Re: [Feedback] F1® 24 - Share your thoughts
@Meza994 wrote:
@EA_Groguet wrote:Hey there,
Please, feel free to share your thoughts and feedback on F1® 24 here.
As always, we encourage you to share your sentiment openly, whether positive or negative. However, please, be mindful when posting and respect our Guidelines & Rules.
-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.
- 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
- 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
This is what I call a subtantial remark! On point! Wish the devs would listen it carefully. 👍