Forum Discussion
I'm officially giving up on F1 24. The drive is just unreal.
I'm using a moza wheel by the way.
Time to finally try iRacing and if it's better lime they say I'll not come back.
If not, I'll stay with F1 23 until there are online players in there.
- 7 months agoIn my opinion, it is a lot better. However, there are a few fundamental issues as far as I can see.
The grip at low to medium load is obviously too high, which I’m sure you already know. The slip angle peak is way too high, and lowering it would help reduce tyre friction in corners, which is currently causing too much induced drag and slowing the car down unrealistically.
The camber and toe adjustments are, like every year, somewhat useless, especially the camber. Maximum negative camber is the best tuning option regardless of the track or situation. Toe was better before this patch; I sometimes used some rear toe, but now that the actual physical value isn't zero anymore, there's no real point.
The engine brake has become even less useful since this patch, as its strength has been reduced. Therefore, 100% engine braking is the only real option if you want to be as fast as possible.
It's a pity that the third springs can't be tuned individually; I suspect they are tied to the normal spring settings. I'm not sure about this, but the fact is that they can't be adjusted individually via the garage screen.
Tyre temperature and pressure are still not balanced well enough. In most cases, maximum tyre pressure is probably the best bet, especially in race trim. The penalty for being below or above the ideal temperature is not severe enough. This makes the new dynamic tyre temperatures and wear too easy to manage. Overall, it hasn't really changed anything; it is still a matter of pushing as much as you can for the entire race, with no managing required.
The tyre wear is not aggressive enough. It is too easy to recover ERS energy. The slipstream is still too strong, while dirty air is not strong enough.
The yellow anti-cut pieces, called "sausage curbs," are non-existent, as if the collision is damped or off. This is a pity because the bottoming out on straights and cornering is really nice and realistic.
Overall, there are improvements and drawbacks compared to '23. Your answer lies somewhere between the two titles.- 7 months ago
@DavidGG53Great analysis! Nothing to add to the first 2 paragraphs which i feel like are the biggest problems with the handling itself.
Engine braking was changed afaik because people had locking up at 100% which shouldnt have been changed, its meant to find a sweet spot and if you cant handle the brakes on the most extreme settings on all tracks then thats actually a good thing isnt it?
Third spring would truly be interesting especially with the whole dynamic between floor downforce, wing downforce and rake. A seperate option for tuning that in the setup would be nice for F1 25.
You know how much im about tyre temps and i still think the foundation is great and finding the most realistic balance isnt so tough, but especially with increased grip dropoff above/below perfect temps it becomes a useless feature for singleplayer when the AI is unaffected which i dont understand to this day, even in 2019 they had temperature simulation which wasnt that far off, differences of 2-3° core temps are fine, sadly back then the temps they had didnt give them any less grip which was a weird decision but now they are affected by the grip for different temps but are hardcoded to perfect temps after heating up.. They should get that right and engine temps to behave equal to the player and you got a truly dynamic characteristic and variable race results if tyre and engine heating were different car to car (and an upgrade path in the chassis area in career modes).
Tyre wear at high speed corners/high load wear seems a bit too low and energy recovery from the MGU-H should probably be lowered but as the AI needs it to act like they drive different cars or not do the same time every lap it cant really be nerfed much for F1 24.
The potential is definitely there! - 7 months ago
@DavidGG53,, the grip at low to medium load is obviously too high, which I’m sure you already know. The slip angle peak is way too high, and lowering it would help reduce tyre friction in corners, which is currently causing too much induced drag and slowing the car down unrealistically. " --> Yeah, 100%. There's a video, where you can see what bad with the grip. As i sad before - the drifting has no effect on anything. The tyres doesn't overheat because of that, there's no extra wear - nothing. You're faster in that way. And all the curbs? Nothing to do with it. https://www.youtube.com/watch?v=42pEpCiXR4o
- EA_Groguet7 months ago
Community Manager
@DavidGG53 wrote:
In my opinion, it is a lot better. However, there are a few fundamental issues as far as I can see.
The grip at low to medium load is obviously too high, which I’m sure you already know. The slip angle peak is way too high, and lowering it would help reduce tyre friction in corners, which is currently causing too much induced drag and slowing the car down unrealistically.
The camber and toe adjustments are, like every year, somewhat useless, especially the camber. Maximum negative camber is the best tuning option regardless of the track or situation. Toe was better before this patch; I sometimes used some rear toe, but now that the actual physical value isn't zero anymore, there's no real point.
The engine brake has become even less useful since this patch, as its strength has been reduced. Therefore, 100% engine braking is the only real option if you want to be as fast as possible.
It's a pity that the third springs can't be tuned individually; I suspect they are tied to the normal spring settings. I'm not sure about this, but the fact is that they can't be adjusted individually via the garage screen.
Tyre temperature and pressure are still not balanced well enough. In most cases, maximum tyre pressure is probably the best bet, especially in race trim. The penalty for being below or above the ideal temperature is not severe enough. This makes the new dynamic tyre temperatures and wear too easy to manage. Overall, it hasn't really changed anything; it is still a matter of pushing as much as you can for the entire race, with no managing required.
The tyre wear is not aggressive enough. It is too easy to recover ERS energy. The slipstream is still too strong, while dirty air is not strong enough.
The yellow anti-cut pieces, called "sausage curbs," are non-existent, as if the collision is damped or off. This is a pity because the bottoming out on straights and cornering is really nice and realistic.
Overall, there are improvements and drawbacks compared to '23. Your answer lies somewhere between the two titles.Thank you for taking the time to write this great analysis. The game team is monitoring this thread, but I have highlighted your feedback as I feel it is a great constructive opinion.
- 7 months ago@EA_Groguet unlike this why Remove the Media option from F1 20 or 21 game after the race?
Also there is No rubber on the track or trees leaf beside the track like F1 20.
I Just want you to play F1 20 if you have the game. AT 100 AI difficulty if my time is 1:25.600 my team mmate also 1:25.800 or 700 full use of the car, there lacking more after F1 20 and F1 21.
I just suggest and check the Files of F1 20
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