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Here's a brilliant short clip of how the real life Red Backlight (Rainlight) 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 and stays that way in all situations. Especially in heavy rain conditions we need a more realistic blinking rate for the Red Backlight (Rainlight) at the rear of the cars to improve spacial awareness and visibility to the opponents cars in front. Please fix this. @RedDevilKT @Hoo @BarryBL
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[Suggestion][Wet Weather] Please increase rain spray density
TheEmpireWasRight posted a topic in General Discussion
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. -
Please add more info on the steering wheel screen [R2]
TheEmpireWasRight posted a topic in General Discussion
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. -
Hi, Firstable, sorry for my english, this isn't my first language My favorite game mode on F1 2019 is Weekly Event, but only every two weeks. The week with the scenarios, like atm Russell at the Hungaroring from 14th place to 10th. So I would love to have a definitive mode, with many challenges like them. I asked to some of my friends, and they all agree with me. Hope my message doesn't fall on deaf ears Thanks for reading me !
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We are currently doing a complete F2 MP season (Q, R1 and R2) and we saw some problems which should be fixed or clarifying from @BarryBL: 1.- In free practice, you cant change fuel load or tyre compound. why? 2.- You cant do a short qualifying like in F1s races, you just only can adjust to a 30 minutes of qualifying or a 1 lap qualifying and for us is son long or so short. We finally decide to do a 1 lap qualifying but is not what we wanted to do. 3.- If you create a lobby with custom grid, in the second race, the grid is the same. Yep, I know that you had selected a custom grid, but the second race should have the option to decide if you continuous with the custom grid of with the results of the first race inverted position. In our last race, a driver suddently end up hearing the sound of the game between qualifying and race 1, so we must to restart the race from race 1. 4.- If you want to do a second race (because there was some problems and you must to restart the season) you cant not avoid race 1, the minimum length is 3 lap race, for that reason (and for the point 3 one), we do the 3 laps in the position we had finally the first race before we restart with the normal grid. In the videos below you can see all that issues
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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.
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