Forum Discussion
Back in the days, downforce of the cars produce mostly came from the front and rear wings and sidepods. But now, it comes from the floor. My generalization of not taking seriously the guys who complain about the traction is based on this. They do not understand the fundamental of the car. The downforce distribution is like 25% front wing, 50% floor and 25% rear wing. Thus, there is much less downforce on front and rear end of the cars and that means less grip under acceleration and slow corners compared to previous years. Especially 2019-2020 years. (If “those people” thinks that those games were way more realistic) those cars were insanely aerodynamic. And tyres of course. They are completely different too.
And, littlebritguy, if you’re too considerate about realism, why don’t you ever mention about the ridiculous brake balance meta? How come an f1 car does not lose control under heavy braking with 50% brake bias?
Short shifting is a decade meta on f1 games what about it?
So please, for the sake of any deity that you believe. Stop whining and adapt!… you already took the promise from David about recalibration of the torque levels under low gears. Aren’t you happy already? But I fear that they will make acceleration easier and less competitive and less talent demanding.
@SertacKaratepe_ Now that you do mention it, the braking system is not as realistic as it could be and could definitely be improved
The post I made yesterday wasn't supposed to come off as whiney but on reflection it definitely is; the main reason why I made the post was the second point rather than race starts but I thought I might as well include that. I am happy that torque issues are being worked on, I just wanted to include the second point more like an observation saying that grip levels themselves don't look like they're the issue
Once again I have adapted but still want to give feedback on areas of the game I believe could be improved and have increased realism and by no means do I strive for less competitive and less skilful racing, and I too hope that future updates will not result in massive changes to the difficulty of acceleration, just small tweaks
- mariohomoh3 years agoHero (Retired)
@SertacKaratepe_ to be fair, it's been a long time since F1 cars have their underfloor as the main source of downforce. All through the turbo hybrid era for sure. You can find CFD data showing that, and that was a huge reason for the reason for the intricate bargeboards - locking the air underneath the car through vortexes.
It's not that the game was simulating a different era. It's just that the simulation was off back then, significantlyBy the way, the same applies to F1 22. In the Alex Gilon interview, David Greco went on about the changes they were working on the handling and tyre model that would take the realism a step further and make for a different game, regardless of the regulation changes.
But yes, I instantly dismiss most of the criticism levied against F1 22 when it seems they're using to Norris/Russell's comments on F1 2019 as their ground. Those are no longer applicable. There can still be issues, mind you, but those remarks are no longer relevant.
- 3 years ago@mariohomoh "There can still be issues, mind you, but those remarks are no longer relevant."
https://youtu.be/r7bG4sj1Mrc?t=107
Here's your relevance "a little bit better than last time"... 😉 - mariohomoh3 years agoHero (Retired)
@LeRenard242Thanks, will check it out later. Did he mention TC on medium being more realistic than TC off again?
Edit: and he doesn't. Nothing of the sort.
- 3 years ago
@LeRenard242 wrote:
@mariohomoh"There can still be issues, mind you, but those remarks are no longer relevant."
https://youtu.be/r7bG4sj1Mrc?t=107
Here's your relevance "a little bit better than last time"... 😉And what's the value of this video? WIP version, no discussion about the traction or what TC he was using. If you want to pick something, he really complements the handling in the end.
Otherwise have to say, he predicted win for Sainz in Silverstone quite nicely 😃
- Hansenhaus3 years agoNew Veteran@gizt7 Lando does mention straight line speed and feels its a setup issue but I don't think it is. There might be something weird going on with that. Fernando comes up on him really quick and he mentions that as well. Maybe it is just unrealistic corner exits by the AI. It would be nice if a developer shed some light on this matter.
- 3 years ago@Hansenhaus the developer & shedding light, right... when are we going to hear from the developer of this game....
are they working on a patch for all the issues across all platforms?
who knows! - mariohomoh3 years agoHero (Retired)@LeRenard242 I suggest checking the threads tagged as containing comments from EA staff, specifically those from Codemasters staff.
David Greco and Brad Porter, handling dev and audio designer respectively, are quite active and pop in every other day to talk about the current state of the game or their pipeline. And they're devs, real devs, not community managers making the back and forth we so often see everywhere else.
No ETA has been given yet, but the update reworking torque and transmission seems to be coming soon if you were to guess based on Greco's posts.
I get feeling frustrated by not enjoying as much as we'd like and what EA did with this Origin vs Steam incompatibility is absurd, but I honestly only see similar interaction between studio and consumers on much smaller games with healthy communities. Which EA Answers is far from being at the moment. - 3 years ago@LittleAmigoBrit For the torque issues on low gears. If there really are a issue. Most of the people short shift to high gears while accelerating. Apart from being such a ridiculous way of exiting every single corner, there are people like me who use 2nd,3rd and 4th gears to accelerate. When this “issue” solved and trimmed the torque under low gears, there won’t be a reason to use 2nd,3rd and 4th gears. And this would be a big disappointment and shame… the torque adjustment that about to be patched soon, I really hope it’s more than nerfing the power transmission on low gears.
- 3 years ago
Sorry I'm new here has there been any official statement regarding pad traction or the games torque physics?
Also to add I found a better setting on a pad that helps tra tion loss a tiny bit. 30 on all linearity settings. Could be pure placebo but seemed better.
- 3 years ago@Dan78loki That’s the goal of linearity setting. That setup gives a curved increasing graph to throttle demand/power transmission. I use that on throttle pedal too. Initial travel of pedal or trigger applies less power than final half of the travel.
- 3 years ago
Exactly. As I said it helps but med trc on a pad is still way unmanageable. I honestly think it was a cheap trick to make these cars feels somewhat different to last. But in so, it's taken a mass of enjoyment away from pad players that don't want a car to play like hot wheels, and have some sence of slip... but not something that sensitive/touchy on a range of pads trigger.
- 3 years ago
@SertacKaratepe_ wrote:
@LittleAmigoBritFor the torque issues on low gears. If there really are a issue. Most of the people short shift to high gears while accelerating. Apart from being such a ridiculous way of exiting every single corner, there are people like me who use 2nd,3rd and 4th gears to accelerate. When this “issue” solved and trimmed the torque under low gears, there won’t be a reason to use 2nd,3rd and 4th gears. And this would be a big disappointment and shame… the torque adjustment that about to be patched soon, I really hope it’s more than nerfing the power transmission on low gears.This is the problem with tailoring the game to esports players and giving them weeks of early access etc, as this exactly the method esports drivers have been using for years. Esports drivers don't even bother putting the graphics settings above low or even have any of the extra ffb options turned on, they play a different game altogether compared to the normal user.
- 3 years ago@FG44141 Unfortunately yes. Esport gamers…