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.