F1 2022
#51
Posted 05 September 2022 - 07:47
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#52
Posted 06 September 2022 - 16:29
Has anybody else had a wet race yet? I keep thinking Ive done something stupid in my settings but I can't see anything. I usually love a wet race.
I've also noticed in my practice sessions seem to play out like races. It flases up when I'm approching backmarkers, and drivers try and overtake me and get in my way when I'm doing scenarios.
That said the game is fun enough. Need to start a team career at somre point as they always add even more replayability to the title.
#53
Posted 06 September 2022 - 17:37
I have noticed the AI are a bit weird in free practice. They’ll charge up behind you, and you slow down to let them through and then refuse to overtake you, because they’re on an out/in lap.
Not done enough career races to get a wet session. But I’m not complaining because I hate the wet.
#54
Posted 06 September 2022 - 19:57
I've done a whole season, and the only time I've had a wet bit it was on one of those silly Pirelli Hot Laps.
#55
Posted 06 September 2022 - 20:07
#56
Posted 06 September 2022 - 21:35
They should bring back cthe classic car feature that I used to like, which also sometimes featured a different track layouts to the circuit to mix it up a bit.
Edited by Jordan199, 01 March 2023 - 16:49.
#57
Posted 29 September 2022 - 19:46
A question about the whole Codemasters-franchise (and not only F1 2022). Before every race-weekend, I drive the F1 2021 hybrid-mod for Assetto Corsa around at the track of the weekend until I can't improve no more. If I then look up the world-record with THAT mod on the internet, it is often around the fastest time the real F1-cars in the 2022 drive. For example: in the AC-mod mentioned, the fastest posted times for Barcelona are about 1.18.xx. Leclercs pole-position Barcelona 2022 was 1.18.750. The fastest time in the F1 2021 by Codemasters was... 1.13!
Now the world-record for CM 2021 for Singapore is about 1.32...That would be 13 seconds faster than the fastest time a F1-car has set the last time we race there! There are some very serious simracers here (I am just a weekend warrior). Aren't the Codemasters F1-games much too easy? And how is your experience with the 2022 title in that regard?
#58
Posted 29 September 2022 - 20:52
Edited by messy, 29 September 2022 - 20:55.
#59
Posted 29 September 2022 - 22:05
A question about the whole Codemasters-franchise (and not only F1 2022). Before every race-weekend, I drive the F1 2021 hybrid-mod for Assetto Corsa around at the track of the weekend until I can't improve no more. If I then look up the world-record with THAT mod on the internet, it is often around the fastest time the real F1-cars in the 2022 drive. For example: in the AC-mod mentioned, the fastest posted times for Barcelona are about 1.18.xx. Leclercs pole-position Barcelona 2022 was 1.18.750. The fastest time in the F1 2021 by Codemasters was... 1.13!
Now the world-record for CM 2021 for Singapore is about 1.32...That would be 13 seconds faster than the fastest time a F1-car has set the last time we race there! There are some very serious simracers here (I am just a weekend warrior). Aren't the Codemasters F1-games much too easy? And how is your experience with the 2022 title in that regard?
They are a bit arcade rather than sim, but clearly not easy (doesn't make it realistic).
I hate the traction model (way too snappy, even in high gears) - and the fact that most successful sim drivers use ridiculous high gears just to make it more predictable kind of confirms it for me. if you break traction it just continues to spin wheels sometimes up to 5th gear.
The kerbs are very inconsistent and the collision models are pretty bad. The AI also does some very weird (and stupid) things - like running for 5 turns side by side and losing lots of time, divebombing or blindly turning in on me (ok, I might have dive bombed too, but they often do a Jerez 1997 on me). It's like I am racing Stroll.
Track limits are pretty random, as you get invalidation in certain corners although visually you are clearly not outside of the track. It's borderline inconsistent (I guess that's close to reality).
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#60
Posted 30 September 2022 - 09:16
They are a bit arcade rather than sim, but clearly not easy (doesn't make it realistic).
I hate the traction model (way too snappy, even in high gears) - and the fact that most successful sim drivers use ridiculous high gears just to make it more predictable kind of confirms it for me. if you break traction it just continues to spin wheels sometimes up to 5th gear.
The kerbs are very inconsistent and the collision models are pretty bad. The AI also does some very weird (and stupid) things - like running for 5 turns side by side and losing lots of time, divebombing or blindly turning in on me (ok, I might have dive bombed too, but they often do a Jerez 1997 on me). It's like I am racing Stroll.
Track limits are pretty random, as you get invalidation in certain corners although visually you are clearly not outside of the track. It's borderline inconsistent (I guess that's close to reality).
The blind turning in is something I want to e-mail Jarno Opmeer about. He often seems to be able to race against AI (he does this races like starting from the back or something difficult) and when he puts a car next to an AI, they give him room... while in all the Codemasters series you know you are going to be put in the wall... At least I will be. Jarno must be doing something different, but I can't see it.
Regarding not realistic but still not easy... I am a simple man with simple thoughts. If a sim-driver can hurl a virtual F1-car 13 seconds faster around a track than a real F1-car, the sim is easier.
Edited by Nemo1965, 30 September 2022 - 09:17.
#61
Posted 30 September 2022 - 09:26
If the sim was accurate and easy, you’d be matching real life times within a few tenths either way.
Still, as a controller on the sofa type player, I enjoy the handling in 22. It’s tough and I play with no aids, but it’s satisfying and solid.
#62
Posted 30 September 2022 - 09:58
... but it’s satisfying and solid.
Like a good poo
#63
Posted 30 September 2022 - 11:32
If you’re 13 seconds a lap faster than in real life, that’s not a measure of how easy the sim is. It’s a measure of its fidelity to real life. It shows that the track in inaccurate or the cars too quick. I suspect more likely the latter.
If the sim was accurate and easy, you’d be matching real life times within a few tenths either way.
Still, as a controller on the sofa type player, I enjoy the handling in 22. It’s tough and I play with no aids, but it’s satisfying and solid.
With the bold part I just don't agree. I'm not a good sim-racer and not a good racer in real-life (if my karting experience and my on-line experience tells me correctly) so accuracy would reflect my lack of speed. Right?
#64
Posted 30 September 2022 - 12:29
With the bold part I just don't agree. I'm not a good sim-racer and not a good racer in real-life (if my karting experience and my on-line experience tells me correctly) so accuracy would reflect my lack of speed. Right?
That’s true but that’s the opposite logical conclusion. If the game was perfectly accurate, then the very best, no matter how easy the game is, would be in the same ballpark of times as the real drivers.
If you not a good sim-racer (who here genuinely is?), but the game was really easy and highly accurate, you’d be taking corners at similar speeds to the real drivers, braking in the same places, accelerating at the same places, taking the same lines, and getting the same laptimes. Making the game easier means making the difference between the best and the rest smaller. The more difficult the game is, the bigger the deficit to those with the highest skills.
No amount of making the game easier will give you 13 seconds advantage over the real thing. That means the car has more performance than in real life (more power, more downforce, better brakes etc.) or the track is too short, or the corners are faster than they should be.
#65
Posted 30 September 2022 - 16:41
That’s true but that’s the opposite logical conclusion. If the game was perfectly accurate, then the very best, no matter how easy the game is, would be in the same ballpark of times as the real drivers.
If you not a good sim-racer (who here genuinely is?), but the game was really easy and highly accurate, you’d be taking corners at similar speeds to the real drivers, braking in the same places, accelerating at the same places, taking the same lines, and getting the same laptimes. Making the game easier means making the difference between the best and the rest smaller. The more difficult the game is, the bigger the deficit to those with the highest skills.
No amount of making the game easier will give you 13 seconds advantage over the real thing. That means the car has more performance than in real life (more power, more downforce, better brakes etc.) or the track is too short, or the corners are faster than they should be.
There are some guys in the GP Legends thread (if it is still alive) who were in the top-10 of lap-times... with a joystick and on dial-up modems. That means they were GOOD. Greger Huttu good.
#66
Posted 30 September 2022 - 17:07
There are some guys in the GP Legends thread (if it is still alive) who were in the top-10 of lap-times... with a joystick and on dial-up modems. That means they were GOOD. Greger Huttu good.
Good for them. Should the name Gregor Huttu mean anything to me?
GPL is a good example of a difficult game, but I reckon the top times at certain tracks differed wildly from the real 1967 laptimes. I’m sure some were faster than real life.
#67
Posted 30 September 2022 - 18:32
Should the name Gregor Huttu mean anything to me?
It's Greger. (Which is not a typical Finnish name.)
https://s100.iracing...uttu-Story.pdf?
#68
Posted 30 September 2022 - 18:42
The blind turning in is something I want to e-mail Jarno Opmeer about. He often seems to be able to race against AI (he does this races like starting from the back or something difficult) and when he puts a car next to an AI, they give him room... while in all the Codemasters series you know you are going to be put in the wall... At least I will be. Jarno must be doing something different, but I can't see it.
Regarding not realistic but still not easy... I am a simple man with simple thoughts. If a sim-driver can hurl a virtual F1-car 13 seconds faster around a track than a real F1-car, the sim is easier.
maybe he races against 110 AI and they might not do that? i race against 80-85% (and still hard as f*** for my lack of talent), no driver aids (well, pit speed limit assist only) and to me it looks that after a certain point the AI is purely committed to that line no matter what happens. I've had them turn in on my and hit my back wheel so I was 60-70% past them, on the apex and on the replay they literally turned it like I was not there.
Edited by MikeTekRacing, 30 September 2022 - 18:42.
#69
Posted 01 October 2022 - 07:27
Oh, and if a car in a game is 13 seconds faster than in real life it means that the game isn't a simulation, it's just a game that isn't very realistic.
And realistic game ≠ good game.
#70
Posted 01 October 2022 - 08:04
maybe he races against 110 AI and they might not do that? i race against 80-85% (and still hard as f*** for my lack of talent), no driver aids (well, pit speed limit assist only) and to me it looks that after a certain point the AI is purely committed to that line no matter what happens. I've had them turn in on my and hit my back wheel so I was 60-70% past them, on the apex and on the replay they literally turned it like I was not there.
Mmm. Directly after I posted, I realised that in some games (like Assetto Corsa) you have to turn the aggressiveness UP as high as you can to get the AI to drive a bit normally. So you are on to something there. At most tracks (except Monaco and Imola ) in F1 20xx (read: different years) I can hang with the AI at 95-97 percent...and at some tracks (Hungary, in ye old days Sepang) at 100 percent... but like you say: it gets a bit frustrating to drive at your limit, be sensible at overtaking and then just be torpedoed off the track.
The only game that gave me real satisfaction racing against the AI was rfactor 1, but I had to tweak the AI to the ninth degree (because rfactor uses text-files as programming I could do that) and it was about two days of work for each mod. I still like gaming but not THAT much anymore.
Edited by Nemo1965, 01 October 2022 - 08:04.
#71
Posted 02 October 2022 - 02:33
Here i struggle more..:
#72
Posted 22 October 2022 - 12:43
Currently 50% off on Steam. Might be tempted - offer ends 1st Nov.
Also, it's a 'free play' weekend, where you can download and access it for free until the weekend ends.
Edited by IrvTheSwerve, 22 October 2022 - 13:04.
#73
Posted 22 October 2022 - 19:45
Also, it's a 'free play' weekend, where you can download and access it for free until the weekend ends.
Yup. I'm not going to buy it Got F1 2021 at 90% off or something. Did the "story mode" as there was very little work on anything else since 2020.
It feels like all they've done for F1 2022 is add typical EA Sport stuff. "F1 Life" with clothes, apartmentstuff, supercars and Pirelli Hot Laps. Awful.
#74
Posted 23 October 2022 - 06:51
I tried it again now and unfortunately, they still haven't managed to fix the tracking issues in VR. It's not very distracting while driving, but it is quite noticeable when the menu is in front of you. It floats around when moving your head.
Apart from that, I think the driving itself is fine. It's just the FFB is nowhere near detailed enough.
#75
Posted 23 October 2022 - 07:50
#76
Posted 29 December 2022 - 13:05
I have a Nintendo switch because of the little daughter and I coud never understand why F1 game is out of this platform Does anyone knows?
#77
Posted 29 December 2022 - 21:46
#78
Posted 29 December 2022 - 22:16
Yeah, as much as I love my Switch, it would probably struggle to run the menu screen at 20 fps let alone the rest of it.
#79
Posted 29 December 2022 - 22:36
The Steam Deck should be perfectly capable of running F1 22 on the other hand. It's an incredible little machine.
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#80
Posted 30 December 2022 - 11:50
Nintendo runs moto GP 22 /WRC10 quite OK though. I know it's not as good as PS but for me it would be enough. Other thing I can't understand is why car games (bar the mario kart thing) can't be played with the wheel. It would be so much better and intuitive than the button controls. I would totaly get a F1 game for Nintedo (even if simplifyed) in those conditions.
#81
Posted 31 December 2022 - 15:59
I do think the JoyCon/controller is the biggest issue because it lacks analog triggers etc. Grid Autosport is an excellent port but I’d never choose to play it on Switch unless I was away and didn’t have access to another version because it feels so….inaccurate.
Mario Odyssey, Zelda, Kirby, Smash Bros etc, for me they’re the reason to have a Switch.
Edited by messy, 31 December 2022 - 16:00.
#82
Posted 28 February 2023 - 23:30
I brought this game a couple of days ago & putting in practice time before I all in this game. One question. How can use ERS system in this game? I try to change the ERS from auto to another setting, but it's not working. I might need a little help with this situation.
#83
Posted 01 March 2023 - 07:48
#84
Posted 13 March 2023 - 17:55
One problem is that the previous F1 games I was able use the ERS with no problem deploying the system. Now I try to change the ERS from auto to overtake during the practice session & it work.
#85
Posted 24 March 2023 - 22:18
it's been that way now - I don't think it's the same in real life - as I can hear instructions like mode 6, mode 3, recharge on, recharge off....so clearly they are changing some things there.
The whole community now is on fire about cheating. I tended to follow a lot of what's going on, I think Ronhaar is indeed cheating (and not only him), there are several videos that show some incredible things (Like top speed bigger and first on on full throttle at much lower speeds).
It seems it's fairly easy to cheat on a PC - waiting for EA to do something about this, it casts a shadow on the whole online community
#86
Posted 15 April 2023 - 08:08