AI Still Overpowered in the Rain
Overall, I’m very satisfied with the Season Pack, but unfortunately, the overall impression is ruined by the same problem as in F1 25. The AI is simply unbeatable in the rain. I’m playing on difficulty level 106 (Career) with Gasly and have won races in Australia and China, among others, and usually finish in 3rd or 4th place. This time, there was a rain race in Canada. I drive completely without assists (except for shifting), so it’s normal to drift a bit when accelerating out of corners. The AI, on the other hand, drives as if it were dry. Even in dry conditions they sometimes slide, but strangely enough, in the wet they drive as if on a string—they have acceleration from another planet. Sorry, dear EA team, I don’t know how many times this was already pointed out last year!!!! How is it possible that no solution has been found yet? This really makes me angry; I would have loved to stop playing right away. In general, the AI balancing in the Season Pack is a huge problem. In the race (in dry conditions), the AI tends to be too slow, whereas in qualifying it’s sometimes too fast. And what on earth have you done to Canada? The sprint is almost impossible to finish on yellow tires. The rear tire wear there is way, way too high. We urgently need an update to fix the issues listed here.Blue Distance Boards
The 100m distance boards around race tracks changed color to blue with white text about a year ago. I created a feedback/feature request for this 10 months ago, hoping it would be implemented then. Although I didn't expect you to make the change back then as the change seemed to have happened mid-season, it was still such a small thing that I was somewhat hopeful. Now one year later, with a new paid upgrade for the 2026 season, it is still not implemented, which is absolutely baffling and incredibly lazy. This is a very visible change on every race track, and would make a big difference particularly for those of us racing without racing lines. You should make this change to accurately reflect a key piece of visual information on race tracks in Formula 1.New Fanatec Formula V3 wheel information
Fanatec has released a V3 update for its Formula V2.5 wheel with larger diameter and added features including revised controls and a larger display, avaialble now for PC and PS - XB version to come sometime later The new display uses the existing Fanatec ITM module and functions to allow game telemetry to drive the display with additional info such as times, temps, position and other data as supported in a game - Not currently implemented in F1 25 on PS I’ve found through testing that the current wheels with the ITM feature - the GT3 or Endurance w the PBME or the Gran Turismo Extreme will suffer FFB disconnects with F1 25 on the PS5 after 5-15 mins of driving. Don’t have the PC version so can’t confirm on PC I’ve posted this in the bug section earlier. Whether its on EA or Fanatec to fix is unknown, but no other titles have this as a reported issue on PS or PC AFAIK so I’d guess Fanatec will point at EA So if you are thinking of getting this wheel for the F1 series, this issue will likely be unresolved until the DLC drops or even F1 27 unless Fanatec decides to do an update or EA issues a new patch before thenRace AI Needs Significant Improvement at Higher Difficulties
Hello everyone, In my opinion, the AI is unfortunately too weak, especially during races. I play on AI level 110, and in qualifying my pace roughly matches the performance level of the car. However, in races I regularly end up fighting for podiums in a Haas, and in Canada I even managed to win the race. I get the impression that the AI uses ERS effectively in qualifying but is far too conservative with it during races. Overall, I think it's worth asking why the AI difficulty isn't calibrated against esports-level pace. In my view, AI 110 should be capable of matching the lap times of top esports drivers. As it stands, it takes away a lot of the challenge, and unfortunately I don't find Career Mode particularly enjoyable or meaningful to play. BTW, the Williams is far too strong. It regularly finishes in the top six, which obviously doesn't reflect its current real-world performance level and doesn't seem intended from a balance perspective. Best regards, Stefanovic911Suggestions for My Team Mode and Customization
Dear EA and Codemasters Team, As a passionate offline player who plans to play this game for the long term, I would like to submit a constructive feature request to improve the My Team (Career Mode) experience via the upcoming patches. Currently, the offline My Team mode feels a bit limited in terms of variety and customization. Here are four realistic, license-friendly additions that would massively improve the depth of the game for the single-player community: 1. Unlock the "Hidden" Engines (Audi & Ford) for My Team: Since the assets, engine sounds, and logos for Audi and Red Bull-Ford are already programmed and present in the game files, please allow players to select them as engine suppliers when starting a new My Team career. Expanding the engine selection from 4 to 6 suppliers would add much-needed variety without requiring new licensing efforts. 2. Improve Generic Logos with Text Input: Since real-world sponsor logos cannot be used due to copyright, please enhance the livery editor by adding a "Free Text" tool. Allowing players to type their team name or custom text on the sidepods and wings using different fonts would make the fictional liveries look professional instead of generic. 3. "Clean Livery" Option for AI and Player Teams: Please add a toggle in the settings to completely hide fictional sponsors from the cars. This would allow players to race with clean, minimalist, high-end "manufacturer-style" liveries (like a pure silver or matte black look) without forced fictional branding ruining the visual immersion. 4. Expand the Historic Icons Driver Pool: Please consider unlocking more classic drivers (Icons) in the Career Mode driver market via future title updates. Re-introducing drivers from previous games (such as Massa, Alesi, or Coulthard) would greatly enrich the long-term offline replayability. Thank you for your hard work on stability patches, and we hope to see these quality-of-life improvements added to the game soon. Best regards, [Thread moved from F1 25 IT to F1 25 EN, please review the guidelines to find the right language board for your post. EA_Claus]Re-release APX GP team
Dear, beloved EA! From the bottom of my heart, I ask you to bring back the APX GP team. A huge number of people who watched the film and weren't involved with the franchise until then fell in love with the sport, and I'm one of them. I, like many others, didn't know about the limited availability of APX GP until July 11th, but I still bought the Iconic Edition of F1 25 because it's amazing! But I beg you, I implore you! Hear us, your fans, and give this team a chance to everyone who missed out on it. We will support you and reward you with gold if you release this DLC with the team! Give the fans this opportunity, I beg you!SolvedF1 Feature Request: Dynamic Strategy & Real Race Chaos
Hi EA SPORTS F1 / Codemasters team, I wanted to share some ideas for future F1 games that could make career mode and My Team feel more alive and realistic. I am not asking for random unfair retirements. I am asking for optional realism settings that make races less predictable and more like real F1. The biggest improvement I would like to see is dynamic race strategy. During a race, the pit wall should offer proper undercut and overcut options based on tyre performance, traffic, rival strategy, safety car risk, and track position. Stints should be shortened or extended depending on how the tyres are actually performing. Strategy teams should also be able to make mistakes. In real F1, teams sometimes pit too early, leave drivers out too long, misread traffic, double-stack badly, react late to safety cars, or choose the wrong tyres. These mistakes could allow other teams to benefit, and players should be able to challenge or override the pit wall. I would also like to see more realistic mechanical and operational issues. At the moment, if power-unit components are managed properly, serious failures feel too rare. Future games could include poor starts, clutch issues, DRS stuck open or closed, brake-by-wire faults, ERS deployment problems, gearbox issues, loose bodywork, overheating, floor damage from kerbs, or sensor problems. Another feature that could add realism is post-race scrutineering. Players could choose risky setups, such as running the car very low or pushing plank wear limits, but then face post-race checks. If caught, there could be consequences like time penalties, grid penalties, warnings, fines, or disqualification. The game could also take inspiration from real F1 incidents without directly scripting them. Examples could include bad starts, DRS failures, track-surface problems, debris, unsafe releases, pit equipment problems, or random race-control delays. These features could be controlled by realism sliders, such as mechanical reliability, strategy mistakes, race-control chaos, track-condition events, and scrutineering strictness. That way casual players can keep the game simple, while players who want deeper simulation can turn these features on. I really enjoy the F1 series, but I think systems like these would make races and career mode much less predictable and much more replayable. Thanks for reading.
