I'm four races in the season and didn't have an accident where the ai was to blame. And i often drive agressive. Driving with 2 cars trough tight corners is also no problem as long as you keep a little room for the ai.
@kaltern Site bookmarked, thnx
Last edited by Ghworg on Fri, 15th Sep 2017 06:25; edited 1 time in total
I didnt find anything unfair about AI in 2016. What was fucked up was the collision system which was the true reason behind "unfair AI". If AI (or another player online) touched your wheels or sidepod, your car would be flying to the moon in endless rotation.
However this was fixed in 2017 so wheel to wheel racing is possible and very enjoyable once again.
Be aware that in F1 you have to leave enough space for the other car when attempts to overtake. Especially on the inside line. So that helps aswell to avoid crashes.
Haha yeah, pretty much
I eventually gave it an isoride too (pre-patch version, couldn't resist), and by doing so I was greeted by that familiar, stale sense of deja-vu that has been permeating every iteration for the past seven years.
Some details were adjusted, others changed according to the new rules, bugs got fixed while new ones popped up, it's the strange circle of life of the F1 series. What was left untouched though as per tradition is the (absence of) physics*, along with the AI being controlled by a lunatic mind that loves magically cutting corners and playing Houdini tricks whenever the difficulty is >=High.
There's always something fishy going on with the times, they lack consistency because of all the adjustments on the fly, and during the race the inevitable "train of cars" effect often gets formed even on tracks where overtaking is easier. It's something that's still very noticeable and gives an unrealistic feeling, the AI tends to care about its beloved line ignoring the dynamics surrounding it.
*with the cars being wider and having even more grip this season, the full-scalextric effect
On a more positive note, the CPU doesn't try to do the angry Vettel impersonation anymore and one can drive without activating the Carmageddon shield (the issue which made the 2016 version nearly unplayable for me), in general there seems to be a bit more polish overall and a decent amount of contents. The visuals were improved as well, nothing too noteworthy but it's a more realistic result than the usual no-lighting-based formula brown.
As a whole, it really is the best F1 game from Codemasters in my opinion, but alas, that's not saying much since the bar is set so low that we're talking about picking the one that disappoints the least.
Oh dear.. it seems there's a lot of spam, links and accusations of cars being set to realistic rather than equal settings. And, because EA have plenty of experience in live events.. there are no mods in chat whatsoever
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Kinda wondering how the hell the halo is going to work on the next 2D version of F1 2016 with 2018 skins... (that was sarcasm)
I mean, just as an example, driving the 2017 RB car is a chore because of the hoop-shaped antenna stuck right in the middle of your eyeline. Now, in a real car, your brain is able to discard this because of depth perception, but because it's on a 2D plane, it's just there, and it's annoying.
The halo, on a real car, is much the same. But in the game, it's going to be a huge stonking chunk of carbon fibre - covered grade 5 titanium, and you'll see fuck all. And making it look transparent will look ridiculous.. fuzziness designed to show depth will look equally as terrible...
So I wonder what they'll try...
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Kinda wondering how the hell the halo is going to work on the next 2D version of F1 2016 with 2018 skins... (that was sarcasm)
I mean, just as an example, driving the 2017 RB car is a chore because of the hoop-shaped antenna stuck right in the middle of your eyeline. Now, in a real car, your brain is able to discard this because of depth perception, but because it's on a 2D plane, it's just there, and it's annoying.
The halo, on a real car, is much the same. But in the game, it's going to be a huge stonking chunk of carbon fibre - covered grade 5 titanium, and you'll see fuck all. And making it look transparent will look ridiculous.. fuzziness designed to show depth will look equally as terrible...
So I wonder what they'll try...
We should have faith in Codemasters, it will likely be a neat implementation that feels authentic and doesn't obstruct the view as much as one would expect!
Oh fuck, driving with that shit must be so annoying... Just watching it for a few seconds annoys me. I also have to wonder how much safety it provides to the driver.
Don't they have a dynamic scaler? This seems like a good solution for this kind of a game, where even if resolution of the renderer drops a little to keep it 60 fps, it's not really noticeable.
Only protection it offers is for the freak incidents with debris/wheels flying around and hitting the driver on the helmet... but once they came up with this solution: not implementing it would mean they are liable.
Wish they actually had Airplane engineers work on the canopy (which got turned down), but no they went with it themselves and had distortion... something engineers fixed in the 60's ffs
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