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Meza994's avatar
Meza994
Seasoned Ace
2 years ago

Additional improvements

Just another list of mandatory changes and things that would IMO improve the game considerably!

  • Ai need to have equal tyre temp development and engine temp development
    • While following another car the engine temps should rise the same way it does for the player, should not require any additional training as the AI already reacts to differences in engine performance and its only subtle changes yet makes following another car for a long time a bit more difficult
    • AI have currently hard coded tyre carcass temps (and possibly surface too) which lead to a disadvantage at certain tracks for the player, this must be changed!
      • Ideally observe how surface temps and brake temps would behave for the AI in comparison to the average/good player at around 100 AI difficulty then add a multiplier making up for the difference the AI might have because of smoother steering or braking inputs.
      • So if the AI doesn’t get the same heating while cornering they should have an increasing multiplier for the surface temps, same for the breaks to give the AI roughly the same carcass temps over a stint as the average player would have
      • Lower speeds for lower difficulty would mostly mean lower temps + the best/most smooth players would have a little edge over the AI
      • This is a MUST!
  • AI to have less places where they use “overtake”, mostly early on the straights, especially when within 6-7 tenths of another car to make it more realistic and no mid corner “overtake” nonsense
  • Longer and stronger dirty air (but slightly more front downforce loss to keep the balance more playable)! Should be about 4.5s long starting very weak (at 4.5s), barely noticeable but making it more difficult when around 2s behind and definitely making you slower over the whole lap when around 1.5s or closer
    • There are sufficient examples of drivers getting stuck behind others or losing out massively in corners when very close behind a comparable car (big car advantages always have an easier time)
    • The dirty air/slipstream should look similar to this:

  • This is a MUST!

Customization:

  • Having the option to change the finish for each color on helmets and sponsors
  • More sponsors with actual “pictures/arts” as a symbol rather than only a name written out
  • Option to change the wheel cover color and finish, maybe even a few patterns to choose from
  • Let us change the font, color and finish of the MyTeam driver numbers
  • Give us an outline color for each sponsor and driver number just like Ferrari had in 2022 to make those stand out more yet still matching our car liveries
  • All these of course only if we don’t get a fully free livery designer
  • Real life engine supplier and Pirelli sponsor for MyTeam cars
  • Give us a real chrome color for car liveries, metallic grey/white just doesn’t do the trick!
  • All these are basically a must to give all players some more individuality and actually somewhat usable liveries!
  • More customization is also a MUST!

General changes:

  • Pre season testing for all career modes granting data points and a lot of testing opportunity without risking PU components or limitations on the tyres!
    • All tyres available (lets say like at a normal GP but all available for the whole test), at least 1 PU and 1 Gearbox solely for the pre season test.
    • From season 2 onwards pre season test at a track chosen by the player?
  • More save slots
  • Steps in between the weather so its dry, half inters, intermediates, half wet, full wet
    • So it can remain at that wetness level, not really either tyre (dry or wets) and depending on the tyre temps a certain tyre will perform better
  • Individual weather per sector or mini-sector
  • Introduce a race pace rating as we have seen plenty of differences for drivers between qualifying  pace and race pace like Perez (better race pace) Piastri (better qualifying pace) or Hülkenberg (better qualifying pace)
  • 75% race length with 1.5x tyre wear which would actually be for those who want realistic strategies but not spend the time of a 100% race
  • Add a full speed trap chart in practice and qualifying sessions showing the speed trap of all cars!
  • Change the DRS to work more realistic -> bigger effect with more rear wing angle
    • Just base the DRS effect on the actual rear wing drag, that gets increased with more wing angle thus increasing the effect of the DRS too. With a bigger base rear wing drag that’s a fairly easy formula
    • Ideally a gap from lowest angle to highest angle like 13-19 would be ideal

Track and air temperatures:

  • There should be more realistic track and air temps to make car temps matter more realistically, they should range like in the following chart which is based on the Grand Prix from the recent past, light rain and heavy rain will drop the track temperature by ~5-15° depending on the wetness

  • Temps to be able to change a bit more so even when it stays in a certain weather category it may go up or down by ~5° and more than that when it goes from clear to very clouded weather
    • More realistic temperature development throughout the day, track temps at the highest between noon and afternoon while air temps reach their highest early afternoon; both with a potentially big development range from early morning till late evening up to 15° (if dry) for air temps and 15-30° track temps
  • Ideally for changes of track temp the “Rollenergyrate” would be increased/decreased
  • Allow us from season 2 onwards in career modes to change the starting time of the race for more interesting track temps and more variation in general – love seeing Imola at sunrise
  • When the AI will have equal tyre temp behavior to the player and cars have different tyre heating upgrades in career modes this will add more realistic variety to the results!

Changes to the tyres in the next message to prevent spam filters haha

2 Replies

  • Meza994's avatar
    Meza994
    Seasoned Ace
    2 years ago

    Tyre changes:

    • Slightly bigger grip gap between tyre compounds (1.6 between C5-C4-C3-C2 and 1.0-1.2% C2-C1-C0) very small difference but just a bit more accurate by what the gaps are often said to be + balancing out different tyre heating!
    • Less grip loss with wear for the tyres, while it may be realistic the player and AI don’t manage their tyres/temperatures in any fashion near real life which makes the tyre wear/grip loss more severe so something like 10-15% less grip loss would be more suited to the game while still providing good realism and yet not too drastically reducing the grip in short race distances!
    • Ability to set tyre pressure for each compound individually
      • A must for realistic tyre temps!
    • Make the surface temp behavior more realistic, most of it comes from a big increase in “SpecificHeatCapacity” and then minor additional changes for finetuning
      • This would in turn cause the tyres to overheat (depending on the compound, pressure and track temps) or be too cold but the latter can be counteracted with higher pressure by the player and the first is also no problem with the lower grip drop off now!
      • As the brake cooling is always the same it will get rather different results to real life on some tracks for example at Jeddah where the tyres cool out quickly on the straights but the brakes are also cooling down a lot as they have the same cooling as in Monaco (which needs it much more) but IMO going deeper on brake temps should wait another year as it takes quite a bit more
    • For more realistic tyre temps per track add a minimum tyre pressure for each track
      • Place them relative to where they are IRL between lowest pressure (usually Monaco) and highest pressure (usually Silverstone) so Monaco would get 22/20psi and Silverstone would get 25/23psi (IRL Monaco was 21psi and Silverstone 26.5 psi)
        • Canada was at 22psi this year so something like ~22.5/20.5psi ingame would be the relative placement
        • Austria was at 23psi so ~23.1/21.1psi ingame
        • Belgium was at 25psi so ~24.2/22.2psi ingame
      • Ideally you would add ~1.5 additional psi worth of pressure - for the high minimum pressure circuits so we have some headroom to increase for low track temps or rain
      • Intermediates usually have 0.5-1.5psi more minimum pressure than slicks and Wets 2-3psi less but I don’t think this depth is necessary!
      • This would also help balancing the AI and their tyre pressures used vs. what the player does, otherwise there might be a big difference in temps solely due to the pressure used
      • You could also just use the exact pressures from real life but would need to change a lot more so the proportions of heating etc. are still right. Also I think it’s easier to just base the game pressures off of the front tyre pressures IRL as the balance between front and rear pressures and therefore temps/grip shift quite often between 1.5 and 3.5 psi, would be more realistic but probably a lot more work for the AI
      • This would change the tyre wear for some tracks slightly but might be worth a little rework of the default expected tyre wear
    • Only 1 exact carcass temperature will reward perfect grip!
      • C5 = 90°; C4 = 95°; C3 = 100°; C2 = 105°; C1 = 110°; C0 = 115°; Inters = 80°; Wets = 70°
      • The drop off should be similar to below but for casuals you could make the rear tyres have a bit less grip drop off when they are not at perfect temp so people don’t complain about bad traction

    • Surface temps for all tyres should range from 25-30° up to 150° unlike the current game where dry tyres cant have lower surface temps than ~53° which is necessary though for more realistic temp behaviour
    • I could provide a whole table for the tyres that would work and what pressure should be the minimum for each track..
    • For the tyre strategy the grip difference between compounds goes up or down depending on the track temps - for simulations only, the real difference will be made by tyres overheating or not heating up enough. A appropriate table could be done for every track for higher accuracy as each track and individual minimum tyre pressure would heat the tyres differently
    • So the cooler the tyres the better the expected race performance of softer tyres/the worse the expected performance of harder tyres and vice versa for high temps
    • The chosen tyre allocation for AI depending on the track temps forecast should be like
      • 10°-25° soft allocation
      • 26°-49° balanced allocation
      • 50°-65° hard allocation
    • This would give a lot more depth to the tyres but its probably too much for the very next iteration of the game considering that there is A LOT of work to be done to make the game worthy of the high price tag again!
  • domo_v2's avatar
    domo_v2
    New Adventurer
    2 years ago

    Impressive. Cant complain about any of those.

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