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mariohomoh's avatar
mariohomoh
Hero (Retired)
2 years ago

Re: F1® 24 Q&A - Casey Ringley (Sr Game Designer - Lead Vehicle Handling)

@cm_caseyringleyoh you can bet I do 🫶

The /r/f1technical subreddit as well. I get a silly smile every time the likes of Scarbs drop by!

Regarding this part though:


The other big change we've made is allowing manual overtake use in qualifying. HotLap mode itself will try to use the full 4.0MJ deploy allowance from ES to MGU-K per lap, but assuming you start the lap with a full 4.0MJ battery that leaves another 2.0-3.0MJ on the table depending on how much you harvest from the MGU-K and -H during the lap. This is where some strategic use of overtake on a push lap can gain you additional lap time. The examples in yelistener's videos all show automatic deployment of overtake to do this, but you can do the same exact idea with a manual press of the button.


Are we still working in the confines of the technical regs?

My understanding is that the power deployment from ES > MGU-K > crankshaft is hardcapped at 4MJ per lap. The MGU-H > MGU-k > crankshaft deployment isn't restricted though.

Similarly with the harvesting: MGU-K > ES hardcapped at 2MJ/lap, but unrestricted harvesting from the MGU-H.

By strategic use of the overtake button, you mean tapping from the MGU-H? Or from the ES when the Hotlap mapping leaves some of those 4MJ in the bank?

Huge Edit: Hey, this is obviously not up your alley, but I'd say that the UI and presentation are NOT doing your work any favours, Casey.

Everything we've been reading so far points at quite a few improvements and new mechanisms at play, but everything looks the same on the front-end and that's concerning. That new handling has great potential, but  I'm sure we all agree the execution can be tricky. Feedback will probably play a major role in future development, and I'm afraid the initial reaction will be needlessly negative as most users don't sniff those changes from the UI, resort to just plug and (try to) play (with) their old setups and the silly "Youtube meta" of yore, and you devs get bombarded with poor feedback. These changes need to be properly communicated in the game.

There's bad feedback, and that's always in the cards whenever we try to innovate. It's part of the game. But poor feedback, as in feedback stemming from people missing the memo, can potentially trip you devs up and get you down a treacherous path? I'm afraid people ain't getting that memo, Casey 🙃

Again, not your job. But everyone in the studio gets sodden when feedback spills over.

1 Reply

  • cm_caseyringley's avatar
    cm_caseyringley
    New Scout
    2 years ago

    @mariohomoh wrote:

    Regarding this part though:


    The other big change we've made is allowing manual overtake use in qualifying. HotLap mode itself will try to use the full 4.0MJ deploy allowance from ES to MGU-K per lap, but assuming you start the lap with a full 4.0MJ battery that leaves another 2.0-3.0MJ on the table depending on how much you harvest from the MGU-K and -H during the lap. This is where some strategic use of overtake on a push lap can gain you additional lap time. The examples in yelistener's videos all show automatic deployment of overtake to do this, but you can do the same exact idea with a manual press of the button.


    Are we still working in the confines of the technical regs?

    My understanding is that the power deployment from ES > MGU-K > crankshaft is hardcapped at 4MJ per lap. The MGU-H > MGU-k > crankshaft deployment isn't restricted though.

    Similarly with the harvesting: MGU-K > ES hardcapped at 2MJ/lap, but unrestricted harvesting from the MGU-H.

    By strategic use of the overtake button, you mean tapping from the MGU-H? Or from the ES when the Hotlap mapping leaves some of those 4MJ in the bank?


    We're 100% compliant with the regulations. I mean sending power to the MGU-H when overtake is active. In this example, we've already capped out our 4MJ from ES > MGU-K but have some energy left sitting in the battery due to what we've harvested over the lap. What can we do with that since our target for a single push lap is to leave nothing on the table? We can send it to the MGU-H and run in e-supercharger mode. There's no limit on how much energy we can send while doing this, and running the turbo like this means we can fully open the wastegate, removing a lot of exhaust back pressure and gaining power at the crankshaft thanks to reduced pumping losses through the turbo. This pulls a lot of power from the ES - it takes somewhere around 100kW to run the turbo to full boost - but being able to do that and have a completely free-flowing exhaust adds roughly 100hp at the crank. It's how they get from around 900hp in normal running (740hp V6 + 160hp MGU-K) to the peak power claims over 1000hp. You just can't do it for very long as a 220kW draw will drain the battery pretty fast.

    Looked at adding the sneaky modes of extra harvest where energy goes MGU-K > MGU-H > ES and extra deploy which, in theory, could do unlimited ES > MGU-H > MGU-K, but I don't think either are used in practice. Honda published info a while back on how they did the extra harvest mode, but it feels risky from a reliability POV and I think they've just generally improved other areas of the system such that it's not really needed.

    Great points about how we educate the player base about all this stuff. Most I can do right now is provide decent baseline setups, advise on UI tool tips, and answer questions here while hoping people don't just load up exploit setups from the past expecting they will still work exactly the same way. Definitely a big area to focus on and keep an eye on which areas people end up talking about most once they get hands on the new models.

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