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@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 too
Tbf 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
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.
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- 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.- IanM2825 months agoSeasoned Ace@TomasSlb24 Fully agree, for a yearly franchise to go backwards with the least content by far up to now, is quite simply nowhere near good enough.
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