Turn sim wheel and car not behaving in same way
Is anyone else having same issue when racing either in career mode or league racing that when you turn your rig wheel even if you have upped steering rate and lowered the wheel rotation the car drives like you are in dirty air or have no front wing and car just understeers even if you turn in early. I am on a Logitech g29 if there is a fix or advice I will gladly accept. But whatever this new update did, it made it worse cos I didn’t have this much of an issue of car turning in before this updateBetter upgrade options.
EA_cuervo it would be nice to see a better upgrade menu with different options. The current set up has you selecting predetermined upgrades that are all around the same no matter what. It would be nice to have a different style menu where you could select different upgrades for different tracks that affect the car in different ways and also select different style upgrades that may impact your performance in the race. This would add a higher level of reality to the game as well as Get players thinking about what they really wanna do with their cars upgrade wise, instead of just picking from the generic style upgrades and it’ll give you better options for personalizing the vehicles also throughout your season game.Feature Suggestions for F1 27
Hi EA and Codemasters Team, I would like to share a few gameplay concepts and feedback for the upcoming F1 games (hopefully for F1 27). I believe these features would drastically improve the immersion of the Driver Career mode: Visor Tear-offs Mechanic: It would be highly immersive if players could manually pull off visor layers (tear-offs) during the race when the vision gets dirty from oil, rubber marbles, or rain spray, just like real F1 drivers do. Off-track Driver Activities: Expand the "Driver Lifestyle" or "My Team" hub by allowing drivers to engage in interactive activities outside the track. For example, going for a bicycle training ride around the city or track location. Driver Injuries and Risks: To make the career mode more unpredictable and realistic, minor off-track or training injuries could be introduced. For instance, a driver could crash their bicycle during a training session and suffer a wrist sprain, slightly impacting their stats or forcing a reserve driver to step in for a weekend. Russian Language Support (CIS Localization Request): On behalf of the large gaming community in the CIS region, I kindly request the team to consider adding Russian language localization (at least subtitles and interface). Navigating complex R&D trees, contract negotiations, and career menus can be very difficult for non-native English speakers in our region. Thank you for your hard work, and I hope some of these ideas can be considered for future titles!Ideas for F1 27 (re-make in a more structured way)
To the EA & Codemasters Development Team, Following up on my initial thoughts, I wanted to provide a structured, detailed breakdown of my community wishlist for F1 27. As a console player on PlayStation, I cannot rely on PC mods to enhance realism, making these native features vital for the next-generation F1 experience. Expanded Career Mode Depth & Financial Realism - Infinite R&D Ecosystem: Replace the linear, capped R&D trees with an "infinite" upgrade system, allowing teams to continuously develop minor performance gains year after year. - Financial Cost Cap Integration: Implement a true-to-life cost cap mechanic. Upgrades must carry precise financial costs, forcing players to strategically balance their budget between aerodynamic, chassis, and powertrain development. - Extended Career Lifespan: Increase the maximum career mode length from 10 seasons to 15-20 seasons to maximize the value of long-term driver transfers and team evolutions. - Grid Team Management: Allow players the option to take full control of existing, real-world teams on the current grid in Career Mode, rather than being restricted to creating a new 12th team. - Equal Performance "Development Race" Mode: Add a career sandbox option where all teams start with identical car performance on Race 1, kicking off a season-long (or more) development race governed by the cost cap to see which AI or player team manages their budget most efficiently. Immersive Mechanical Failures & In-Game Scenarios - Dynamic MFD & Radio Failures: Introduce scenario-based electrical glitches where the team radio cuts out or specific MFD menus become temporarily blocked due to software issues. - Expanded Mechanical Failures: Increase the frequency and variety of mechanical DNFs. Brakes should be manageable with real risks of overheating or catching fire, and rear-wing DRS failures should have more realistic, unpredictable aerodynamic outcomes. - Humanized AI Behavior: Make the AI less robotic and "perfect." AI drivers should be prone to organic, unforced errors, causing realistic Lap 1 pile-ups or mid-race crashes without requiring player intervention. Advanced Customization & My Team Options - Proprietary Engine Supplier: Expand the My Team engine selection by allowing players to fund and build their own independent engine manufacturing facility, rather than relying strictly on Ferrari, Mercedes, Red Bull Powertrains, or Renault. - Next-Gen Customization Engine: Leverage the character-scanning technology utilized in EA Sports FC to allow console players to scan their own faces for realistic driver avatars. - Deep Livery & Logo Suite: Expand the livery, team logo, and helmet editors with significantly more granular detail controls and a wider selection of real-world secondary sponsors. Thank you for reviewing this detailed breakdown. Implementing these features would vastly bridge the gap between console and PC players, and make the game more fun to play and realistic.Racenet 2026?
Are we going to get an updated Racenet for the 2026 cars? It only shows the 2025 Time Trial performance at the moment. Frustratingly, Racenet seems to be a really neglected feature for the game. It should be capable of so much more, and a lot of third party developers are putting Codemasters/EA to shame when it comes to using UDP features and telemetry. SimRacingSetups, P1 Telemetry and so many more apps provide users with even more telemetry detail than Racenet currently does, and they do it for every single session, not just Time Trail. P1 Telemetry even records every lap for every driver in the session for comparison. It provides you with really useful information on your tyre wear, fuel usage, ERS deployment behaviour, grip/G-force levels/steering input, and even analyses laps and tells you exactly where you are gaining and losing time. It shows a complete statistical breakdown of the entire race. This is all information that is readily available from the game's UDP Telemetry data. For 2026, it is more vital than ever to be able to see how and why your driving, deployment and LICO strategies are contributing to your laptime and race performance. This information is right there in the game, and yet it is being wasted by the developers. Can we look at expanding Racenet to all sessions? This would be a fantastic tool for Career modes and league racers to be improving their pace. It should be a great feature for practice sessions, especially since Time Trial is no longer relevant to race performance. I would even be happy to pay a subscription for this in the app. The other developers are charging for it, so why are Codemasters/EA leaving revenue on the table?2026 liveries and individual team updates coming?
Are any of the individual special team liveries I.E. Racing Bulls, McLaren or William or car updated coming to the F1 25 season 2026 Update? it would be great to reflect what is actually on the grid. The option to have the Macarena wing with Ferrari and Red Bull or employ team specific upgrades.Some more Stuff for the EA and CM Team to Snatch away
Hey Racers, some more Stuff to Advance with Ideas. Youre all welcome to Comment and Support for a better experience. Make your own Sheets as well only then we reach the Team better! Please take these as additional fuel for the Support. Edit: Original Graphics would be pretty much appreciated. EA_Edu Cpayne32 EA_cuervoMouse Steering for PC Players
I would like to suggest adding mouse steering support to F1 25, similar to the system used in Assetto Corsa Competizione. Adding mouse steering could provide several benefits: More precise steering compared to keyboard inputs Better accessibility for players without wheels or controllers A smoother driving experience for casual and competitive PC players Many PC players do not have a steering wheel, and keyboard steering is often too digital and difficult to control smoothly. Mouse steering would allow much more precise and smooth steering inputs, making the game more accessible for players without a wheel or controller. Assetto Corsa Competizione already has a very good implementation of mouse steering that feels natural and controllable. Adding a similar option in F1 25 would greatly improve the driving experience for PC players. I believe this would significantly improve the PC gameplay experience and attract more players who currently struggle with keyboard controls. Thank you for considering this suggestion.F1 Hotseat Evolution: Driver Swaps for Offline, LAN & Online!
Hey everyone,I want to pitch a concept that evolves the legendary 90s "Hotseat" mechanic from Grand Prix 2 into the ultimate multiplayer experience. We need a flexible driver-swapping mode supporting Offline, LAN, and Online play, complete with the tactical features that made it so addictive back then.The Core Mechanic & Deep Features:Multiple players share a race by taking turns driving different cars on the fly. While you aren't driving, the AI controls your car. To replicate the pure fun of the original, two key mechanics are essential:Qualifying Setup Strategy: Players configure their own custom car setups during qualifying. It was always incredibly exciting to see how well the AI performs with your specific setup and what lap times the computer manages to pull off using your custom tweaks while you watch.Customizable Swap Intervals: You can pre-determine the exact number of driver swaps during a race (e.g., 2, 3, 4, or more). This guarantees that every player gets to jump back into the cockpit multiple times per race, creating a highly dynamic and intensely fun experience.The Three Ways to Play:PURE OFFLINE (Couch Co-op): You and your friends sit in front of a single PC/Console. No extra hardware needed—just pass the controller/wheel and enjoy a full offline championship together.LAN PLAY (Local Network): Connect multiple PCs via LAN. Different groups can use the hotseat system on their own rigs and race directly against other setups in the same room.ONLINE MULTIPLAYER (Global Lobbies): Connect to the world. Your local couch-coop group plays via hotseat, but you compete live over the internet against other local groups around the globe.What are your thoughts on bringing back this tactical "Multi-Swap" approach? Would you play this with your friends on a weekend? Let's discuss!