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Meza994's avatar
Meza994
Seasoned Ace
3 years ago

My Suggestionlist for driving related things in the next F1 game

Dirty air/slipstream:

- starting at 3-4s back instead of 1.5s; with a more subtle increase in intensity but also going to 20% loss instead of the current 15% downforce loss

- double slipstream -> if two cars a closely behind each other slipstream effect will be increased for the 3rd car and after by 50%-75% so 15%-17.5% less drag

Track grip:

-The tracks which dont feature F2 or F3 should start with a lower grip level so the development rate over the weekend is bigger for the same Q3 grip but FP1 is really bad grip like seen in Brazil

Mexico:

-Although this was hopefully already worked on – give that track its own physics due to the altitude and update the track, some corners and kerbs are horribly wrong – of course there are other tracks that NEED work too!

Tyres pressures:

-Rear tyre pressure going from 17-26 psi; Front tyre pressure going from 21-30 psi

-Each track has an individual minimum tyre pressure that the player (and AI!) cant go lower, based off the last IRL race at that track so Monaco would be 17 rear, 21 front; Silverstone would be 23 rear 26 front

-Each additional PSI reduces grip by 0.5%

-Roll energy rate having a bigger difference depending on the pressure, currently its basically no difference!

-The tyre pressure can be set for each compound individually!

-The pressure is changed in 0.25 psi steps within the setup menu (basically as it is right now)

ERS:

-Allow us to use standard mode in qualifying too – usefull in wet quali sessions

 -Allow us to edit the deployment rates for each gear for standard and hotlap deployment

-Allow us to use hotlap deployment aswell as standard in the race but only allow us to switch between these effectively once per sector (activating the chosen mode in the next sector) – overtake mode excluded – and i know this one is a difficult one with many people having different opinions about it but it needs to change..

Temperatures:

-Make track temps go from 10°-60° and air temps 10°-40°! Effect of the track temps on tyre temps should be 3 times as much though!

-For air temps it could be an option to add more car cooling via setup at the cost of downforce but balancing this for the ai as well as the tyre temp is probably too much for the next years..

Tyre Temps:

-Base the tyre temps around track temps of 30°-35° - with lowest tyre pressure the tyre temps should be inside the optimum temp window with those track temps – rather towards the lower end for precise steering drivers!

.Each tyre compound has the same heating but different working windows similar to this:

C5 -> 100% grip at 90°-97.5° carcass

C4 -> 100% grip at 97.5°-105° carcass

C3 -> 100% grip at 105°-112.5° carcass

C2 -> 100% grip at 112.5°-120° carcass

C1-> 100% grip at 120°-127.5° carcass

-Each 5° in either direction will reduce the grip by 2%. So 80° on C5 will be 4% less grip or around ~1.25s slower than ideal temps. (Same as 110° on C1s)

30° below the ideal temps the grip loss increases to 3% per 5° so 50° C5 would be 18% less grip, really bad grip!

-This would result in C1s being really not ideal for low temperatures as 10° track temps might make it impossible to get the tyres into temperature range (without high pressure) while its perfect for high track temps like above 50° where the C3 could already start to overheat!

-For the tyre surface it should behave very similar just less extreme differences between the compounds like:

C5 -> 100% grip at 80°-100° carcass

C4 -> 100% grip at 82.5°-102.5° carcass

C3 -> 100% grip at 85°-105° carcass

C2 -> 100% grip at 87.5°-107.5° carcass

C1-> 100% grip at 90°-110° carcass

-Any 5° out of that will decrease grip by 1% - maybe some hard caps where it also doubles after exceeding ideal temp by 30°..

-Tyre temp behaviour should depend more on load

-Tyre surface and brake temps should have increased affect on carcass temps – especially the brake temps! This should aim to reach 80° carcass temps while driving slowly (cold surface) with warm brakes

-Carcass temps should affect the surface temps aswell! Important for proper tyre heating – tyres dont overheat while cornering when the carcass temps are low, also for wet tracks when the carcass temps are low you have a much harder time to get the surface temps into the working window

-This can be seen especially on Bottas car in Jeddah right after the start, the surface temps are shown in colors and in the first lap ist often blue right after the corners while not reaching more than green (warmer) in the corners with around 80°-85° carcass temps. With each lap the carcass temps rise by about 10° which in turn shows in the surface temps which with each lap take longer to go back to blue, reach yellow (hot) faster in the corners and in Lap 4 even red in the first sector which is not due to Bottas pushing more but due to the higher carcass temps of ~115° at that point!

-When overheating the tyre should wear out faster aswell by up to 25%?

Brakes:

Add a setup option to increase and decrease the cooling of the brakes therefore also changing the tyre carcass heating

The Temp efficiency should drop hard below 600° or 700° brake temps to make it a compromise and not just choosing the brake cooling that suits your tyre temps – having brakes at 100° for every corner should be severely punished as it would be IRL

Also different brake cooling settings could result in higher drag – which they do IRL too, 3-4 kph top speed difference between max-min cooling?

DRS:

-Should gain about 16 kph rather than 12kph as currently

-The more rear aero is on the car the more effective DRS should be – maybe 16kph at like 35 rear wing, 17 kph at 50 rear wing, 14 kph at 5 rear wing etc.

Engine:

-Parc ferme engine modes selectable via setup menu, offering 5 different modes with different power output and wear rate. Chosen mode will be used for qualifying and race as „standard“ fuel mix after first lap in qualifying.

Floor downforce:

-The floor downforce should be reduced quite drastically with increased ride height, at least 20% less downforce at highest „liftvsrideheight“ than an the maximum! Also huge dropoff (at least for the player) with minimal rideheight so that 0 ride height it gives maximum downforce at a flat surface but with the smallest bumps or kerbs the downforce gets reduced massively! E.g. for the rear

                               X=0         Y=0

                               X=0.12   Y=1.5

                               X=1.00   Y=1.18

X means the ride height and Y the amount of downforce produced by the floor for all those not nerding about the game data :P

-Also the ride height should be smaller steps so going from e.g. 0-20 instead of 1-11

Downforce:

-If im reading the data correctly its about 60% of the downforce generated by the floor and 40% by the wings etc. at highest wing angles.. Considering how the cars behave and even some CFD simulations i found in some forums it should be at least 50/50 which would also help to fight the 0/0 wings at certain tracks a bit more, could be done like this:

                                                                                                                      Now          ->         My Suggestion

                Floor front/rear downforce                                                 1.0/1.0          ->         0.8/0.8

               Front/rear wing base downforce                                        0.14/0.16      ->         0.27/0.31

               Front/rear wing downforce gain per wing angle            0.012/0.017   ->         0.015/0.02

So the maximum downforce would result in the same amount but lowest downforce a bit lower and you will truly feel the difference between 1 or 2 clicks more wing angle!

Countless improvements to suspension and suspension geometry but for detailed requests just ask Mario..

AI ERS usage:

-Let the AI only use ERS on the longer straights – at least 400-500m length and make them use it from the start of the straight and not just use it for the last 100m! This will make AI overtaking AI happen a lot more which helps immersion and race development!

There are more things like the max steering lock which should be a higher value but require lower tyre grip at low loads etc and is not necessarily the reason for certain things so i wont specifically request those.. And i know there are lots more improvements possible but i think these are achievable, some easier, some harder but all would be good additions!

@jenny_a_mand @DavidG53 it would be nice if as many of these as possible could make it in some way, would really improve the realism and importance of setup work and sorry to all for the long read😅

2 Replies

  • @Meza994TLDR. Don’t have to read I have complete faith in your suggestions 😀

    Although is not exactly hard to clear the current bar🙄😡

  • Meza994's avatar
    Meza994
    Seasoned Ace
    3 years ago
    @ScarDuck14 Haha i know you dont read my suggestions and yes theres so much that needs to be improved.. i was shocked when i actually took a look into MyTeam after a few months again last week and found out they made the stat boosts more extreme again😭 like the only way to make them worse is by making them more extreme lol 1/3/5 would annoy me already but 5/10/15 is just ridiculous..

    Anyway i dont have high hopes for big changes, David is always busy too much stuff to do for him all on his own😞

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