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GB_Simo View Drop Down
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Post Options Post Options   Quote GB_Simo Quote  Post ReplyReply Direct Link To This Post Topic: F1: Media & Info
    Posted: 10-04-2010 at 5:35pm
From the review:

"To the console gamers F1 2010 is probably the most hardcore simulation title they have ever experienced, and F1 2010 sets a new in-house standard for realism by the developers. A realism we would encourage Codemasters to pursue, refine and build upon reaching even further towards the "purist" simulation enthusiasts. Because we think F1 2010 is a huge step in the right direction for Codemasters."

That's an up-sum I like.  I will admit to being a little confused by the tone of the review - the folk at SimHQ are sim racers just like me and you, and their conclusion was much more positive than the bulk of the text itself seemed to be, but then I felt like they were coming at it from too much of a sim racing perspective.  Pit in and pit exit, for example, are things that we do by ourselves on iRacing, but in acknowledging that F1 2010 is essentially a console game that happens to have a PC release, it's necessary to acknowledge that by extension, this ain't iRacing.  The folk who play Forza and PGR online aren't really looking to be able to drive into their own pit box.

I also wish they'd had more of a grounding in some of the features of the game.  Pit box control, for example, applies the brakes for you as you pull in to change tyres, and if you switch this off and don't brake yourself, you'll hit your mechanics and cost yourself time in the pits.  It's been known for months that the F-Duct, a feature that allows drivers to stall the airflow over the rear wing in order to aid top speed, isn't in the game but that cars running the F-Duct have been given a corresponding advantage down the straights.  That information is out there, and has been for some while.  Oh, and the bit about being given a damage repair time and then having their car ready to drive immediately afterwards?  Time in the game world is fast-forwarded when your car is being repaired, so although you're ready to go again in 5 seconds of real time, the time remaining in your session has gone down by exactly the amount the engineer said it would.

Bits from the bullet points above that I wanted to explore for a moment:

Race Engineer is often talking nonsense or butting in with trivial or irrelevant information, makes you disregard everything he says as as potential wrong or misleading

I've been told a few times that I'm 5 seconds behind a car when I am in fact staring at his rear wing.  He also once spent an entire practice session reminding me how well I'd done last race and suggesting I do even better this time.  Definitely a bit odd, that.  A lot of the information he gives is fairly basic - gravel on tyres means less grip, for example - but then a lot of the people playing this game aren't avid fans.  If he said "Mix yellow golf 3, box this lap," that would be as much use to the novice as "You're off line, there's less grip" is to me.

Sounds. Just doesn't send a chill down your spine

True.  Then again, the modern-day V8 engines don't do much for me in real life either, so I'm not the most impartial judge.  They're the only racing engines I've heard that genuinely cause me pain, so shrill are they.

Not even basic telemetry

Correct, but it isn't needed.  We're really not talking about that kind of depth in the handling model.  It's fairly apparent where you're losing time, so if the engineer says you've had a good 2nd and 3rd sector but a bad 1st one, it's usually something you know about already.

Driving physics initially not very satisfying, takes getting used to

I don't know about 'initially not very satisfying', but then I'm a geek.  I did spend my first laps of Melbourne spinning like a top but I had fun doing it, and could tell there was something promising waiting for me once I figured out how to drive it.

I can't help but feel the SimHQ boys have approached the game from a perspective of "here's what we wanted it to be, now how badly let down have we been?" but in spite of that, it's a pretty fair and balanced assessment for the most part.
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GB_Simo View Drop Down
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Post Options Post Options   Quote GB_Simo Quote  Post ReplyReply Direct Link To This Post Posted: 10-04-2010 at 9:08pm
While I'm here, allow me to balance out my posts with some irritations:

- If it's soaking wet at the end of qualifying 1, and there are only 8 minutes between sessions 1 and 2, how can it be sunny and bone dry when session 2 starts? Doesn't really matter, yet still grinds my gears

- For all the praise I've given to the AI behaviour, I must say that as you grow more competent, you'll discover the odd corner where they're incredibly quick and the odd one where they're bloody awful. It's an issue that's affected every racing game in history ever, which we're still no closer to fixing.

- There is a tendency towards harsh penalties which continues to remind me very much of ToCA Race Driver 3.

In fact, the whole package reminds me of that Codies classic. Yes, it has quirks and faults, but it's not that hard to put them to one side, and once you do...fun fun fun
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Post Options Post Options   Quote TedSGN Quote  Post ReplyReply Direct Link To This Post Posted: 10-10-2010 at 5:07pm
Adam or Derek,

Can either of you tell me if F1 is like Dirt2 in terms of presentation and menus?  The career style?  I did like Dirt2 in that respect I just didn't think much of that type of racing.
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Post Options Post Options   Quote GB_Simo Quote  Post ReplyReply Direct Link To This Post Posted: 10-11-2010 at 7:34pm
Very similar, but without Travis bloody Pastrana.  I'm sure he's a lovely man, I just want him kept away from my video games in future.

What you get instead is a representation of an F1 paddock, with engineers and your teammate having a chat outside the motorhome, Radio 5 Live's David Croft waiting to interview you (or at least his voice is - the in-game interviewer looks nothing like him, even though he carries his name), and your agent waiting inside your motorhome to update you on the impression you're making.  As with Dirt, you move around the options with the left stick - go inside the motorhome for all your career race options, stay outside for multiplayer, time trials and single races - and get to set your difficulty options once you've picked the mode you want to race in.  All very nicely done, all pretty easy to follow.
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Post Options Post Options   Quote TedSGN Quote  Post ReplyReply Direct Link To This Post Posted: 10-11-2010 at 7:36pm
That's definitely a plus.
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Post Options Post Options   Quote TedSGN Quote  Post ReplyReply Direct Link To This Post Posted: 10-26-2010 at 10:07pm
Patch on the way

http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html

Hi everyone,

It’s been a while since we last updated on the forthcoming F1 2010 patch so here is where things are at currently…

The team are hard at work, and have been since launch, building the patch. We’ve focussed on both fixes to the game and a number of gameplay improvements based on your feedback. Once the process has finished, we can then release the patch for submission which will take an additional couple of weeks until it is available for release. Here is a quick overview of the main issues which we’re addressing:



1. Corrupt Save Games - We have identified an over-zealous anti-cheating check that manifested as falsely identified corrupt saves, specifically the ones relating to practice and R&D upgrades, the save-games should now load without issue. However if any of you are experiencing corrupt saves outside of this then please continue to send your PS3 save game files to us (Xbox360 & PC saves aren’t of any use to us) and we can test these against the latest patch to see whether all instances of this issue have now been fixed

2. AI not pitting in dry races where a mandatory pit stop was required (20% or more) – This has been fixed.

3. Player held in pit-stop too long – We’ve improved exit logic so that it isn’t too cautious in holding players during a pit-stop.

4. Puncture frequency reduced – The likelihood of players suffering punctures has been reduced.

5. Pit-stop lock-ups - Fixed several instances which caused the pit crew to lock-up and not be able to service the cars.

6. Automatically updating race strategy – Selecting prime tyres from the tyre menu (over default option) now updates the strategy so that the pit-crew assign options during the pit stop as opposed to re-attaching another set of primes (in a dry race of 20% or more).

7. First lap calculates correctly – The lap time for the first lap of the race now calculates correctly, from the lights going out as opposed to the cars crossing the start line.


In addition to these fixes we’ve also made improvements to the game based on your forum feedback:-



1. OSD changes – showing split times rather than gap to leader – We’ve changed how the OSD timing information functions so that split times are now displayed on the OSD, showing race time and race time differences to the other cars – I.e. how far ahead/behind are at a sector boundary.

2. AI affected more by damage received – Damage sustained by an AI’s car will have a greater effect their handling characteristics, effectively slowing damaged AI down more. AI cars that cannot maintain a racing speed will naturally yield to faster cars & come into the pits for repairs. As before, If they receive too much damage, they will retire from the race.

3. AI yielding to other cars when not on flying lap in qualifying - Improved AI behaviour to move off the racing line or out of the player’s way when the player is on a flying lap.

4. Increased wheel support – Increased wheel support and force feedback tweaks (where applicable) for the following wheels; Thrustmaster Ferrari F430 Force Feedback (officially supported), Thrustmaster Ferrari GT Experience (officially supported), Thrustmaster RGT Force Feedback Pro Clutch (not officially supported but will work), Fanatec Porsche 911 Turbo S & GT3 RS2 (both officially supported).

5. Wet weather improvements - Rebalanced graphical and handling effect of cars driving on a wet track - the level of wetness has been increased as well as tyre trails being made more prominent.

6. Improved Damage Modelling – Tweaks to the damage system so that more damage is visible / received during lesser impacts.

7. Next lap invalidated time trial logic - In time trial the next lap is no longer invalidated for any offence committed in the 3rd sector. It is calculated per track and is predominantly based on the final corner.

8. AI: Driver Behaviours - Addressed some issues in driver behaviour balancing that were causing occasionally unrealistic finishing positions.



There have also been several PC specific improvements as well:-



1. PC 'replay saving' and playback – You will be able to save out the files to replay them later or share them with others.

2. DX11 – The F1 2010 patch will enable the game to run on DX11. All of the graphical improvements are configurable from graphical options when in DX11. Specifically, "ultra" settings for 'shadows' and 'postprocess'. (These options require a lot of processing power, and are only recommended for high-end graphics cards.

3. Eyefinity Support – F1 2010 now supports 3 x 1 or 3 x 2 monitor display setups (minimum requirement of 3 x monitors)

4. Optimisations – We have made better use of multi-core processors in general, which will lead to better framerates on higher end machines.

5. Additional Support - Support for SandyBridge processors, which also adds support for currently available 'modern' processors, like Core i7, which wasn't correctly detected previously.


This list is not exhaustive of the issues being addressed in the patch but a snap shot of the key improvements. Please keep your feedback coming though as it is invaluable both for the work on the patch and for the design of F1 2011.

Once the patch goes into submission, we’ll try to give you guys a heads up as to when it will be live and ready to download as soon as we know.

Thanks for your continued support & feedback.

The F1 2010 Development Team.

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Post Options Post Options   Quote TedSGN Quote  Post ReplyReply Direct Link To This Post Posted: 11-11-2010 at 1:01pm
Steam finally put this on sale for $27 and it's my birthday so I'm gonna pull the trigger.
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