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Beta questions

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Nagrom said:
Hi,
1) PC: did someone try to go to desktop and back to game ? If yes, does the resolution go back to the normal value ? Because in f1 2015 it didn't,, which was very annoying, although not game breaking
2) How is corner cutting, speaking about the handling ? Is it punishing enough so you will cut less than f1 2015 (regardless penalties)

Thanks for your efforts !

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And we had to give feed back on as many areas as we could that's why there's about 50 threads over on the Beta section. Then we also reported bugs and glitches and give reasons why it might have happened like there was a sound glitch were there would be a big bang and the audio would go quiet, we soon found out it happened when you rewind multiple times from another cars perspective on the t cam. That's basically what we did and chat about what we thought about it.

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Zviko said:
Speaking of damage. You said something about it earlier. So if you choose simulation damage doest that mean AI has it as well? And have you experienced any AI crashing with each other so they broke a wheel and such? Thats what i wanted for a long time. Simulation damage that is sensitive as in real life and that actually happens with AI without human being involved.
Yes, simulation damage is for AI as well, so you'll see them crash sometimes with the wheel tethers etc :)

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Zviko said:
Sadler said:
For beta-testers, what question have you done or that feedback will have asked the codemasters?
We have filled in questionnaires after all 3 betas. Plus we've been given various tasks through the forum to practice on. 

Weve had damage, tyre wear, weather and set up tests for example.
Speaking of damage. You said something about it earlier. So if you choose simulation damage doest that mean AI has it as well? And have you experienced any AI crashing with each other so they broke a wheel and such? Thats what i wanted for a long time. Simulation damage that is sensitive as in real life and that actually happens with AI without human being involved.
I only used simulation damage and it looked to me like AI were on those settings as well. I didn't test reduced settings but I presume the AI now match your damage level. Had some spectacular first lap incidents at Spa on the top of Eau Rouge.

One other thing on damage at simulation level. You can now have head on accidents that cause front wing damage but still give you a DNF if the hit is hard enough. More realistic, I think the damage model prevents there being a lot of damage but the game recognises now that in real life you would be OUT.

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Great work guys well done. I was really jealous when I didn't get to do the beta, but looks like you got everything covered, great work.  :) 

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Hopefully we helped the game quite a lot I would've rather not got a code than get a code and do nothing to help the game... probably  ;)

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Not only is the simulation damage good for when you knock a wheel off or have a huge Ai crash but just by having slight contact with another car or a wall can now knock off an N plate as in 2015 there was only three states of front wing damage ( fine, bad damage, whole front wing off) now there's four ( fine, slight damage, bad damage, whole front wing off).

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Koppara said:
Kartu14 said:
Hi,
Is there an real improvement to feel the road with a wheel and the FFB ?
Thanks for the answer
See you
Thanks for your efforts !

I use a pad also, but reading from other people that use a wheel, they say that the FFB is a very big improvement. You can feel the curbs, you feel when you are about to loose the car and when driving off road. Overall the FFB is very good and strong.
I use a t300rs and the FFB is much firmer and better. You can feel the tyres getting worn and the curbs. FFB is much improved

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Have you guys been able to test lap times in the wet with TC on and TC off?  Thanks for your response on the last question @xTheDarkLightx appreciate your time!

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In f1 2015 on a dry track most of the time a 1-1, aero would be the fastest way to get you around in the quickest time. That's what I was referring to when saying a stock setup, as it's been like that for the last few games I believe. 

Thanks for answering my questions guys. 
Yeah this isn't a problem anymore, there aren't any extreme setups this year, 1-1 wings won't work and neither will 11-11 on the suspension springs. The default setup of 6-6 wings is very good and you'll be just making slight adjustments to try and get a few more tenths out of it, i believe you can gain around half a second from the setups in the dry but i didn't play around with it too much.

Also to answer with regards to track limits and kerbs as a few have asked. Strict is very good i believe and quite a lot of the beta feedback went into the penalty system, some corners were maybe a little lenient but overall the strict setting is very good at defining the track limits, unlike Charlie Whiting. :tongue:

Kerbs and astro have a lot less grip and i noticed off the racing line during races you lose a decent amount of grip on the marbles which build up over the longer race distances. The kerbs will cause a spin if you are too aggressive so you have to respect them, particularly in the wet. Astro you usually have to get out of the throttle which means that track extending isn't quicker than staying on the track as you'll lose time overall, something which you can visibly see in real time with the new delta feature in time trial and qualifying.

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NickDahy said:
Have you guys been able to test lap times in the wet with TC on and TC off?  Thanks for your response on the last question @xTheDarkLightx appreciate your time!
I ran on legend, on the pad, with all assists off and could match the AI. It just feels a lot slower but once you get used to it, it's fun! Didn't get chance to test with TC on, sorry.

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The delta OSD in qualifying was very helpful. You knew all the way around a lap how well your lap was going and wether to abandon or not.

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Just a minor thing but in qualifying when you watch the cars on the screen you can now watch them from the track side and helicopter cams as well as on board. You can also simulate the remainder of a session in quick race not sure about other modes though as that's all we tested.

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Looking forward to the game.  Can I ask if  a drying line appears as the track drys and if there is more grip on the line. What about can you cool your intermediate tyres by running off the dry line. Thanks

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Yeah this isn't a problem anymore, there aren't any extreme setups this year, 1-1 wings won't work and neither will 11-11 on the suspension springs. The default setup of 6-6 wings is very good and you'll be just making slight adjustments to try and get a few more tenths out of it, i believe you can gain around half a second from the setups in the dry but i didn't play around with it too much.

Also to answer with regards to track limits and kerbs as a few have asked. Strict is very good i believe and quite a lot of the beta feedback went into the penalty system, some corners were maybe a little lenient but overall the strict setting is very good at defining the track limits, unlike Charlie Whiting. :tongue:

Kerbs and astro have a lot less grip and i noticed off the racing line during races you lose a decent amount of grip on the marbles which build up over the longer race distances. The kerbs will cause a spin if you are too aggressive so you have to respect them, particularly in the wet. Astro you usually have to get out of the throttle which means that track extending isn't quicker than staying on the track as you'll lose time overall, something which you can visibly see in real time with the new delta feature in time trial and qualifying.
Does the marbles build up on the tyres visually if you run off line?

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mas251273 said:
Yeah this isn't a problem anymore, there aren't any extreme setups this year, 1-1 wings won't work and neither will 11-11 on the suspension springs. The default setup of 6-6 wings is very good and you'll be just making slight adjustments to try and get a few more tenths out of it, i believe you can gain around half a second from the setups in the dry but i didn't play around with it too much.

Also to answer with regards to track limits and kerbs as a few have asked. Strict is very good i believe and quite a lot of the beta feedback went into the penalty system, some corners were maybe a little lenient but overall the strict setting is very good at defining the track limits, unlike Charlie Whiting. :tongue:

Kerbs and astro have a lot less grip and i noticed off the racing line during races you lose a decent amount of grip on the marbles which build up over the longer race distances. The kerbs will cause a spin if you are too aggressive so you have to respect them, particularly in the wet. Astro you usually have to get out of the throttle which means that track extending isn't quicker than staying on the track as you'll lose time overall, something which you can visibly see in real time with the new delta feature in time trial and qualifying.
Does the marbles build up on the tyres visually if you run off line?
I'm not sure as i didn't look at the tyres too much when i went off the racing line, there is a definite loss of grip. I'd say probably yes as the tyres pick up gravel pretty well this year which visually looks nice and you can also see the wear on the tyre, so the marble pick up is probably noticeable if you look for it.

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mas251273 said:
Yeah this isn't a problem anymore, there aren't any extreme setups this year, 1-1 wings won't work and neither will 11-11 on the suspension springs. The default setup of 6-6 wings is very good and you'll be just making slight adjustments to try and get a few more tenths out of it, i believe you can gain around half a second from the setups in the dry but i didn't play around with it too much.

Also to answer with regards to track limits and kerbs as a few have asked. Strict is very good i believe and quite a lot of the beta feedback went into the penalty system, some corners were maybe a little lenient but overall the strict setting is very good at defining the track limits, unlike Charlie Whiting. :tongue:

Kerbs and astro have a lot less grip and i noticed off the racing line during races you lose a decent amount of grip on the marbles which build up over the longer race distances. The kerbs will cause a spin if you are too aggressive so you have to respect them, particularly in the wet. Astro you usually have to get out of the throttle which means that track extending isn't quicker than staying on the track as you'll lose time overall, something which you can visibly see in real time with the new delta feature in time trial and qualifying.
Does the marbles build up on the tyres visually if you run off line?
Yes I'm pretty sure it dose I may be wrong because I didn't have a proper look but when I went wide ( very wide) as Max Verstappen I saw what I think we're marbles and this was in 2015 ( I think ) so it should be in 2016, the loss of grip is there though.

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I'm sure this has been answered at some point but couldn't find it, I'm purchasing a T300RS as I want a more realistic and enjoyable experience from the pad, is the difference noticeable and have you found a preferred level of FFB etc?

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Phenomenal feedback in here. I thought I couldn't look forward to this more, yet I'm even more excited now.

Was the Delta able to be turned in the beta? Hope it can be turned off in the full game anyway. Some people might like it but it's in Project Cars and I only want updates at the end of each sector and lap.

Regarding damage, was I right in seeing there's full and simulation damage options? What's the difference between full and simulation?

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@Joethe155 from what I understand, (I didn't beta test so this is from YouTuber's), I think it means your car is more sensitive to damage, so a slight touch on the wall could take off your wheel, rather than in F1 2015 where you could slam into a wall and knock your front wing.

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The info about the track limits is incorrect in this thread. Not saying it's better or worse, only that the statement was wrong.

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Joethe155 said:
Phenomenal feedback in here. I thought I couldn't look forward to this more, yet I'm even more excited now.

Was the Delta able to be turned in the beta? Hope it can be turned off in the full game anyway. Some people might like it but it's in Project Cars and I only want updates at the end of each sector and lap.

Regarding damage, was I right in seeing there's full and simulation damage options? What's the difference between full and simulation?
Yeah much slower speeds can take off a wheel. Accidents in F1 2015 that wouldn't have caused any damage can take you out of a race with that setting. Full is like last year.

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