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

Re: How Realistic is F122? (According to an F1 Engineer)

@Wollcott where did you see gears and torque being fairly similar? The fact that Alex did not take the corners and hit his apexes on the same gears as George show that it's off. The charts at the end just help visualize how off they are and understand why it is like that.
For "traction", the most relevant mechanisms will be engine output and tyre model. The transmission, which obviously includes gear ratios, will regulate the power output of the engine to the wheels.

Have you actually played AC or ACC with a pad and do you genuinely think it's better than Codies' F1 controller experience?
And it's not like pad and wheel FFB are on a continuum. To have good FFB for one you do not need to worsen it for the other.
Anyway, yes, FFB in F1 22 is not in a good state specially for wheel players.

7 Replies

  • Wollcott's avatar
    Wollcott
    New Ace
    3 years ago
    @mariohomoh Oh I think you misunderstood. I meant via the gear comparison you can take away that Traction is very different even tho when they compared it directly it was similar. I didn't mean the gears themselves being similar
  • Wollcott's avatar
    Wollcott
    New Ace
    3 years ago
    @mariohomoh Ive played it on PS4 but that isn't really good my mate who plays on pad has a ps5. The difference must be insane. On PS4 controller there isn't much feedback. On a ps5 he says the difference to F1 is insane. For myself on ps4 it's somewhat similar.
  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago
    @Wollcott Yeah you lost me on the criticism over the video testing of traction and gears.
    I see no reason to compare how realistic the game is if you're not running it close to the limit. The engines must be always kept at its power band (i.e. the RPM range it outputs the most power) for you to gauge the power output and tyre model. What exact gear you're in is of secondary importance since power output, tyre grip, load sensitivity and other parameters are way more impactful.
    When you get those right, the gears will be way easier to nail down.

    I have ACC on the PS5 too and played with it back on PS4 too, but to a considerably less extent. I'm in no position to discredit your friend's experience - to each their own - but I would not even bother to boot ACC if all I had was my Dualsense whereas F1 is arguably even more fun with the PS5 triggers than on a wheel 🤷‍♂️
  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago

    While we are still in the mood, more crude paint overlays:

    F1 2022 Bahrain GP Q3:

    F1 2022 Canadian GP Q3 – some wet weather action to spice it up because why not – plus, there's Alonso 🙃

  • BadMayh3m's avatar
    BadMayh3m
    Seasoned Ace
    3 years ago

    In Russell's case the team could of gear down the car for the track then his 2nd maybe the same as our 4th.

    This would also help explain why the game is around 2 sec faster than rl. 

  • mariohomoh's avatar
    mariohomoh
    Hero (Retired)
    3 years ago
    @BadMayh3m Gear ratios are fixed for the season. The teams send them at the start of the race calendar and that's it, there's no tweaking on a track by track basis.

    But yeah, different cars have different ratios. Plus there are the torque curves of each engine.

    At the end of the day, I guess it mostly comes down to the tyre model. How much grip each axle has under different loads. F1 22 broke new grand in the franchise as it significantly increased the number of data points in the load sensitivity of the tyres, and Greco is a dedicated workhorse. The next iterations have a good shot at being more realistic now that the underlying systems were updated like this.

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