wing at France to get close to the crazy real life cornering speeds) i only reach 8th gear and 300kmh on the start finish straight at the green Rolex clock which is located at the end of the pitlane. Unrealistic. ...too much understeer. At tracks that are supposed to have medium to low aero settings, the cars tend to have too much understeer to turn in and are also too prone to midcorner understeer in low speeds as well, whereas irl the cars are driving on rails during these type of corners. This unfortunately forces us to either use unrealistic suspension and roll bar settings or maximizing aero to get some better grip. Unrealistic. ...not enough highspeed grip. This is connected to all above. How can we fix this? Basically the cars themselves need to get at least another 1 - 1,5 seconds faster to what they are capable of doing right now, by... ...increasing high and medium cornering speed grip, for medium and higher aero settings and therefore reducing understeer. ...reducing drag for higher aero settings and thus making acceleration become faster. ...making understeer more prevalent and pronounced for lower aero settings. ...making the current aero grip levels of 11 / 11 wings available for 6 / 6 wings or 7 / 7 wings instead, so that the cornering speeds we currently are able to take at 11 / 11 wings should become valid at medium wing setups, increasing overall grip and cornering speeds. Also, please for Gods sake, fix the car setups already. At the moment people use completely unrealistic setups, using low aero configurations most of the time to maximize topspeed and acceleration as going for high aero makes little sense right now due to the insane amount of drag, these people also use some pretty shady suspension / anti roll bar settings that in reality would destroy the tyres pretty fast. Meanwhile in real life, topspeeds are slow, drag is minimal, acceleration is ultra fast, and cornering speeds are crazy high. Car setups could be fixed by... ...making too soft suspensions increase understeer, whereas a stiffer setup should do the opposite. ...making too stiff anti roll bars increase understeer, whereas a softer setup should do the opposite. ...making positive camber increase understeer, whereas a negative configuration should do the opposite. ...making Toe in increase understeer and help stability on the straights at the expense of cornering, whereas as Toe out configuration should do the opposite. ...making medium to higher aero settings more viable to use instead of going for low setups. All in all Codemasters have lots to do to fix this game, the cars performances and car setups are important and need to be fixed ASAP, currently the game is nowhere near to a perfect "official" representation of the sports. Seriously, do something. Hope it will get fixed before the end of this season, but CM's trackrecord is telling a different story...
  3. @Faya @PJTierney Almost 3 months have passed since the release of F1 2019, yet many general issues prevail and to our "surprise" classic bugs and glitches of previous titles also have moved over to this years game, even though it supposedly was in development for 2 years. The issue with this saddening situation of Codemasters is the lack of effort towards transparency to clarify what will and what will not be fixed. Why do you not simply use color coded markings to each individual thread on this forum to give us some type of transparency? For example: Grey Color Code next to the header of a topic of a thread = Topic (Issue) has not been read by Codemasters as of yet. Blue Color Code next to the header of a topic of a thread = Topic (Issue) has been read and forwarded to the devs in task for evaluation by Codemasters. Green Color Code next to the header of a topic of a thread = Topic (Issue) is currently being worked upon and a fix will be put into one of the future updates / patches. Yellow Color Code next to the header of a topic of a thread = Topic (Issue) can not be fixed or patched for the current game due to various reasons but is open to be worked upon for future titles. Red Color Code next to the header of a topic of a thread = Topic (Issue) can not and will never be fixed or patched due to various reasons. Purple Check Mark Code next to the header of a topic of a thread = Topic (Issue) has been fixed. This is just a example of how you could give us a bare minimum of transparency without having to directly interact with your customers. This way we could at least know that you have read and or are working on certain topics / issues and or if it is totally futile to get our hopes up for specific features and move on. Also, this could be automated into a internal system where the respective community manager reads, marks and forwards the topic to the appropriate team and from there on the topic will automatically be updated with the correct publicly visible color codings whenever a change has been made by each individual group working upon it. This could possibly even make things a bit easier to organize the forum. You very likely are already using such a internal system to have a easier time to oversee the whole procedure of developing the game, why not make it more transparent? It could be beneficial to you and the community, as people would stop spamming the same issue over and over again and you wouldn't have to type a official comment all the time, which to be fair sadly is already a rarity. Win - Win situation for everyone. It'd be great to get some transparency at last. The road map for a couple of paches was great, sadly transparency hit the cliff afterwards very quickly once again, do what you think is best, this is just a little feedback from a saddened customer who enjoyed your TOCA and Dirt series in the past and had high hopes for the F1 franchise, i only want this studio to succeed.
  4. "Another issue i found, a cosmetic issue which is connected to the cars setup. Certain cars do not create any sparks, unless i use 1/1 ride height.  For example at Spain, if i use Mercedes and put the ride height at 3/5 the car will create a firework of sparks making the track into a pyromaniac festival, but with the same ride height setting Ferrari does not create any sparks at all.  Williams and Ferrari are two teams that create either no or a very limited amount of sparks, unless a very low ride height such as 1/1 is chosen. Do all the teams have different default ride heights, if so, why? Isn't the 2019 FIA regulation demanding the cars to be at a certain standard minimum and maximum ride height, shouldn't therefore all the teams have the same ride height and thus create the same amount of sparks when set to 3/5?  What exactly was the reasoning behind this discrepancy?"
  5. Here's a brilliant short clip of how the real life Red Backlight blinking rate is in wet weather conditions. During corners the blinking rate slows down and on straights and or at faster speeds the blinking rate increases dramatically. In F1 2019 the game however this is not represented correctly, as ingame the blinking rate is at a slower rate throughout the whole lap. Especially in heavy rain conditions we need a more realistic blinking rate for the Red Backlight at the rear of the cars to improve spacial awareness and visibility to the opponents cars in front. Please fix this.
  6. As the title says, we need a more dense rain spray effect. Ingame the rain spray density is still too forgiving, as even Lando Norris stated in one of his livestreams that he can see too much compared to what the drivers see in real life during wet weather conditions. Also, from my own experiences of Karting, even at slow speeds of 60kmh - 100kmh in a small Kart visibility gets very hard to see through during wet weather conditions, meanwhile it is known that huge and massive F1 cars going over 360kmh create much more vortex and denser rain spray than tiny Karts especially due to the crazy chassis and aero components. Please increase the ingame rain spray density by at least another 30% - 50% to what the current value is to get closer to a more real life visual experience and help us get more immersion from the game.
  7. @Faya With the new custom multiplayer cars that allow you to change the livery this year, we need the ability to use them offline also. Making them an option for Grand Prix mode or in championship mode would be good. The AI versions of the custom car are already in the game. Also adding your custom car to the showroom mode would also be a nice touch
  8. With the 1.05 patch the cars are faster, but, if compared to real life laptimes, especially around Spain, the cars need to be at least another 1,5 sec. - 2 sec. faster imo. Irl, Bottas did a 1:15:4 around Spain, in game the fastest time set in Time Trial as of now (PS4) is over a second slower at a 1:16:7, even though Time Trial has unrealistic perfect conditions and thus should be at least faster by a second to real life pole times. Hope CM will make the cars become faster by another notch or two to match the real life quali performance a bit better in some of the forthcoming updates. EDIT: @David Greco Will the cars performance be updated again at a later time to correctly represent the real life laptimes and cornering ability of the F1 2019 cars?
  9. SturmDesTodes

    No Assists vs. Assists [F1 2019]

    Even if, according to JD aka. "Tiarl Limiss", assists are a bit slower on one lap pace for most average players, the results were still way too close. CM should take a look at Assetto Corsa, Project Cars series or Forza series etc., those games handle assists the right way, in those games you have to go for no assists to actually be competitive. Whereas in CM's F1 series assists always were way too close or even faster laptimewise to no assists which basically destroys any incentive to actually learn and drive no assists racing (with the exception of F1 2013). Imo, the difference between no assists and assists should be that asissts are at least 4 seconds slower, if full assists are being used. Here's a example of how that could be achieved: Full ABS, should make one start braking at least (20 - 40 meters) earlier than no assists. Medium ABS, which currently doesn't exist for whatever reason, should make one start braking at least (15 - 30 meters) earlier than no assists. Low ABS, which currently doesn't exist for whatever reason, should make one start braking at least (10 - 20 meters) earlier than no assists. Full TC, should make acceleration at least (30 - 60 kmh) slower out of corners. Medium TC, should make acceleration at least (20 - 40 kmh) slower out of corners. Low TC, which currently doesn't exist for whatever reason, should make acceleration at least (10 - 20kmh) slower. Auto Gears, should always shift up at 11500 rpm. If all this, or a similar approach to no assists vs. assists balancing, is considered and done, the game will be more "E-Sports" friendly. Also if some bonus extra XP or ingame cash for not running assists was granted to no assists driving, it would give even more incentive to the players to finally make the switch and eventually forces us all to be better drivers.
  10. As the title says, we need more info on the steering wheel screen, especially for people who drive in cockpit mode. At the moment vital info is missing, such as fuel mix, breakballast, delta to car in front or back etc. Here is a picture of the App "SimHub" that shows what the bare minimum could be like: Also, having access to full access to customization would be really cool, eg.: color, size, location, type of info etc.
  11. There is a massive force to the right when achieving optimum rpm at the starting grid, making good starts very difficult. Im using a Fanatec Club-sport wheelbase V2.5.
  12. Me and my friends noticed, that you removed the option to set the original F1 2019 cars to their realistic engine power in the new league mode. We are still able to choose it in the "Non-Ranked" mode but there we can just play single races and no saved Season. Why would we choose different powers for the cars? We (and other people in this forums, reddit...) use this function to balance the different skill levels of the drivers. So the best driver gets the worst car and the worst driver the best car. You get the idea. We also would like to play the new league mode because we think it's you have invented something really awesome there. So the question is: Is there any chance of this option, which you already had, is coming back?
  13. @Faya Please add a option where we can have 3 different separate preset sliders to adjust the difficulty of practice sessions, qualifying sessions and race sessions respectively in a permanent manner. I always have to change difficulty multiple times during a Grand Prix Weekend to closely match real life laptimes, which is annoying to do over and over again. For example, in my case i would like to be able to assign the following 3 separate difficulty settings permanently via the option menu so that i won't have to manually adjust all the time; 105 for Free Practice, 110 for Qualifying, 95 for the Race. If this was made possible, it would make the whole experience more enjoyable and convenient in the long run. EDIT: Please also add two difficulty branches, AI Pace (overall speed of the AI) and AI Aggressiveness (overall aggressiveness of the AI).
  14. PC, Fanatec CSW V2.5, F1 2019 Limited Edition Formula Rim On the starting grid in both F2 and F1, when you pull in the clutch and rev the engine, the force feedback is FORCED heavily to the right. Others are experiencing this as well. Three other issues that need to be taken a look at are: 1. The F1 cars force feedback when driving needs to be increased, they feel too light compared to the F2 cars at the moment. 2. When using the exact same FFB settings as in F1 2018 the FFB clips (goes numb) when going through high speed corners, such as T12 at Bahrain in 2019 when this didn't happen at all in 2018. 3. The braking distances for the F1 2019 cars with Anti-Lock Brakes assist need to be the same as the AI. Currently we have to brake much earlier than the AI to make the corner which isn't fair. PLEASE address these issues, they're extremely important.
  15. ...in the audio option menu, so that we can create our own sound experience the way we want it to be. At the moment imo the opponent cars are too loud, tyre squeal is too loud, crowd is too loud, engineer and our own car is too silent. But this could be rectified, if we get additional sliders to adjust the volume of several different aspects of the overall sound mix individually, e.g. a slider with the value from 0 - 100 for audio aspects such as: -Master Volume -Music -Replay Music -Engine Sound -Opponent Engine Sound -Tyres -Wind & Weather -Kerbs -Crashing & Bumps -Underfloor Plank Scraping Sound -Race Engineer -Commentators -Cutscenes Also, you could, at the very least, possibly even add premade audio mixes, e.g.: -Engine Mix (where our own cars engine sound far overpowers all the other sounds of the audio) -Driver Mix (where we get a muffled engine sound, higher wind and weather volumes and a louder engineer sound to simulate what the drivers hear inside their helmets) -Tyre Mix (where we get a more pronounced Tyre audio mix, with turned down volume on Engine sound) -Default Mix (basically the CM Audio Teams sound mix how they want the game to be audible to the players) Many other racing games and simulators already offer this variety of options to the players so that we can get our indiviual experience. Hope you will do the same and give us freedom. @issueskid @davidjgurney @RedDevilKT @Faya EDIT: Please add the same option of killing high frequencies we had in F1 2016, into F1 2019 too.
  16. Leave your opinion below.
  17. SturmDesTodes

    Customization (Driver)

    This is what we get for Driver, Helmet and Car Customization in F1 2019: This is what i personally would prefer for Customization: Questions: 1. Will we get a fully fledged Editor Mode for the Customization of each individual item (Helmet, Visor, Gloves, Shoes, Kneepads, Car Livery etc.), as the one shown by Milestones MotoGP19? 2. Will there be the official teamsponsors shown on top of the Helmet (sponsor zones can be chosen on the Helmet, where the different respective sponsors will be shown whenever we change teams)? 3. Will we be able to choose from official Helmet, Glove and Shoe Brands (e.g. Arai, Schuberth, Alpine, Puma, OMP etc.)? 4. Will we get the option to choose driver height and weight, as well as hairstyle, beard, make up, cap styles (Flat or Curved), skin tone, eye color, voice, tattoos and piercings? 5. Will we get a full editor to customize the face of our avatar (as in FIFA or The Sims etc.)? 6. If not for F1 2019, is this something that will be added for later titles, and if not, why? More Customization has been added this year, a good step into the right direction, which CM deserve all the positive credits for, but, it could be much better if compared to all the competition in the gaming industry.
  18. Hello! Even if I know the frequency of night stages was lowered in the last patch, I still feel night stages are much more frequent than they should be. Let's take for example the current monthly challages. All of them are made up of blocks of 3 consecutive stages in bewtween service areas in which the 3rd one is always a night stage. I'm a beginner , after 2 stages of course I'm gonna have my lights busted. Then I enter the 3rd stage in complete darkness and it's just not fun At least put the night stages first or let me have a service before, so I can at least repair my lights Am I the only one that feels like this? ( PS4 version )
  19. Hello DR community. My feedback: - No more internet connection requiered for singleplayer - Earning credits in every race in every mode (time trial and own championships) - Player global stats in main menu (like DR) - Steam avatars / crown in leaderboards on daily / weekly - Add monthly challenge Greetings.
  20. Welcome again to our new forums. We hope you are enjoying using them so far. If you have any feedback, suggestions or problems with the forums, then please let us know in this thread. Thanks! :)
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