@ScarDuck14 Very much agree with you about F1 World - it is sort of a Dungeons and Dragons version of F1 - which "magic spell' do you want to cast on your car from your team (strategist, principal, etc.). Do you want the +25 weight reduction for 60 seconds after a clean lap or the +25 ERS efficiency for 60 seconds after fastest sector 2 or the +22 downforce for 60 seconds after sector 3. For each of these will you be able to manage the lack of consistency in a lap as to how your car performs - and how do they overlap - so for part of the lap you might have +25 ERS efficiency and +22 downforce and +25 weight reduction, but in other parts of the lap some of these will not be there - what happens if this change occurs during a complex turn.
This obviously upsets the balance of the car - which is what I though all the drivers/teams were trying to setup in practice sessions. Apparently the drivers/teams missed out on having wizards casting spells - but not to worry this game makes sure we have them - and all the poor drivers/teams have is telemetry - something this game thinks is unnecessary.
Having been harsh on F1 World - I also agree that one of the things that did significantly improve was the handling model. This potentially setup some exciting things that could have be done in the career modes that would have reflected a positive F1 experience. Hoping they can sort this out. In the meantime I spend most of my driving in time trials where I can enjoy the strength of the game - the handling model.