Your Magic Setup for F1 2016 is Here!

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I’m not a fan of taking a couple of days off from working on the site and leaving people hanging, but sometimes a mixture of shitbox racing on Saturday nights, as well as messing around with a new game get in the way of pissing off fanboys on a daily basis here at PRC.net.

It’s probably a good idea to start the week off by addressing the elephant in the room: Codemasters unleashed Formula One 2016 upon the world three days ago, and aside from some pretty catastrophic hardware issues that were quickly rectified with a pair of emergency patches, a whole bunch of sim racers have been pleasantly surprised with the title. This is a rare occurrence for the current group of individuals working under the Codemasters banner, as the quality of games released after their 2011 masterpiece, DiRT 3, have taken a tangible nosedive towards mediocrity. In particular, the licensed Formula One titles were typically met with scathing reviews by hardcore Grand Prix fans for an abundance of technical issues and lackluster artificial intelligence; the lone entry in the series worth playing (F1 2013) was merely saved by the inclusion of historic bonus content.

With Codemasters receiving a unanimous thrashing by both critics and fans alike for shipping an empty, shallow, and most notably broken game in F1 2015, the general consensus from multiple online communities is that Codemasters have redeemed themselves as a developer thanks to F1 2016. Ideally, we’ll have our resident Formula One aficionado Sev give the title a proper shakedown in the coming days, but for those wanting a final verdict right away, I can assure that it’s really fucking good. This is basically the vision everybody had in their minds when Codemasters acquired the license back in 2009; it’s just a shame it took so long to get to this point.

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Anyways, for those of you who’ve purchased the game and have spent the majority of the weekend turning laps, you’ve probably figured out that the computer opponents are absurdly quick on higher difficulties, and like all modern racing games, that final bit of pace will be picked up in the garage menu. However, the five baseline setups F1 2016 offers in the garage menu as a quick fix rarely warrant any on-track improvements, and since it’s a Codemasters game, you just know real-world setup tricks probably won’t work here. This is a game rooted in reality, but the physics have indeed been manipulated for mass market appeal. Personally, I don’t mind them one bit. The game drives a bit like the old FSOne mods for rFactor; much simpler compared to the other stuff out there, but in the context of a huge game with ruthless AI and a massive offline career mode, it’s nothing to complain about. I saw someone on reddit make the comment that the game is “70% simulation, 30% arcade”, and that’s a pretty accurate summary.

My only word of warning, is that Codemasters appear to simulate turbocharger behavior by tying it directly to your own personal throttle input. With traction control turned off, you simply can’t roll on the throttle and still turn competitive times as you would in other simulators. It’s like the game engine intentionally ignores the kind of light throttle input you’d use on a similar car in Automobilista or rFactor, and amplifies anything over 50% pedal input to exaggerate turbo behavior. The result is that you more or less can’t modulate the throttle at all. I’m usually against turning on assists in any type of racing game, but F1 2016 is simply unplayable on a competitive level without turning traction control to the Medium setting. This still lets the car wiggle around a whole bunch on exit, and you’ll indeed need to wheel the thing to post a respectable time, but getting rid of traction control entirely in the pursuit of realism will straight up fuck you over from winning much of anything in F1 2016.

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As is the norm whenever I load up a new game, I went straight to F1 2016’s Time Trial mode as a way to figure out what kind of lines, setups, and driving styles are needed to be fast in this strange new world. The Time Trial mode in F1 2016 functions much like Forza Motorsport’s Rivals feature, where the game throws you the ghost car of a player just a few spots ahead of you each time you improve your personal best, and it’s a fun little diversion from the main meat of the game. As an added bonus, you can copy your rival’s setup for use in your car at the click of a button, and you’re also welcome to bust it open and make changes as you wish – something Forza doesn’t let you do. What you can probably deduce from the above screenshot of the Interlagos leaderboard, as well as the title of this post, is that Columbia University’s Mattress Girl is one hell of an F1 driver.

After about two hours messing around in Time Trial mode, I can safely say that real world setup techniques that you’ve used across other racing simulators indeed work in F1 2016, there’s just a limit to their overall effectiveness. Climbing through the leaderboards while left to my own devices, I was initially able to stick to basic modifications that I would use in other sims as well to earn a couple tenths here and there. So I can imagine someone who’s strictly an offline player actually enjoying the Career mode in F1 2016, as the adjustments you’ll make to your car in between sessions actually make sense. However, once I got into the elusive Top 50, all hell broke loose, and I pretty much had to load other people’s exploit setups to remain competitive.

Let’s take at what I adopted from CQR Takumi to snatch the record at Interlagos.

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I’m quite satisfied with the aerodynamic values you’re forced to use. The front wing setting can remain somewhere in the middle at 7, while the rear wing can be lowered to 5. This obviously makes the car a bit unbalanced given the fact that you’re generating more downforce at the front than the rear, but what you’re trying to achieve here is the magic number of 341 km/h in 8th gear while in a DRS zone. If for whatever reason you can’t hold on, you can run 6 or 7 clicks at the rear. Anything higher, and you’ll lose speed.

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You can get away with a fully locked differential while using the medium level of traction control. Again, these cars are basically unplayable at competitive speeds without TCS, so just throw these numbers at the car and be done with it. Don’t frustrate yourself when you don’t have to.

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Maximum negative camber at both ends of the car is the way to go, even on high speed tracks, as cornering performance is infinitely more important than tire temps or straight line speed.

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You’ll want to stiffen the front end of the car – both the sway bar and the springs to the maximum value – while the rear end remains as soft as possible, and I’m told this is close to what the real cars are running as well. Even though the values may appear absolutely crazy, this stabilizes the car to an extent you simply won’t receive with a conservative approach. Ride height numbers can be left at 5 clicks on each end; I’ve gone lower in my own testing, and it’s made me slower, presumably thanks to bottoming out.

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Brakes are actually quite integral to your success in F1 2016, and even though the tire model is incredibly simplified compared to the plethora of modern simulators available, the four wheel drift you want to achieve on corner entry still exists and is highly beneficial. You’ll want to leave the brake pressure at 73% and always give near-full pedal input at the 100 metre marker to slow the car down in time, though dialing the brake bias back to 57% lets the rear end of the car break free and points the nose towards the apex when you lift off the pedal on corner entry. While on-track, the game allows you to adjust the brake bias in increments of 2%, so use 56% if you’re confident in your driving abilities, and 58% for a conservative approach that won’t allow the car to slide as much. Yes, you can feel the difference between those two values. Pretty impressed at that, to be honest.

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Oh boy, tire pressures. This one’s pretty easy; the lowest possible tire pressures give the highest amount of grip. During my own personal testing, I played around with jacking these up a bit to increase straight line speed, but the lack of grip in the corners negated pretty much anything I’d attained during the speed sections. Drop them to the minimum value and be done with it.

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Lastly, we have the weight distribution, which again is a setting which relies on an extreme value. You’ll want to push all the ballast towards the rear of the car, so the back end doesn’t slide around a whole bunch on corner exit. This is a setting I do not recommend deviating from; I’ve tried values towards the center of the slider, and it just doesn’t work. The car handles like shit.

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In conclusion, setups in F1 2016 are pretty simple once you’ve tossed this baseline, record-holding setup into your game. You can run this configuration basically anywhere in the game, and be met with satisfactory results which place you well ahead of the competition, online or off. Some people will surely cry that this game lacks simulation value for how little work you need to do in the garage area, but in my opinion, it’s really no different than any other modern simulator in terms of developing a baseline before making minor adjustments. I’ve been using a similar theory to my setups in both Automobilista and RaceRoom Racing Experience, so this isn’t exactly unfamiliar territory.

When it comes to adjusting this setup for use in other locations, there are basically two things you need to change to accommodate the particular track you’re visiting.

  • You can leave the rear wing at 5 clicks on most tracks, I’d bump it up to 6 or 7 for places with a lot of technical corners – or if you can’t keep the rear end under you.
  • If you’re confident at a particular track and need a few tenths, lower the brake bias to 56% instead of 58%, and really attack the corners with both heavy/late braking & heavy/early throttle applications.

Enjoy the game, and we’ll have a full review up at some point. You can grab the setup for F1 2016 off the Steam Workshop by clicking HERE.

 

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107 thoughts on “Your Magic Setup for F1 2016 is Here!

  1. thx james, looking forward to giving it a try. im having issues w/ the throttle as well but in very limited trial i felt turning on TC cost significant speed; unfortunately if theres an even semi-realistic way to manage the torque i havent found it yet…anyone know what, if any effect TC has on acceleration speeds? or is this a race-pace idea more than an optimal lap one?

    im already using ABS due to shit pedals & i might feel like im sinning if i switch TC on too.

    Like

  2. Thank you James , nice one . Purchased the game yesterday haven’t really had a chance to get into it to much……. Looks nice

    Like

      1. Sony doesn’t want the old wheels that aren’t officially licensed to work. It’s bullshit. As such, Fanatec has hinted that they might be making a new wheel for PS4, but that was also about a year ago at latest.

        Like

  3. I’m having security problems again.

    Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not with my Philippine slut or jamming F1 blown diffusers in my Filipino’s black hole.

    Like

  4. I’m having security problems again.

    Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not with my Philippine slut or jamming F1 blown diffusers in my Filipino’s black hole.

    Like

  5. The game is shit AGAIN. Apart from the nonsense physics the game is broken af. Race control is totally retarded, the order gets mixed up every time there is safety car and the game often freezes and crashes. Refund and money to crapmasters never again.

    Like

  6. So yeah it’s simcade, and that’s absolutely fine. The fun of racing isn’t just the driving, it’s the racing. The competitive act of throwing your car around vs others in an effort either to beat their time or to beat them on track. That has to be the ultimate aim of any racing game/simulator. Consider the alternatives:

    – RF2 – tonnes of simulation value but it never provides a REASON to race. Sure it’s got fantastically realistic handling (based on my limited track day experience), but there’s nobody online to race against and offline is a sandbox, with no set of cars and tracks of consistent quality for a particular series. There’s no reason to race, and so I find myself lacking motivation to practice and race that sim.
    – AC – Decent simulation value, not as clever as RFactor but still good, but like RF2 there’s no good reason to race with few people online and offline being a sandbox with a rather poor chucked-together ‘career’ mode with various unrelated cars and tracks (tracks being a small set that don’t make up any series, while mods are inconsistent in quality).
    – iRacing – Decent simulation value, gives you a good reason to race and practice (even in practice let’s face it we’re all engaged in a hot lap competition). Bloody expensive.
    – Automobilista – Great handling, decent looks considering it’s RF1, but again a bit unstructured, a bit of a sandbox, no reason to practice and race, which is such a waste with some amazing cars.
    – F1 2016 – It brings back the heady days of Geoff Crammond’s F1 games. Is the handling 100% realistic? Nope. Do I care? Nope. I did a full race driving a Manor around Australia and had an absolute blast, fighting with Hulkenberg and nearly hitting him on several occasions, talking to my engineer, thinking about tyre strategy, fighting to get points, and as I’m in career mode thinking about how to boost that career with an epic result. It was immersive, it gave the race meaning, provided a real sense of an event in a place with a meaning, in a way that a million sandboxes with perfect physics will never achieve. It’s a sim that remembered to be a game.

    Liked by 2 people

    1. rF2 uses a physical thermo-mechanical tire model, where peak slip angles and ratios dynamically change due to temperature, pressure and camber as it does in reality. So you have to adapt to dynamic situations, and therefore can’t rely on old crutches from outdated static (empirical steady state) tire models from other games like F1 2016.

      rF2 has also more advanced and versatile race rules and track dynamism and wet weather (dynamic realroad and drying line in the rain), proper long distance racing support, and realtime modding tools such as gJED.

      rF2 is a long term project, which won’t be replaced anytime soon.
      It’s a serious race simulator with a focus on dedicated race cars.

      F1 2016 is a simcade arcade aimed majorly for the casual audience who doesn’t understsand anything about real world car behavior and dynamics etc.

      Liked by 1 person

    2. – There are no F1 cars in F1 2016. What you drive only looks like an F1 car and has nothing else in common with an F1 car. Might as well race mario cart for the competitive act of throwing your car around or whatever a dumb shill like you comes up with.
      – Buying crapmasters’ same F1 game every year is more expensive than iracing.
      – RF and AC might not give you a reason to race but in F1 2016 multiplayer there is no racing at all only wrecks in t1, every safety car period shuffles the order randomly, every incident gives penalty to a random party, you will be lucky to finish a race without a freeze or game crash. And the lobby is already dead there is noone racing this piece of shit online.

      Like

      1. “– Buying crapmasters’ same F1 game every year is more expensive than iracing.”
        Only if you have a several hundred dollar prior investment, play the game 32 weeks a year and can’t wait for any CM game to go on sale.

        Like

      2. Only if you’re dumb enough to race in the public lobbies. No racing game is immune from that. If you actually had some friends or joined a league, there’s plenty of good clean racing to be had this year.

        Like

    3. I bought. Geoff crammonds gp2 by accident quite a few years ago and became addicted to the sims. The current lot do not seem as sim as the old ones even though th graphics and performance are a lot better. I can’t drive the new cars at all withoutassists in the f1 games, I guess that means I am pretty useless, but I just continually spin. It’s still fun to drive.

      Have a lovely one

      Rod
      ,

      Like

  7. I´m skeptic James. Every single year, this was the setup that worked: 1/1 wings, 1/1 ride height, 11/11 springs, max negative camber, toe all the way to the right, brake distribution absurdly toward the rear (like 50-50).

    I´d be surprised if the game has changed in that sense, it´s always the same old Stacy Malibu with a new hat.

    Like

  8. Buffled how now you can easily get over some phisycs flaws,semplicistic tyre model, bullshit settings, strange throttle issues and having traction control turned on otherwise car becomes undrivable sort of things. Maybe but just Maybe you overcriticised some other non simcade games and trow a little bit of personal sympathy here and there to fit your personal needs, now you became a real journalism professional

    Like

    1. i think you theres a good point in there, but at the same time, there are different standards for different genres. F1 2016 isnt a sim, so to criticize it on those standards might be interesting but its missing or ignoring the larger purpose of the title.

      Like

        1. I’m having security problems again.

          Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not with my Philippine slut or jamming F1 blown diffusers in my Filipino’s black hole.

          Like

  9. The physics are messed up badly. Maybe the EGO engine is just not suitable for f1. Also you can brake a 50m before the 1st corner in Monza when you are doing like 330kph and still you can manage to enter it as long as you shift down fast and hammer the brake.

    Like

  10. Ugh… I just got obliterated at Sochi due to rear-end instability out of those damned 90 degree turns. For the life of me, I couldn’t dial it away, but it never occurred to me to set it up like this. Nice hacking.

    Like

      1. I’m having security problems again.

        Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not with my Philippine slut or jamming F1 blown diffusers in my Filipino’s black hole.

        Like

      2. Sorta like how they got banned from F1 irl because contrary to common simracer belief, the aids are actually faster than “your right foot”.

        Like

      3. Than I saw different leader boards. TCS is slowing the car a bit so it is evenly balanced, but better to drive consistent times and in the rain. Was driving Australia without Assists against my own ghost where I used them and there are advantages driving without and I could cut my times.

        Like

  11. you’re only 1st because the game is recently released James. The guy in 5th is only 0.3s behind you using default setup and no assists, all those times will soon be obliterated.

    Like

  12. I’m having security problems again

    Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not with my Philippine slut or jamming F1 blown diffusers in my Filipino’s black hole.

    Like

    1. According to James and the Mclaren team he contacted, they are running 26 psi hot. Which means they need to set about 15 psi in the pits for the pressure in their GT3 tyres to raise there. And… 15psi is the minimum you can set in the setup in AC. So, simulation value or no simulation value? Anytime James wants to debunk Assetto Corsa, he gives more credibility to the sim.

      “This one’s pretty easy; the lowest possible tire pressures give the highest amount of grip.” (quote from this f1 2016 article)
      And isn’t wrong either in real life…

      Like

        1. But optimal for what exactly? Is it optimal for every situation, strategy, and driving style? You forget that with your optimal 33 you don’t always get the better temperature which this will actually give more grip.
          Probably optimal 33 is for the physical shape of the tyre. And in game is actually not easy to stay on 33 hot, it varies from 31-35.
          With so many variables, what’s it optimal for? With a well inflated tyre you get more speed. But you can lose other things, depending on the track layout, ambient conditions, tyre compound.

          I still don’t see where you lose simulation value by indicating the optimal value or range for how much you should let the tyre expand when is warm.

          In real life you can also find this optimal place by running tests. Then you take note, and in the race, if the same conditions apply, aim for that optimal tyre pressure.
          And tyre manufacturers can also give this range or exact value for the best operating way in their tyre.

          Like

            1. So your article saying you can run as low pressure as you want (even into hacking it lower than the setup page allows) and not affect your laptimes much is just wrong?

              Like

          1. It’s funny to see the AC shills so worked up. Now that everybody is realizing that their “simulation value” is severely lacking, they are in overdrive mode trying to defend their pCars competitor.

            Like

  13. Hello James I’m having security problems again.

    Come find me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at when not raping blown diffusers in my Filipino slut’s black hole.

    Like

  14. “Maximum negative camber at both ends of the car is the way to go, even on high speed tracks, as cornering performance is infinitely more important than tire temps or straight line speed.”

    F1 2016 doesn’t simulate tire temps during hotlapping.

    Like

      1. Hello James I’m having security problems again.

        Come visit me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at, but I’ll promise to give you nice and long blowjob if you come by.

        Like

  15. I think your alien status is overplayed James. In 10 laps I got used to this game with no assists. Maybe you don’t know too much about F1 cars but it’s not hard at all to drive with no TC at all. In fact the way the game portrays wheelspin is very floaty and forgiving, not snappy enough.

    Like

    1. James isn’t an alien, the types of people he beats up on race2play are just mediocre drivers. Driving without TC in F1 2016 is piss easy, he must just be too used to silly GT3 cars.

      Like

        1. If anyone “needed” TC for 550 HP cars with softish suspensions he´d have a serious problem.

          Anyway don´t mind the haters James, if you are not too much into F1 it´s perfectly normal being on your back foot initially as you don´t know what to expect from the car. It´ll go away.

          Like

    2. too true, I remember the TC in the first F1 game they released, if it started sliding, no way to catch it (with a pad). I still pplay with a 360 pad and driving without TC is fine…

      Like

  16. If there is one guarantee your going to get here is that eventually it goes downhill …………………… Happens every time ….

    I myself have had two 50% races of my career , first in Melbourne Australia with it pissing down the entire race (tough going) for my first outing . Didn’t enjoy it much as I was struggling to get to grips with my FFB settings and so on.

    Next race was a completely dry affair and it was a enjoyable experience , I’m liking it .

    James I did put it on medium TC for these races and everything else with no assists , I will try tonight without TC and see how much of a mess I can turn my next season race into .

    It may not even be close to the simulated physics you guys are chasing but dam the options they have added this year are pretty dam impressive.

    For me at the moment Code masters are up there with dirt rally and now F1 finally bringing something to the table that has some structure of the real F1.

    See what these guys can do now that they have evolution studios people on the books , watch the engine flourish.

    Had a go at time trial , Have not tried multiplayer as off yet.

    Like

    1. Multiplayer is fairly rubbish but then again I’m not sure that’s really where a game like F1 2016 shines. Its strength for me is in creating an offline experience, and one should remember that it’s games like F1 2016 that will create the next generation of sim racers to join leagues in RF2, AC or iRacing.

      Like

    1. F1 2016 also has more players then AC too or any ISI engine games combined..but wait does rf2 still with the same famous 5 ??

      Like

  17. Your DiRT Rally setups were pretty good, and I know Takumi from Forza (where he’s damn fast) so I’ll give this a shot.

    One question: if I’m doing a race with tyre wear, should I adjust the Camber?

    Like

    1. Hello, I’m having security problems again.

      Come visit me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at, but I’ll promise to give you nice and long blowjob if you come by.

      Like

  18. I really appreciate the setup, James. I was struggling with the Legend R&D portions but with this setup, I’m now able to complete them. I was really frustrated that Expert was way too easy (pole with a Haas) and that Legend R&D was so difficult (races were easier since they tend to bunch eachother up).

    Like

    1. Hello, I’m having security problems again.

      Come visit me at my address : 2583 DZ Den Haag. That’s where I’m anally fucking my buddies at, but I’ll promise to give you nice and long blowjob if you come by.

      Like

  19. Ehm, are usual cheat setups from f1 2010-2015 with minimum wings, maximum arbs, maximum camber and maximum toe in don’t work?

    Like

    1. Im having to run 8/8 downforce in career, when the range is from 1 to 11.

      Max/Min ARB’s are realistic. Still using max camber, max toe up front. Next article will go into this a bit. It’s more realistic than previous games.

      Like

      1. Oh really? 8 and 8 for career? I found your 7-5 though 7-7 for career pretty damn good. Maybe it was just for the tracks I tried it on (China, 7-5 and Sochi 7-7). I’m interested to see what you come up with for the career mode.

        Like

    2. In F1 2010 though F1 2013, I used 1 and 1 wings for all tracks and was faster with what you would consider normal wing values (ie 11-11 at Monaco).

      Like

  20. NIGGERS NIGGERS NIGGERS NIGGERSNIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS NIGGERS

    Like

  21. I work alot, so dont get to spend as much time as used to or would like now on the PS4. So dont have the time to hone my setups i could on previous f1 games. Would like to thank you for this. I had a goodish set up but didn’t know about i was doing with differentials or ballast i was able to do 1:33’s around albert park with sauber on career mode

    used your set up could feel it better straight away. Ended up doing early 1:31’s. In FP3 i on mediums such was my advantage was only tenth off my teammate who was on supersofts

    Like

  22. This looks like it would eat tyres? It it more a TT setup and we’d need to go more traditional / balanced for career?

    Like

  23. The fact you recommend medium downforce for all tracks prooves you actually never watched a F1 race with commentary. Some tracks require minimal downforce (MONZA is the best example) and some tracks require max downforce (Monaco, Baku, and sometimes even Singapore). And the game lost some car setup options like gear ratios and brake duct size (extremely important for tracks like Montreal – extremely fast track with some extremely slow corners requiring a lot of braking power causing damage if the brakes aren’t cooled enough). For me the best car setup options in a F1 game were in EAsports F1 challenge 99-02.

    And saying tyre temperature has no importance? WOW!!!!!

    PS: I just realize that new f1 rules prohibit variable brake duct size.

    Like

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