Forum Discussion
@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...
@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%?
- 3 years ago@Meza994 Firstly, I give more credit to a F1 engine chief engineer than a gamer.
1. ERS is electricity. It has no sound. The sound of the exhaust you hear is because the driver shift gears with higher rpm.
2. As I said, there is only an overtake mode that deploy ERS differently. As you know, ERS give a power boost. Mainly, the power boost is given at the start of the straight line to reach top speed quickly and is off when top speed is reached. You can saw it easily at Monza or Bakou, the speed of the cars decrease far before the braking point even in qualify with open DRS. In overtake, you want more top speed, so ERS deploying later and stay on until braking as it give more chance to overtake (or to avoid to be overtake) at the braking point.
3. No, there is not. It's forbidden. There is only a safe mode that disable ERS used when engine failure. Don't you remember Mercedes whining when FIA bans party mode? There the normal mode, the safe mode, and the harvest mode than can be used only during outlap, inlap, formation lap, under safety car and during chequered flag lap. If a team want using another mode for the PU (engine or ERS) during the race or the qualification, it have to ask the FIA permission and argue a reliability problem. The only exception is like I said above, the overtake mode that deploy ERS differently (but has no effect on the petrol engine).
4. It's unrealistic since there is only one version of the software for each engine provider and it give the same power based on the throttle position.
Exemple? What I want a F1 driver doesn't do? And it's not because things matter a lot in race it have to be implement. Having the possibility to improve the engine in career is important for performance... but since it's forbidden until 2026 and the new regulation, it shouldn't be implemented, and at least give the option to turn it off for having a realistic mod. I see your point, giving optional more don't bless the less... but it is because it cost development time, it divide player online base, etc.
iRacing argument... wait, because it's a game! And it's not because the real one can it's possible in F1 as it's ban since mid 2020. Ofc, the real W12 can have this modes for practice or no F1 events, but during qualify and race, it must use only the "balanced" and "attack" mode since it's labelled as it in the game. It's not because iRacing do it than F1 game have to do it also. And definitively, it's not because it's in a game than it's like in real life. In NFS I can do a lot o things that are forbidden in real streets 😅- Meza9943 years agoSeasoned Ace@GrandDragn Its not my fault when you dont understand what the engineer says😂
1. i was referring to the exhaust sound when ERS is deployed at full power.. its a different sound as the engine is obviously working differently..
2. Thats ERS mapping😂 and no the current system had major feedback by the drivers so Overtake is just a button that keeps on giving ERS.. It doesnt change the ERS mapping😂
3. Thats literally what i said.. practice has no limitation on engine modes either.. ERS is not limited by this.. ERS deployment mapping has nothing to do with an engine mode😂 ERS modes also not having the effect on ICE that you say is not there for "Overtake"..
4. I dont even understand what you are trying to say, it makes no sense sorry.. ERS mapping is not depending on the throttle position..
The whole engine upgrading was always unrealistic, suppliers only ever upgraded when they brought a new ICE.. didnt work like: Here now your 4 race old ICE puts out 20 more bhp..
Suuure Mercedes who explicitly make a very close version of the real life car for a extremely realistic simulation add a gamey thing just for fun.. Why not add engine modes then?..
Sorry but you obviously dont know what the real life rules are so theres no point arguing..- 3 years ago@Meza994
1. you say ERS have effect on ICE.
3. You say ERS have no effect on ICE.
And as I say, it's not because it exist that is it allowed in race. In iRacing, you are limited at 4 ERS mode change per lap when there is a restriction to 0 change during a race (except the case I listed) IRL.
- mariohomoh3 years agoHero (Retired)
@john_dragnst Meza can be very grating, sorry about that. There seems to be some misconceptions here some mix ups – and the media coverage over "party mode" ban certainly didn't help, it took a while until some proper pieces were written about that.
What got banned was the changing of ICE modes during competitive laps. Basically the various different matrixes of ignition times and fuel/air ratios that the combustion engine can work with. These are now set for the whole quali and race session, but the teams can still run and play with them pretty much as they please on practice sessions and so on. They used to be combined with different ERS deployment maps too, but ERS modes were not banned and drivers are free to switch from different ERS modes during the race. The ERS side of things is restricted only by the max 4MJ/lap ES > MGU-K deployment and 2MJ/lap MGU-K > ES harvesting, with ES <> MGU-H being unlimited. Teams still run different ERS mappings to make good use of those boundaries and work the SoC accordingly to their ongoing strategy, but granted they're changed only a few times during their stints.
Apart from the regs, that is also clear from those annotated onboard lap videos we often see in the community:
- Verstappen changing from recharge to a push mode on his Q3 pole lap at Abu Dhabi 2021 then back to recharge;
- Alonso engaging and disengaging recharge mode and other settings during formation lap in Abu Dhabi 2021
Formation laps have free use of pace car engine modes too, but from the dash you can see how they've still got a good range of modes mapped to their rotary dials. There's also the occasional radio talk that's easy to spot if you have F1 TV. The ERS harvest mode is actively used, but there's also different push modes and the default one for what Mercedes calls "neutral laps" I think. It's only the combustion engine side of things that were banned by the FIA.
This is all regulated by the fabled Technical Directive 37, but as far as I know TDs are released only for the teams, they're not publicly available.
Regarding the ERS "sound", Meza threw a curve ball with that one and I'll leave it up to him to explain how he can hear the ERS in sound mix. As far as I know, and to that extent I agree with you, you'll never hear the ERS working per se, only the effects of its state on certain components. Examples from the top of my head:
- You'll obviously hear the ICE revving up as the wheel speed increases with the MGU-K deploying power, but the latter is connected directed to the crankshaft (it's linked after the engine in the power train series) so it does not really change the functioning of the combustion engine;
- What the exhaust mic captures is the wastegate state and what you hear is mainly it being opened releasing pressure while the MGU-H drives the turbo. So again, a consequence of the ERS working rather than its sounds – the wastegate can be opened in other scenarios regardless of the MGU-H state, so it's incorrect to think of it as an ERS sound.
I guess it's mainly the latter that Meza was referring to, but it's up to him to clarify what "ERS sounds" he had in mind.
By the way, yes, the ERS does take throttle position into account when deploying power so I do not get his point here either. From all I know it even goes beyond the basic on/off throttle state, working with what they call throttle demand instead of throttle position strictly speaking, but that taps onto how these cars have different throttle maps even on a driver per driver basis so let's leave it at that. But yes, the ordinary ERS map will consider throttle demand, gear, engine speed, and wheel speed when deploying power or driving the turbine.
@Meza994 do you have or used to have an iRacing subscription? Or access to their forums in another way? You're playing this "W12 in iRacing" card so often yet... Not saying you're wrong, but can you elaborate on that instead of treating it like a trump card? Why are you assuming that it is the real deal? Take for example Mercedes' James Vowles interview to iRacing own Downshift podcast, episode 40. He goes on with detail on how the partnership came to be and how it panned out. Basically:
- Mercedes provided "broad spectrum ideas and some car data";
- iRacing put out the car model;
- Mercedes' Anthony Davidson (who is still their main simulator driver) and esports drivers Opmeer and Moreno (I think?) tested it out and said it was realistic;
- There are still areas Vowles think they need to work on, like their tyre model.
It is misguiding to say it was made by Mercedes. It's an iRacing product made in collaboration with Merc. Even your "NASCAR expert" Jarno Opmeer was involved in the colab 🤣
By all accounts it does seem to be a pretty good rendition of a F1 car, but unless you can back that a given thing was indeed included in the "broad spectrum ideas" and "some car data" Mercedes provided, I don't think you should be so liberally associating the iRacing and the real deal. Even more so when you often play that other card about Codemasters being casual games or the like and we shouldn't expect realism from them.
- Meza9943 years agoSeasoned Ace
@mariohomohI dont know why some things need to be explained for little kids.. I explained that i mean the engine working differently producing a different exhaust sound..
ERS not being deployed when off throttle is truly shocking😱 How far it goes on differing depending on the throttle demand is tough to gauge - especially if even you can only say "from all you know".. In the end it doesnt matter much for this conversation as this as much as throttle maps in general will never be a thing in the game (wouldnt call the controller settings a throttle map)
Well it depends on who talks about the W12.. Some said it was in very close cooperation with Merc to get the details and with their actual simulator driver saying its realistic thats fair game IMO
And as i see you are still whining over Opmeer having the knowledge of how F1 cars should handle.. You should really let this one go buddy, when you dont understand an analogy its pointless to keep on going.
Well what do we have in comparison? The iRacing Merc is the closest thing to the real car that there is in any sim/game. I dont know what the realism part about the game has to do with it either.. Compare the F1 games with any actual sim and yeah stop complaining about my opinion lol.. Of course its not a NFS or whatever - although some expect those physics for the Supercars😂 but criticizing me for taking the iRacing W12 a million times over the Codemasters W12 is actual childish buddy.
I like your insights and general thoughts but you should really let it go that Codemasters aim to get the cars as close as possible to real life. They try to make it entertaining and accessible for casuals while also creeping closer to the real thing. Its not a comparison and not an insult to Codemasters, just completely different goals. And also let it go that Opmeer knows how the current F1 cars handle because he drove Formula Renault.. Like really dont try to keep this one going