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@EA_Groguet wrote:Hey there,
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-Groguet
This is how i would fix the racing itself:
- Redo the entire dirty air/slipstream as it is completely (broken with the AI) now
- at least 25% maximum downforce loss
- minimum 2.5s dirty air length
- if you cant make the AI handle 25% downforce loss just make it 15% downforce loss and an additional ~1-2% less tyre grip (of course equally building up from far away to right behind the other car). Although not ideal its the best way to simulate it and proper pace loss (when behind another car) is needed to get the real racing experience
- make the AI suffer from engine temps as the player does – shouldnt differ much in the temps
- make the dirty air increase engine temps by 5-10°C or by as much needed to make the following car lose ~2% ICE power when following for a few laps. (exceptions would be extremely cold tracks such as Las Vegas where engines dont really overheat)
- train the AI to have tyre temperature simulation as it had in F1 2018 or 2019, just this time with the effect of the tyre temps on grip enabled.
- make the dirty air decrease the tyre cooling so that tyres overheat by a maximum of 5°C when following another car for a couple of laps (exceptions would be extremely cold tracks such as Las Vegas where tyres dont really overheat)
- The AI should be able to handle it well as the tyre grip will rise or drop with gentle slopes instead of big jumps (as is in F1 24)
- DRS can stay as strong as it is in F1 24 (realistic)
- Slipstream effect should be strong enough to barely lose time compared to not in dirty air/slipstream
- this offset should get a lot bigger the closer you are to the car in front (also depends on how many corners and straights there are on a track) but on the average track it should be ideally similar to this:
- 0.0s-0.4s behind = +0.4s per lap while in dirty air
- 0.5s-0.9s behind = +0.225s per lap while in dirty air
- 1.0s-1.4s behind = +0.15s per lap while in dirty air
- 1.5s-1.9s behind = +0.1s per lap while in dirty air
- 2.0s-2.4s behind = +0.05s per lap while in dirty air
- 2.5s-2.9s behind = +0.025s per lap while in dirty air
- 3.0s-3.5s behind = ~0.0s per lap while in dirty air (holds the balance between slower in corners and gaining on straights)
- DRS and slipstream will lead to rather easy overtaking opportunities on long straights when you can keep closer to the car in front but dont underestimate the tyre temps and engine temps making it a bit harder than the list above if you cant overtake quickly
- This will prevent most DRS trains as cars that are more than 2 tenths quicker than the car in front will likely quickly overtake and the other cars will in time have their engines overheat and tyres overheat, costing them even more time leading to them dropping out of DRS after a couple of laps, even with DRS gaining up to 4-5 tenths.
- this offset should get a lot bigger the closer you are to the car in front (also depends on how many corners and straights there are on a track) but on the average track it should be ideally similar to this:
- With the now added tyre temp simulation and engine temps for AI there can be better differentiation in terms of race pace per team. Some cars having more heating, some less thus depending on the air and track temps to determine who gains/loses in hot/cold conditions (engine temps only ever overheat but in e.g. Las Vegas the cars with bad engine cooling wont be at a disadvantage in the race)
- This will take a bit more variation in track and air temps (ideally within a session too) from the recent games but yield even more variation in race results
- With the bigger importance of tyre and engine temperatures these could be an additional upgrade path for R&D in career modes (engine cooling and either tyre cooling or brake cooling the latter would require a more realistic approach to tyre temps than in F1 24 with brake temps matter more
- Completely overhaul the ERS usage from the AI!
- Only use ERS on long DRS straights
- exceptions would be the back straight in Suzuka (towards and after 130R) and the backstraight in Spa before and after Blanchimont
- defending cars (cars that dont get DRS) only have a 50% chance to use ERS to defend
- overtaking cars will use ERS on the longest straight of the track for a big part of that straight if they have over 60% battery left and will keep using it till they are past the car they try to overtake on that single straight.
- These parts can be marked for the AI to be the only places allowed for ERS and the 60% battery as a condition, if these two are not met, they cant deploy any battery but if they do it will give them a big boost to overtaking along the slipstream and DRS
- AI will not use ERS for just a second or even less, no more wasted usage in corners or at the very end of a straight all by themselfes
- For simplicities sake make the AI only use medium ERS unless:
- there is a VSC/SC, then they use none
- they have not a car behind or in front of them (over 3s), then they can do a lap in hotlap mode when they got over 80% battery
- Only use ERS on long DRS straights
- ERS itself is a bit out of balance, it yields too much power in the topspeed – cant really tell if its the general balance between ERS and ICE as those numbers got pretty cryptic and convoluted with how many things affect it in F1 24 but it behaves too ERS dependant in terms of top speed, a (slight) nerf but be good IMO
- Same with the energy recovery, battery charge was too easy to recover quickly but doesnt need a big nerf! Maximum 10% less recovery
Oh btw, the ERS bug needs hotfixing, you've broken the FOM agreement to make it official by giving us all 2 times the deployment capacity as to the regulations, that should not happen ever, while DRS trains are common nowadays, there's still overtaking in trains of different strategies so maybe look at that in future, but overall AI need their temps on par with player otherwise it's an unbalance between player and AI and that's unfair, please consider this aspect towards normal racing and wet weather too, they're too OP in wet weather and crossover period too
- 5 months ago
Whole game is fixed if you can make realistic or at least semi realistic slipstream, drs and dirty air. Please these trains of 20 cars are so boring
- 5 months ago
@Rapheal629 wrote:
@Meza994The dirty air percentage parameter is a quality idea, I commend you on that, it's exactly what happens irl, the closer you are to the car ahead, the more dirty air affects your balance, but this has got to affect AI as well on the same parameters otherwise we get overtaken by AI and that's not cool, I played plenty where the AI just gain on you when you have tyre wear and temp issues, it's just not good, AI have the advantage all the time, makes for bad experience for the player unfortunately.
Oh btw, the ERS bug needs hotfixing, you've broken the FOM agreement to make it official by giving us all 2 times the deployment capacity as to the regulations, that should not happen ever, while DRS trains are common nowadays, there's still overtaking in trains of different strategies so maybe look at that in future, but overall AI need their temps on par with player otherwise it's an unbalance between player and AI and that's unfair, please consider this aspect towards normal racing and wet weather too, they're too OP in wet weather and crossover period tooTbf it has always worked like that in the games (the closer you get the more dirty air you get) it also affected their performance but they couldnt handle more than 24% greatly but because the dirty air was so short in previous games (1.5s maximum) and only getting really noticeable when ~0.7s behind even 24% dirty air didnt do too much as they would still keep within DRS range.. Now its 2s maxmimum range but the whole dirty air is completely broken and rather makes AI quicker than slower in corners..
Also yes, equal treatment of player and AI in terms of tyre temps, tyre wear, engine temps, engine wear, dirty air and everything really is a fundamental requirement for the game to be fun in single player!
@IanM282To be fair to them, they did try to advance things into way more depth this year, but sadly too much for too little time they could test it.. Way more suspension work, slipstream model got reworked (sadly completely broken) the whole interaction of ICE and MGUs got more complex with multipliers for exhaust power coefficient, turbo power coefficient and overtake power coefficient, tyre temperatures have made a step in the right direction (the pure behaviour of the temps not the grip you gain/lose).. What im trying to say is that while EA definitely does force some things that arent ideal they are not forbidding them to get innovative and certain things have been going into the wrong direction before even took over.. But id advice them make few innovations but make sure they are tested properly
- 5 months ago
My wishes:
make a real simulation mode.
- Real manual drives in and through the pits
- Manual clutch when I want it
- Real graphical telemetry in the game
- The handling from the release with improvements, the feeling at least for steering wheels
- Real sound in the replay, not this lazy attempt to put samples on it that have nothing to do with the images (no engine to hear, but the rumble of the wheels etc.)And get the AI right. There's so much that's already been mentioned here, I don't want to repeat myself. Get back to basics and make something modern out of what has always been there. Yes, our wishes have all been fulfilled before. So it would be nothing new. F1 24 has really been a merciless disappointment in this respect so far.
Translated with DeepL.com (free version)
- 5 months ago@c62a35f65d81694f What makes me mad is that features like this and others mentioned before were in WAY older games.
Look at F1 Challenge 99-02, it had a lot of realistic features compared to the games we have now, like driving in and out the pitlane, damage physics, and others.
How can games from so long time ago have such better aspects than what we have now? The games are just being made from a lucrative point, instead of actually improving the game for their customers.
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