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Dirty Air

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The values are 15% less downforce, although the slipstreaming value are much higher , I don’t have it on top of my head.
 

But in conclusion you can save ers and fuel running close behind and use the slipstream to make up for the loss of downforce and power from ers and fuel saving.  Not very realistic. 

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18 minutes ago, KrazyLurt said:

The values are 15% less downforce, although the slipstreaming value are much higher , I don’t have it on top of my head.
 

But in conclusion you can save ers and fuel running close behind and use the slipstream to make up for the loss of downforce and power from ers and fuel saving.  Not very realistic. 

But that is realistic, isn't it? In racing in real life, you can save power/fuel in the slipstream of the car in front if close behind it....... 😉

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27 minutes ago, HamsterRacer80 said:

But that is realistic, isn't it? In racing in real life, you can save power/fuel in the slipstream of the car in front if close behind it....... 😉

In real life, you may lose more than 50% of downforce, so not quite realistic... But the general concept is implemented in the game.

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43 minutes ago, HamsterRacer80 said:

But that is realistic, isn't it? In racing in real life, you can save power/fuel in the slipstream of the car in front if close behind it....... 😉

I’m not complaining, it’s probably better than a game loosing 50% df, but it’s not ideal because as is, the game creates a lot of slipstream trains , especially at Austria and GB. Where as it’s faster to be in the train and running in clean air. 

CM could improve on that by making the ai run ers mode 4 when they are being caught up with, in v1.04 the locomotive of the train run mode 2 or 3 and the rest in 4 as much as possible. 
 

I did notice that in v1.05 an ai being caught up with from me went mode 4 to speed up, but I need some more testing to see if that is occurring regularly. This could be so much easier with some feedback from CM about the game mechanics. 

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