Hi, I wonder if we may have a topic like this about the new F1 22 game like we had for F1 2020 here, it would be very interesting and appreciated 🙂 Ciao, Nuv
I'll ask him and see if we can find a decent time where we are free for some Q&A action.
We'll it'll be David, not me. Anyone can drive in the midfield every Friday. I'll look to move a lot of the stuff we are used to seeing into EA Answers as we escalate transition.
@DavidG53 looking forward to the proper Q&A! It would be neat if we could get it scheduled so we can think on the topics in advance. From the top of my head and based on the discussion here:
1. Suspension. Can we see suspension movement (pitch and roll) on heavy braking zones or high speed corners? Or differences in ride height depending on the setup?
2. Suspension. Will the teams have noticeable handling characteristics other than power and drag?
3. Tyre model. Will the aforementioned tyre induced drag make camber and specially toe more important to set up right? Will that help curb these ludicrous extreme setups we see of “right right left left”?
4. Tyre model. On a sidenote, does the game model the inside and outside temperatures of the tyre surface? Would be nice to have something other than grip feeling and circumstantial readings of tyre temps as parameters for adjusting camber.
5. Aero. Will front wing and rear wing have different lift-to-drag ratios?
6. Setups. Will the suspension values be absolute as well or are they track specific like a 1-10 for springs in Monza being different than a 1-10 in Monaco?
7. Setups. Will preset setups be track specific? As in the default Maximum Top Speed for Monza having different values than the default Max. Top Speed for Monaco?
8. Setups. Does the new handling favor different brake bias settings just like F1 2021 used to early on its life cycle?
@mariohomoh There should be able time to prepare. Going from last time, the thread will probably be open for multiple days, so that Greco can reply to messages when he has free time 🙂
@Meza994 your turn now! Just a few observations from your discussion with David I was shamefully too late to chime in!
Porpoising. Actually this is not directed at you as I think we're on the same page. In my opinion it’s misguided to want porpoising itself in the game.
It is simply a consequence of the continual choking and relief of the underfloor downforce. Adding porpoising for visuals sake only sounds exactly as Codies said already: a waste resources on something the players would turn off in a heartbeat. To this day we still have people turning off motion blur straight out of the box, imagine porpoising?
Then again, porpoising is but a consequence of the revamped gorund effect in these cars. What I’m always looking forward to and in my opinion should be the major focus here is further simulation of aerodynamics. We’ve got confirmation already that we’re getting 😇 proper modeling of downforce generation by each main aero component (front wing, rear wing and underbody) and (b) that diffuser stalling will be a thing, even if somewhat watered down.
Kind of not seeing the forest for the trees situation.
Tyre loads. This is very setup dependent. The load bias i.e. how much you’re loading the front axle vs the rear axle is totally subject to how you set up your suspension and your wings, the latter increasing in preeminence the faster you ago.
This whole numbers% game over youtube clips without proper insight into the setups being run by the players can easily fly over my head. I don't know how can you insulate your analysis from other factos and go all-in on load distribution just by eyeballing gameplay clips.
Now if the hypotheses is that the car may have too much overall grip, that's a different thing altogether and an easier conclusion as long as there's a solid method behind it. Like we discussed elsewhere, one I can think of is comparing throttle trace and speeds with real life telemetry data. Even so it would still be tough to rule out setup variables, but at least we could estimate a cornering performance that these cars should not be achieving considering their real life counterparts.
I honestly don't know how one can reasonably figure out grip levels without knowing or at somehow accounting for setup, mechanical and aero balance, entry speeds, and throttle application.
Tyre load sensitivity. Surely you mean lowering the grip at the lowest data points as they are seemingly too high as per your scrutiny? I think you mixed them up here.
Greco is referring to something like this:
Obviously you should disregard the values as this was a quick grab from Google Images.
The point is, if you think the tyres’ load sensitivity being off is the cause for slow corners being taken too fast in the game, that means that the tyres are generating too much grip (high "y" values) for too little load (low "x" values).
@Meza994 your turn now! Just a few observations from your discussion with David I was shamefully too late to chime in!
Porpoising. Actually this is not directed at you as I think we're on the same page. In my opinion it’s misguided to want porpoising itself in the game.
It is simply a consequence of the continual choking and relief of the underfloor downforce. Adding porpoising for visuals sake only sounds exactly as Codies said already: a waste resources on something the players would turn off in a heartbeat. To this day we still have people turning off motion blur straight out of the box, imagine porpoising?
Then again, porpoising is but a consequence of the revamped gorund effect in these cars. What I’m always looking forward to and in my opinion should be the major focus here is further simulation of aerodynamics. We’ve got confirmation already that we’re getting 😇 proper modeling of downforce generation by each main aero component (front wing, rear wing and underbody) and (b) that diffuser stalling will be a thing, even if somewhat watered down.
Kind of not seeing the forest for the trees situation.
Tyre loads. This is very setup dependent. The load bias i.e. how much you’re loading the front axle vs the rear axle is totally subject to how you set up your suspension and your wings, the latter increasing in preeminence the faster you ago.
This whole numbers% game over youtube clips without proper insight into the setups being run by the players can easily fly over my head. I don't know how can you insulate your analysis from other factos and go all-in on load distribution just by eyeballing gameplay clips.
Now if the hypotheses is that the car may have too much overall grip, that's a different thing altogether and an easier conclusion as long as there's a solid method behind it. Like we discussed elsewhere, one I can think of is comparing throttle trace and speeds with real life telemetry data. Even so it would still be tough to rule out setup variables, but at least we could estimate a cornering performance that these cars should not be achieving considering their real life counterparts.
I honestly don't know how one can reasonably figure out grip levels without knowing or at somehow accounting for setup, mechanical and aero balance, entry speeds, and throttle application.
Tyre load sensitivity. Surely you mean lowering the grip at the lowest data points as they are seemingly too high as per your scrutiny? I think you mixed them up here.
Greco is referring to something like this:
Obviously you should disregard the values as this was a quick grab from Google Images.
The point is, if you think the tyres’ load sensitivity being off is the cause for slow corners being taken too fast in the game, that means that the tyres are generating too much grip (high "y" values) for too little load (low "x" values).
Just my 2 cents!
I turn off motion blur and would also turn off porpoising in a heartbeat.. it’s pointless and adds very little to ingame emersion. As there would be a setup that would dial it out and as soon as found will be on every youtube and setup site. And like brake bias meta off 50. There will be only the meta setup to cancel out porpoising.
@mariohomohPorpoising: Its not just visual, its fairly easy to produce in the 2021 physics, real porpoising with you actually bouncing up and down and from the bouncing limiting your top speed. In that case going from e.g. 1-5 ride height to 7-11 ride height would increase the top speed by around 8 kph, dont remember exactly haha just from stopping the physical porpoising ingame.
Tyre loads: i think you summed up well, its just a guessing game till the game comes out and as DG said, its never gonna be 100% accurate. When i speculate, and at the current point its nothing but pure speculation that might be obsolete by the next build of the game, its really just based on my feeling and how i know the games files. So lets just wait how it turns out 🙂
Tyre load sensitivity: Im referring to what i know from the 2021 game which you can see below. The peak values are very much acting as grip multipliers, increase them and you get more grip, decrease them and you get less grip (which they did for 2021 to the maximum loads). This is the only load related stuff i can find (i cant look into the background physics etc.) so its all im talking about when i talk about ingame. Its still a simcade, a simcade that is (in 2021) able to simulate porpoising to a certain degree, so yes it is not bad at all with its physics but we all know its also nowhere near the real sims. Just going off from this the grip is at its highest at minimal loads (0) BUT it could also be done completely different in the physics and these values are only to counteract them, simulating something else, idk , as i said im only talking about what i can find IN the games files
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