Forum Discussion
343 Replies
- Meza9944 years agoSeasoned Ace
@NuvolarixSorry haha the technical stuff aside my english isnt always the best nor are my thoughts well planned and im changing it mid sentence soo sorry for my occasionally convoluted sentences😅😂
That’s really an interesting discussion. And what about the boost of power during shift at relatively low speed from for example 4º to 5º gear? It is common this year to spin the car at corner exit when you go from 70% to 100% throttle shifting up
- Nuvolarix4 years agoSeasoned Ace
@Meza994 wrote:@NuvolarixSorry haha the technical stuff aside my english isnt always the best nor are my thoughts well planned and im changing it mid sentence soo sorry for my occasionally convoluted sentences😅😂
Not at all! I'ts mainly my english understanding that it is not good enough sometimes 😉
Maybe I would struggle to keep up with David even in the mother tongue, but I would certainly be facilitated 🥳 - mariohomoh4 years agoHero (Retired)
Porpoising. My point is, bring in the woes of bottoming out but leave the shaky camera out.
Why care about the visual bouncing? We're playing with a flat screen that occupy what, 60% of our field of view? Can you feel the loss of downforce in your body as drivers do? Can you feel the tyres rumbling through your backside as drivers do? Can you guesstimate how hard you can attack the following corner just by what your seat and your wheel feeds back to you?
My point is, drivers are reasonably equipped to deal with the distracting porpoising movement. We are not.
As I said, I absolutely want to tackle the challenge of the underflow choking up. I just don’t care for a tacked on visual shake of the camera, mate.
Tyre load sensitivity. Cornering force and grip multipliers are not the same. You want lower grip multipliers for lower loads or lower cornering performance at lower speed corners? Again, forest for the trees.
By the data it’s not that the grip will be the highest at 0 load. It’s that up to 4500 of vertical load, the cornering force will be Load*1.96. The cornering force is the result of a handful of factos, including the grip multiplier, but the latter is only part of the cornering performance though.
Cornering force will still factor in the slip angle:
Again, random image from Google but you get the gist. David Greco stated already that the drop off after optimum slip angle will be harsher this time, no?
Carrying on, cornering force will factor grip multiplier, slip angle, and the tyre drag. Which Greco also said will be harsher in F1 22.
So coefficient of grip, slip angle, tyre drag aaaaand, the most improtant of all, the load transfer! This whole discussion is looking past the key aspect of cornering performance being the result of the lateral force produced by EACH wheel. And they will all be in different points of the grap!
Here, Mercedes will break it down for us (should be timestamped to 18:57):
- Meza9944 years agoSeasoned Ace
@mariohomohPorpoising: I love the visual effect! I think if this one was an option while the bottoming out from the porpoising still happens it would be best. People who dont like the visual can turn it off and people who like it can keep it on, also for better indication when you are actually bottoming out on a straight except for comparing top speeds. A lot of casuals would otherwise not recognize that their setup might be very porpoisy. Besides its not as bad visually if you go for the right balance - a balance which is likely to be what it will be like in 2023, not much porpoising but just like RB for the most part, not super shaky but still somewhat. But i get what you mean and that you dont like it. I like it haha
Tyre load sensitiviy: If we had any more in the game to go on i could tell you more exactly what this "peak" value is but we dont so i cant haha its literally the only load related thing i can see as a modder and as it isnt titled properly we all just guess. As far as we are now, i dont want anything of that changed till we know what the next build of the game behaves like.
Aside of that, this makes totally sense for the lateral load. But does this cornering force, which you think is meant with "peak", also work the exact same way on the longitudinal loads e.g. for a race start? Which arent affected by any cornering forces to my knowledge.. And in the game its (almost) the exact same values for peak no matter if longitudinal or lateral load.
Yes DG said the drop off would be worse but the slip angle (drag and drop off) is another matter haha
And for all your real life comparisons: A lot of that is either (which i think) in the background physics, which are unaccessible for me just like the slip angle drag, or not in depth represented. Just like downforce was (almost) entirely Aero downforce pre 2021 so in terms of the physics they were far from the truth so i wouldnt think it impossible that its also the case for other parts. Real life knowledge is always interesting but it only gets you so far in sims and especially simcades.
- mariohomoh4 years agoHero (Retired)
It's not that I dislike the porpoising effect. I love camera shaking to some degree, always enable them on all games I play if they happen to be too toned down on default like they are in e.g. GT7.
But 😇 porpoising for an expectator with only sight to go by isn't the same as it is for a driver with use of all their senses and (b) just as a bunch of people found braking point or are betting F1 Life will be a waste of devs time, I feel the same about implementing porpoising and hooking it up with with whole progression system.
I guess we finally reached a common ground? Haha in the sense that all numbers% assessment are too crude yet and it's hard to play when so many cards are still in the deck?
For clarification, nope "peak" is NOT cornering force. Its most likely the coefficient of grip, a multiplier that, along with a handful of other factors, will give you your total cornering force at a given point in the lap.
That said yes you have a similar multiplier for longitudinal acceleration that will give you your total longitudinal force (acceleration) when you factor in all the applying factors, including vertical load.
Tyres have sensitivity to how much load sits on them. It may be different for longitudinal or latitudinal strips, but even if the coefficient of grip/friction (which is what we're talking about here) happens to be the same for both dimensions the final force will still be different as different factors apply. Load transfer is totally different in latitudinal vs longitudinal paths.
The workings of vehicle dynamics are all readily available online, including great material on Youtube. I can lost a few links if you're interested when I get back to my desktop.
Regarding your last paragraph, that's true but not useful or actionable as we do not know the depth of the simulation that Codies' code (pardon the pun) packs in.
- Meza9944 years agoSeasoned Ace@mariohomoh Still want porpoising in haha its not a lot of effort at all getting it in, more getting it balanced with floor downforce upgrades (causing bad porpoising).. But its such a big feature. Having only bottoming out would feel half arsed to me but so does not having it at all currently haha but thats my problem i can totally understand the devs decision, though i dont like it😂
Grip coefficient might very well be.. Would suit what we both say, not directly the grip multiplier but one that contributes what is the total grip and obviously the coefficient is also there for longitudinal forces. That was just what i was not really agreeing with when you said its the cornering force, which is a factor in itself but for the "peak" value the grip coefficient makes much more sense.
Even though it might be interesting, im not too interested in the big physics of vehicle dynamics, otherwise im gonna bring up even more theories on how to improve the game and then be sad because theres not enough time to implement them besides Braking Point 3.0😂 - mariohomoh4 years agoHero (Retired)@Meza994 Never said it was cornering force, mate. On the contrary, my very first line was "cornering force and grip multipliers are not the same".
- Meza9944 years agoSeasoned Ace@mariohomoh Sounded like it because you went on talking a lot about cornering force but all good😄👍
- ScarDuck144 years agoLegend
What you talking about Willis
- Hempyjr4 years agoSeasoned Ace@Meza994 I think they should not waste a lot of work implementing it, all that effort to balance the entire game with porpoising, upgrade, tracks, in my opinion it's just a waste of time while they could work to something more benecifial for us. If you look at real cars, porpoising starts to fade already at most of the teams compared to the start of the season, we already have teams sorting out this effect. So to work so hard to implement this feature into game just to take it off at launch or shortly after because sort it out, it's a waste of time and resources in my opinion 🙂
- Meza9944 years agoSeasoned Ace@Hempyjr For this year it wont happen, i know that, but i highly doubt teams will get rid of it IRL, like completely. So if the Teams still have it next year, in a more acceptable fashion but still compromising their ride height at times, it is an absolute requirement IMO in the game.Teams are currently only reducing it, getting rid completely is very doubtful due to current regulations
- ScarDuck144 years agoLegend
@Meza994 Still a game dude still s game
- Hempyjr4 years agoSeasoned Ace@Meza994 Ride height may be a solution after all. If every team does the same thing like increasing ride height and they don't have this problem anymore, it's called a solution and the problem it's not there anymore. I already saw teams not having this problem in the long straight from Miami where they reached speeds like 325-330 km/h, so i still think that it's a waste of time and resources to implement this into the game and like a dev said, players will look to turn it off anyway.
- Meza9944 years agoSeasoned Ace@Hempyjr Ride height is reducing the effect from ground effects, its not a solution for teams, they always strive for the maximum and they wont achieve it with increasing ride height.
In Miami it was really low downforce at use which of course reduces porpoising in itself, expect them to be bouncing more in Spain next week. And all teams were still porpoising, not as bad Ferrari did in Spain pre season but still.. - Cpayne324 years agoHero+
One think I’ve seen with the handling which I REALLY hope isn’t in the full game is that a YouTuber (can’t remember who but it will come to me) had an orange front wing end plate and stated that the rest of the race they had no significant loss in downforce or pace. That has me very worried but maybe that will stop the rammers
- Nuvolarix4 years agoSeasoned Ace
@Cpayne32 wrote:One think I’ve seen with the handling which I REALLY hope isn’t in the full game is that a YouTuber (can’t remember who but it will come to me) had an orange front wing end plate and stated that the rest of the race they had no significant loss in downforce or pace. That has me very worried but maybe that will stop the rammers
Ouch, yes definitely but I’m confident it will work properly 🙂
- DavidG534 years ago
EA Staff (Retired)
@Cpayne32 Depends in the front wing on the car setup, and what that orange means. If it is one side of the front wing, that is about 20 to 25% loss of front wing. There is no trick or anything. If that 25% is at Monza, it will be 25% of a small coefficient of lift if it is say at monaco, then the CL of the front will be higher, so 25% will be an important amount.
Is pure physics in the wing damage, no multipliers or anything like that. Just the way works in most racing games/sims. - Nuvolarix4 years agoSeasoned Ace
Is flawless, thanks for the explanation David 🙂
- @DavidG53 Hi David, thanks for the super interesting comments.
Have there been any changes to slipstream in the new game? It feels quite weak in game compared to what we see in the real life data (the crazy Baku straight slip stream from super far infront etc) whereas the game feels like very little benefit unless you're very close to the car infront? @TPMillo It seems there wouldn't be much point in changing it this year, now that it's siginicantly less powerful irl as well.
Back in 2019, the slipstream reduced drag by 13%, but everyone complained that it was too powerful, so it was changed to 10%. This is a consequence of not have powerful enough dirty air, so as long as you got in drs range, it was basically impossible to defend.
We're seeing something similar irl this year, the drs is very powerful, and the dirty air is much more manageable, so it's very hard to defend against drivers behind, unless you have a significant straight line speed advantage. To add on to this, the cars in-game don't typically have the same disparity in straight line speed as irl, with the engines being identical (aside from Merc), the only real difference is drag, they even get the same scaling for low, medium, and very high downforce configurations. Some of that seems to be fixed this year with the 1-50 wing system, I assume they'll just specify a downforce and drag range across the entire thing instead of scaling them.
On a tangent, the drs was changed from 12% to 15% in 2021, 12% actually being very close to real life, but I assume it was to compensate for the weak slipstream. The problem is the engines had too much power, each having 860 hp, and Merc 880 hp. For comparison, Red Bull and Mercedes were estimated to have between 850-855 hp, with Ferrari and Renault 15-20 hp behind. To compensate the cars were made very draggy. The problem then comes with drs, not only is it more powerful, but it's also reducing a higher base value, meaning it was far too powerful. Hopefully the engines are a bit more accurate this year.
If you play singleplayer there's actually another problem. The slipstream and dirty air is halved (or at least significaly reduced) for the ai. This means the slipstream is even more pointless, but also means they lose less downforce when following. I really can't think of a good reason for this, in my testing I found that the ai can handle higher dirty air values, so it almost seems like an accident. It means the ai is more reliant on drs than the player, but also that they can follow a bit easier through corners. Really hope this is changed, I don't see any reason for it to be this way.
Another problem is overtake, or rather how deployment works. As speed increases, deployment will start reducing, I assume in an effort simulate real deployment patterns without having to map it all out. Unfortuately it means overtake gets less effective at higher speeds, being reduced by 10% at 306 kph, 25% at 324 kph, 40% at 342 kph, and 75% at 375 (in-game theoretical top speed). It might not sound like much, but losing 40 hp at 324 kph is ridiculous. I hope this is changed.
Sorry about the long post, kinda lost focus. ('´ ˘ `)- mariohomoh4 years agoHero (Retired)
@ActuallyImJulie could you expand on the ERS bit a little?
I thought Overtake mode in the game gave you the full might of the MGU-K's 160hp (164? 180?) regardless of wheel or engine speed.
Even thought it was cool that the game is represented the regs in disabling the MGU-K's output when below 100kph or thereabouts.
@mariohomoh It's actually fairly simple.

This tells the game what the maximum amount of deployment in Watts is (120000 is equivalent to 160 hp).

Then the mode you're in simply deploys a percentage of that number.

Then the game looks how fast you're going (in M/S), and deploys a percentage of your percentage. This is why Overtake is a problem, it exists under the same SpeedDeployLine as the other modes, it's not a seperate thing, even though it might look like it in-game.
- Meza9944 years agoSeasoned Ace@ActuallyImJulie Where was it confirmed by devs that for 2021 slipstream/dirty air is halved for AI?
Besides no the AI can not deal with really higher dirty air too well, limit is 24-25% from then on high speed corners like in Silverstone become a problem which is still only almost half of the real life dirty air besides the length of dirty air which was completely wrong..
Soo David if you do read this by chance, has the length of dirty air changed or is it still only ~1 second? - mariohomoh4 years agoHero (Retired)
Not sure what these percentages represent, I'm assuming loss of downforce/drag. Anyway, isn't 24-25% significantly more than 10% (potentially 5%) @Meza994?
And @ActuallyImJulie thanks for the ERS breakdown! Can't think of a reason for that.