Baddies, Bugs and Issues

  • Blue flag & Passing zones. At the moment it looks like the game have pre-defined passing zones on all tracks. Meaning if you are about to lap a car, or coming across a car with damage outside these passing zones, your driver will simply just slow down and lose time. This is also why it is important to avoid traffic during qualifying.
  • Lapped cars do not unlap themselves. Insert Abu Dhabi and Michael Masi meme here... But that's a rule they don't have in the game. The biggest issue with this isn't a rule they don't have in the game it is....
  • Blue flag issues. Drivers will never unlap themselves, and if they get caught, they slow down and move to the side as fast as they can. That's an extra problem after SC, where there might be many lapped cars, which starts to slow down, then you have the lack of passing zones and it makes it all feel pointless when they queue up like rush hour on a highway.
  • Wet tyres are dominant in wet conditions. Even when it's far way from wet conditions, they are just as fast as Inters.
  • Tyre temperatures are mostly irrelevant, it makes the tyres wear a bit quicker, but it's just as fast.
  • Tyre deltas are non-existent, which means that with little effect of tyre temps, and the fact that the tyres only start to lose performance from 30% and down, your in-race management doesn't have that much of an effect.
  • Fuel deltas are fluctuating a lot. Frontier have said that this is intended, it is based on DRS, traffic, pushing etc., however, it's clearly not working as intended.
  • If you change your gearbox mid race weekend, the new one will inherit the wear of the old one.
  • When you sign new drivers or staff, they join immediately. There is no "next year" signings, not really a good one for a manager game.
  • No way to replace your race driver with the reserve for a race or two, you can sign the reserve to a race contract, but that immediately fires the race driver.
  • They are missing sprint races completely.
  • No option to turn off commentary, cut-scenes etc.
  • While immersive and fun at first, there is a severe lack of variety. 7 incidents at Imola, and all incidents was in the same corner, and happened the exact same way. With different outcomes though, but they looked exactly the same, all of them. I also got praised for an "excellent qualifying" from both Croft and Chandhok. I was 19th and 20th. It just takes time, and more often than not it looks bad.
  • Nothing happens between seasons, you don't have any say in next years car, you don't attend pre-season testing, nothing, no ceremony either, it just skips through. The game is mostly about the race weekends and deciding the development focus of the car, while trying to add immersive details.
  • However, due to the issues mentioned above, much of what you do in the races are decided on random issues with the game. Strategies doesn't matter much at the moment, and you end up clicking a lot of buttons without much actually happening. There's no technical failures during the races, just driver errors either.
  • And while they try to make it immersive, there is no way to look up the starting grid of a race. Even when over half the grid have grid penalties, you are only told where your two drivers start, there is literally no way to see the final starting grid...
  • There's no sponsorship negotiation. So no sponsor changes or anything. The payments are solely based on last years performance and how much time you force your team to give up.
  • Only the 20 race drivers from 2022 have been properly modeled in the game, which breaks the immersion they are trying to create, they also lack driver stats, only last 5 years are shown, and even that is not including everything.
Next page: Conclusion
Previous page: Goodies!