Forum Discussion
To shorten this thread a bit:
While i could live very well with @RedRevNows system and a modable mapping for the ERS - basicaly it would allow us to do everything we want there have been some valid points against it.
- The return of switching modes like crazy is a big baddy and even though realisticly fixable for career mode it doesnt help on single races.
- A solution would be artificially limiting how often we can switch it, just like the are artificially not allowing us to use hotlap mode in the races, but thats also not broadly welcomed even though probably less people would have a problem with this for a compromise we need to take it into account.
- So whats left? Giving us at least the chance to edit the ERS deployment map. Ideally per gear and speed - would allow fairly detailed, not like GPS but still, mapping.
- Problem is mostly casual and also some advanced players like the "plug and play" approach and mapping per gear and speed is quite some effort.
- Could be fixed by having it similar to how it is now (maybe a bit more optimised ERS but not needed as "Overtake" can make up for it) as the base option and in the options menu we can toggle "Advanced Setups" which allows us to modify the deployment of "Standard" and "Hotlap". By default it would be NO advanced setups so the "plug and play" guys can have fun without being overburdened by the depths of "realistic" setup work..
This would be my compromise suggestion incase Codemasters are willing to change ERS up a bit, the current format works, it does but its also limiting our approach.
For all the guys that have criticized our ideas on ERS, what do you think about this compromise? No additional modes, no forced setup work only if you want to get the last few tenths out of it.
IRL, there no ERS mode change allowed during a race. So I don't see the point to introduce an unrealistic feature that don't improve gameplay, cost development time and annoy the majority of players if it's introduced.
You already have the 3 engine modes that are unrealistic also and should be removed. Players can save fuel with lift and coast and with less acceleration during corners... the current fuel management is well simulated, it works. Maybe just increase the difference (fuel, ERS and tires) between a hot lap and a slow lap to reward more management instead of full attack during all the race.
- Meza9943 years agoSeasoned Ace@GrandDragn Its engine modes that arent allowed to change.. ERS is something different to this rules.. ERS is not normal engine power and has nothing to do with fuel saving.. I think you dont understand what ERS is
- 3 years ago
@Meza994Engine mode aren't allowed to change by rules. ERS mode are not changed by drivers because it's all full automatic. Since 2016, Renault engine engineer Taffin explained the 120 kW of MHU-K is fully deployed during all the lap during when the driver flat out as soon as the car doesn't slip. Basically, drivers are only two ERS deployment mode: normal and overtake. The normal mode is faster on one lap. The overtake is faster on straight lines but slower on the entire lap. MGU-H is another story, it's only deploy when turbocharger hasn't enough exhaust gas to work and driver hasn't anything to do.
ERS mode in F1 game is very unrealistic since there should be only one mode that deploy exactly as much as it recover whatever the mode you use and whatever the session. There is no ERS management at all IRL, the car did all by itself, but each engine provider use ERS deployment differently during a lap and that's why some cars have rear flashing lights when others don't.
If ERS dysfunction IRL, driver just retire. There is no way the driver choose a low or high deploy mode. This don't exist.
Since ERS isn't really simulated in the game, Codemasters introduce these unrealistic modes to balance it but it's 100% a game logic, nothing to do with how a real F1 works.
So we already have ERS and fuel mode IG that don't be close to anything IRL and you claim for more... I don't understand why... there is already some fun to have to drive the car without adding micro management of how your engine is supposed to work... Why not a button to push to enable the turbo-charger? A button for the tear-offs? And another for the drink? At least the two last are realistic...- Meza9943 years agoSeasoned Ace
@GrandDragnDude you got soo many things wrong😂
First: The difference in lap time between fully deployed ERS and no ERS deployed is around 1.5s. This is deploying half the battery ingame and likely a bit more IRL = max battery charge is smaller. You can listen on youtube when the ERS is fully deployed, there are some wonderful exhaust mics showing the full deployment.. They can never deploy full power on all straights of a track except for Monaco because of the deployment limit.Edit: Obviously deploying half the battery while charging aswell so no charging would leave the battery at likely ~30%
Second: Having different maps for a race is usefull when they try to charge the battery for "overtake" they can use ~10% less deployment which would cost them 0.15s per lap but gain them the opportunity to overtake or defend. Useful in situations like DRS trains, you cant overtake anyway so why bother deploying at the max? Not even mentioning wet weather when they definitely dont want the exact same deployment as in the dry..
Third: There are still different engine modes IRL for example for practice and warmup/cooldown laps..
Fourth: Did you even read some bits in here? My latest compromise idea was the option to mod the modes ourselfes even if its still only standard for the race and hotlap (which is on the deployment limit) for qualifying.. Thats no micro managing.. And the drivers do micro management with engine, fuel and tires non stop, they are never flat out IRL except for qualifying anyway..
I find some arguments on here truly hilarious, guys want things that F1 drivers dont do in the game but cry about things that matter a lot in the race because "its not what the driver does"..
Oh and just out of curiousity, why do you think Mercedes AMG put different ERS modes into their version of the W12 in iRacing? A car that was created to replicate the real one next to 100%?