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Hello,
I would like to know, given that today I have IAS technologies in several sectors, with games preparing conversations between NPCs in a course in conversations and interviews. So here is my question.
F1 2024, we will have realistic and dynamic AI, as well as in options to give interviews, as in running on the track, with each drivers, having an individual personality and procedural life of realism in various conditions, with competitiveness, less run over without receiving punishments in Accidents, track cuts and breakthrough rain in racing, as we always have in F1 series games?
@cm_caseyringley now that we're taking a closer look at ERS again, any plans on opening the flood gates and allowing custom deploymant maps for a GP weekend?
(Mercedes F1 casually dropping it while explained derating)
(Yelistener underrated F1 gem)
- 10 months ago
on a 50% race, will the wear have a good effect on the race given that most people run like this? or will we have the usual drop on lap 7 and then come back to life? thanks
- Nuvolarix10 months agoSeasoned Ace
“cool your tyres by running off the racing line and prevent them from overheating in wet conditions”
Racing line or off racing line difference, will it apply also to grip or only to tyres temp (and grip only as a consequence of that)? In other words, will there be different grip on the track based on the line (with the same tyres temperature), at least in wet conditions?
Thanks 🙂
Nuv
- 9 months ago
@Nuvolarix wrote:
“cool your tyres by running off the racing line and prevent them from overheating in wet conditions”
Racing line or off racing line difference, will it apply also to grip or only to tyres temp (and grip only as a consequence of that)? In other words, will there be different grip on the track based on the line (with the same tyres temperature), at least in wet conditions?
Thanks 🙂
Nuv
There has always been a difference in grip level on and off the racing line in wet track conditions. That gap is a bit bigger now (visually and physically) plus you have the cooling effect added on top.
- 9 months ago
@mariohomoh wrote:
@cm_caseyringley now that we're taking a closer look at ERS again, any plans on opening the flood gates and allowing custom deploymant maps for a GP weekend?
(Mercedes F1 casually dropping it while explained derating)
(Yelistener underrated F1 gem)
I see we watch the same YouTube 🙂 Yelistener's channel was a very useful reference point for some changes we made this year. Next you'll tell me you also spend way too much time on the f1technical forums.
So we haven't gone so far as custom ERS deploy maps per track like this yet, but the concept is definitely on my radar with the 2026 regs meaning energy management will be more important than ever. That would be a massive set of new UI tools and displays to teach the player, though, so we need to think hard about the design and how best to implement the idea.
What we have given you for 24 is a lot more control over how energy is deployed and harvested through two controls everyone already understands well: throttle input and the overtake button. The most important part of this is that torque demand from throttle input now asks for it from the power unit sequentially, V6 first and MGU-K second. This means that if you're driving at 75% throttle and requesting 675hp, it will get that all from the V6 alone since it is capable of about 740hp maximum rather than throttling both the V6 and MGU-K to 75%. Only once you take the power demand over what the V6 can achieve will it start adding power from the MGU-K. Here's what that looks like in a power vs throttle chart at a specific rpm,
What this means you aren't wasting precious battery energy at part throttle, but it also means you now have the power to manually de-rate the engine by partially lifting off throttle. You'll see in the chart above that between about 72-82% throttle input, the V6 is churning away at maximum power but the MGU-K is not deploying any energy. You can use this as a strategy at the end of straights or before certain braking zones to send all energy the MGU-H is harvesting straight into the battery rather than diverting most or all of it to the MGU-K. Can be a really effective way to save up a bit more energy while behind a car so you can then burn overtake longer and get the pass completed.
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.
- ScarDuck149 months agoLegend
@cm_caseyringleyGoing through the control settings biggest change I noticed was to max wheel rotation. In previous years this also applied to pad. Will it be the same for this year.
Interestingly despite many content creators (who use wheel). Say pads are best set for 270-310. I always found 420+. Works best for me.Now Mario is falling for you ❤️🙄😂
- mariohomoh9 months agoRetired Hero
@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.
- 9 months 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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