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F1: Media & Info

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URL: http://www.sportsgamingnation.com/sgnforums/forum_posts.asp?TID=2558
Printed Date: 04-27-2024 at 11:22am


Topic: F1: Media & Info
Posted By: Brent
Subject: F1: Media & Info
Date Posted: 06-17-2010 at 3:35pm
http://worthplaying.com/article/2010/6/17/news/75017/ - http://worthplaying.com/article/2010/6/17/news/75017/

Screens and info at the link


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Replies:
Posted By: GB_Simo
Date Posted: 06-17-2010 at 5:26pm
I am looking forward to this game very, very much.  There are 3 more videos here:

http://www.virtualr.net/f1-2010-three-more-e3-gameplay-videos/ - http://www.virtualr.net/f1-2010-three-more-e3-gameplay-videos/

Oh, and 3 more videos here:

http://www.virtualr.net/f1-2010-e3-gameplay-videos/ - http://www.virtualr.net/f1-2010-e3-gameplay-videos/

Being a Codemasters game, I'm sure there'll be plenty to make it accessible for everyone, in the same way as we could all enjoy DiRT 2.  For someone like me, though, the idea of the track cleaning up and rubbering in as a weekend progresses, helping to develop your car through the course of a season, doing the official press conferences during race weekends, looking after your engines (only 8 engines per car per season are allowed these days, with grid penalties if you use more) and choosing the right tyres on a drying track in changeable weather conditions...it sounds like my wish list for a Formula 1 game all coming true.

Codies, please, please do not cock this up...


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Posted By: JasonSGN
Date Posted: 09-21-2010 at 9:57pm
Game comes out tomorrow. Anyone picking it up? The early buzz is that it's pretty good.

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Posted By: GB_Simo
Date Posted: 09-23-2010 at 7:05pm
Originally posted by JasonSGN

Game comes out tomorrow. Anyone picking it up? The early buzz is that it's pretty good.

Briefly, because I'm going to bed now and not a second later - I have.  It is.  Handling's very good, AI seem superb from the 90 minutes I've had with them, it looks great and Monaco in the wet with all aids switched off is genuinely scary.


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Posted By: TedSGN
Date Posted: 09-24-2010 at 1:49am
You playing it on PC Adam?

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Posted By: TedSGN
Date Posted: 09-24-2010 at 9:51pm
I'm tempted to pick this up on Steam.

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Posted By: GB_Simo
Date Posted: 09-25-2010 at 1:06pm
360, Ted.  There's not a snowball's chance of my PC running this with any kind of respectability.

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Posted By: Derek
Date Posted: 09-27-2010 at 9:53am
I picked this up for the 360 this weekend, but have not had a chance to pop it in yet.

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Posted By: Derek
Date Posted: 09-28-2010 at 11:18pm
I've done maybe 5 laps in Australia, and haven't managed to post a legit time yet! LOL

Still, really good first impressions from this one.


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Posted By: koebner
Date Posted: 09-29-2010 at 5:07am
Seems the bloom is coming off of the rose quickly with this one...this sums up a lot of what I'm reading; http://www.operationsports.com/forums/2041656008-post251.html - http://www.operationsports.com/forums/2041656008-post251.html

Evidently,the Codies are in panic mode trying to get a major patch together.


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Posted By: TedSGN
Date Posted: 09-29-2010 at 3:00pm
I've been reading other articles that say there are major problems with the AI.

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Posted By: GB_Simo
Date Posted: 09-30-2010 at 6:31pm
There is nothing wrong with the AI.  That's pretty much all I can offer on that one without launching into a rant at the self-important berks, particularly on the Codemasters official forum, identifying tiny niggling issues that don't affect the playability of the game and turning them into the biggest drama since the Soviet advance on Berlin.

There are bugs, yes.  The great majority of them don't cause any major issues, and the couple that are worse than that have done nothing to spoil my enjoyment of what is fundamentally a very, very good racing game.


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Posted By: TedSGN
Date Posted: 09-30-2010 at 7:45pm
I was referring to an article at RPS that stated the AI doesn't race each other.  They are just cars that get in your way and that the end results of the race don't reflect what happens during the race. 

Are you seeing any of that?


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Posted By: GB_Simo
Date Posted: 09-30-2010 at 7:57pm
Originally posted by TedSGN

I was referring to an article at RPS that stated the AI doesn't race each other.  They are just cars that get in your way and that the end results of the race don't reflect what happens during the race. 

Are you seeing any of that?

That's utter, utter, utter tripe.  I can't begin to imagine which game the author of that article is playing.  The AI cars race each other in exactly the way they race you.  They defend position from each other.  They attack where appropriate.  They're more than capable of running side-by-side for a few corners at a time without clanging needlessly into each other but they do clang needlessly into each other every so often, in a thoroughly believable sort of a way.

AI is the one thing I'm forever picking up on when I talk about racing games, because I've done enough racing, both virtual and real, to feel that I can offer a halfway meaningful opinion.  The AI in F1 2010 is, in my experience, very good.  Have I mentioned that the quoted assertion from RPS is utter, utter, utter tripe?


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Posted By: GB_Simo
Date Posted: 09-30-2010 at 8:03pm
Oh!  There is, I believe, a bug which means the race results screen occasionally shows your car in a position much higher than the one you actually finished in.  This - and it takes only a modicum of intelligence to work this out, but wherever you see F1 2010 discussed you'll be dealing with people who are too busy shouting to engage their brains for a second or two - isn't an AI issue.  By and large, their finishing position on the track is reflected in the final race results screen, and where it isn't, it's a reporting issue.

I should point out that I'm yet to see this bug once.  It very clearly exists, because it would be quite something if a huge number of gamers were just making it up, but I haven't actually had it.  Everything I've seen on my race results has been a fair, accurate report of the race I've just been involved in. 


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Posted By: GB_Simo
Date Posted: 09-30-2010 at 8:17pm
I enjoyed that.  Might have warmed to my theme a little there.

One last point on the AI.  In my first ever race, in a Sauber at Spa, I was engaged in a titanic battle for, um, 14th place in the late stages of the race.  Alguersuari and Alonso were side-by-side going into the final chicane (I've no idea why Alonso was so far back in a Ferrari, but I do know that moments earlier, he'd driven past me as if I wasn't moving) and, spying an opportunity for profit at low cost, I tried to sneak up on the inside.  As we entered the turn, Alonso seemed to realise that 3 into 1 didn't fit and lifted, ready for another day.  Alguersuari stayed alongside me, managing to hold the inside line for the second part of the chicane.

I was quite unprepared for this, because I know how these things work and I know you can always bully the AI out of the way if you try hard enough.  I tried to put the squeeze on Alguersuari and edge him towards the inside kerb, knowing full well that he'd back off and the position would be mine.  It was therefore with some surprise that I found myself, halfway through the second part of the chicane, being thoroughly outmuscled to the point that I got a bit keen on the go pedal trying to recover my ground and had a silly little spin.  Recovering from that, I had a squint up the track and saw Alonso, benefiting from having a) taken the ideal line through the chicane and b) remained on the racetrack pointing the right way, sliding past Alguersuari up the inside into the hairpin at the start of the next lap.

That impressed me, just as watching Jarno Trulli booming past half the world on the first lap had impressed me, and watching from distance as Massa and Button contrived to make a thorough pig's ear of giving each other racing room gave me some enjoyment...


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Posted By: TedSGN
Date Posted: 09-30-2010 at 9:30pm
Adam, I'd take your opinion on a racing game any day over a website or a mob so thanks for clearing that up.  This will be a PC title for me and I'll probably wait for a future Steam sale on it.

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Posted By: TedSGN
Date Posted: 10-03-2010 at 10:04am
http://community.codemasters.com/forum/f1-2010-game-1316/433396-ai-issues-response.html - http://community.codemasters.com/forum/f1-2010-game-1316/433396-ai-issues-response.html
 
Admits and clears up quite a few things.  I'm still interested in this eventually.


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Posted By: GB_Simo
Date Posted: 10-03-2010 at 6:50pm
I read that post a few days ago and enjoyed it immensely, hoping it'd go some way to hushing those who are convinced F1 2010 is broken.  I'm saddened, though not in any way shocked, to note that elsewhere on the official forums the same pack of halfwits are still leaping to frankly baffling conclusions over pretty much every aspect of the game.

I've spoken to people who swear blind that the AI isn't affected by fuel consumption in the opening laps of the race.  Their basis for this is that when they're playing, they make a worse start than the AI and then can't keep up in the early laps.  What's actually happening is that they're making a poor start and then making a mess of the early laps on heavy fuel.  I know that because I've done that.  I don't do it every time, though, and it's not the game's fault when I mess up any more than it's the game responsible for me getting it right.

The starts are actually very well done - there are AI drivers who habitually start well, drivers who don't, occasionally someone will get an absolute flyer and come streaking past from nowhere and in the middle of all that noise and confusion, there's you trying to figure out what's going on.  There's a genuine sense that you're in the middle of an event, and a very natural feel to everything - the closest comparison I can draw is with NASCAR 09, which (for the most part, on most circuits) did a great job of putting us all into the thick of the opening laps of a stock car race.

That qualifying AI people have been harping on about?  They aren't really there, the times don't represent what's happening on the track?  It doesn't matter, because you're not racing them as much as you're in a time trial with them, and their physical presence not matching the scoreboard prevents you from corrupting the result.  Say it's you vs Vettel for the title, it's gone to the last round, you've put in a lap time early in qualifying that looks good and suddenly there's Vettel in your mirrors.  You slow down, block him, he qualifies last and you might as well lift the trophy now...except that managing qualifying in this way prevents you from doing that, and as long as the times are believable, it makes no difference.

This has been the case with pretty much every F1 game I've ever played - I'm sure there are games that have had 'proper' AI for qualifying but I couldn't immediately name them - yet I don't recall it mattering before.  Funny, that...


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Posted By: TedSGN
Date Posted: 10-04-2010 at 2:55pm
From the SimHQ review

http://www.simhq.com/_motorsports5/motorsports_155a.html


What we Liked:

  • Beautiful graphics although the HDR, bloom and filter effects to our eyes seem a bit overdone
  • Accurate, as far as we can tell, renditions of all the circuits in the 2010 F1 calender, even Korea which might not even host a race in 2010 due to the unfinished state of the track
  • Populated circuits with fans, mechanics in the garage and pit-crew during pit stops
  • Race-able, and adjustable AI
  • Depth if simulation in certain aspects of the game; i.e. management of tire sets, management of engines, pit-stop strategy
  • Track “rubbers in” as the weekend progresses
  • Tires pick up gravel and dirt
  • Good visual damage effects
  • “Meet the Press” although a bit limited quite fun
  • Immersive
  • Fun

Could be Better:

  • Long loading times (especially on the PC with marginal RAM)
  • Skimpy, irrelevant manual not helping the newbie racer and not covering important game options
  • AI on screen are not driving corresponding to the times they allegedly post in practice and qualifying (we wonder; won't this also be the case in races?)
  • Doubts as to whether the AI make pitstops
  • Lollipopman won't let you out of your pit stall until everyone else pitting has gone by
  • Automated exit from pit-box
  • Pit-in looks very artificial and is computer controlled
  • Pit-out is largely computer controlled
  • 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
  • No proper replays
  • No import/export of setups
  • Not even basic telemetry
  • Driving physics initially not very satisfying, takes getting used to
  • Force feed back effects in terms of conveying under-/oversteer and car reactions to bumps could be developed
  • Sounds. Just doesn't send a chill down your spine
  • Multiplayer is very basic


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Posted By: GB_Simo
Date 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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Posted By: GB_Simo
Date 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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Posted By: TedSGN
Date 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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Posted By: GB_Simo
Date 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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Posted By: TedSGN
Date Posted: 10-11-2010 at 7:36pm
That's definitely a plus.

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Posted By: TedSGN
Date 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 - 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 http://community.codemasters.com/forum/f1-2010-game-1316/435020-corrupt-ps3-save-games-wanted-how-submit.html - 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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Posted By: TedSGN
Date 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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