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Aspettando F1 2010 Codemasters

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Io spero solo che non sia, ad esempio, come Grid. Spero che non si possa entrare in curva a 200km/h e che per scalare dalla settima alla seconda ci voglia almeno un po' di impegno.

Comunque io come riferimento (almeno ad ora) ho F1 Challenge...e credo che almeno tutto quello che si poteva fare l?, si potr? fare anche su questo gioco...e in quel caso si pu? scegliere che tipo di cambio usare :zizi:

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mamma mia.. non ci siamo proprio.. :confused:

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F1GP reagiva meglio :asd:

 

anche F1 97 :asd:

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cio??non vi piace?

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Un commento interessante di un user di iracing che ha avuto modo di provare il codice definitivo di f1 2010:

I picked up my F1 2010 review code (PC) on Friday, and sunk about 5 hours into it yesterday. I can't go into too much detail for risk of breaking the embargo, but I can make a few general points:

 

1.) Eye watering visuals. Without doubt the sexiest racing game I've ever seen. I'm running all settings maxed, 1920 x 1080 with 4XAA, on my i5@3.8GHz, GTX 470 and 8GB DDR3, and it run super smoothly. The rain effects are sublime, but the real star of the show are the tracks. There's just so much stuff in the background that I'm often distracted by the view.

 

2.) Handling is not as hardcore as iRacing. While the cars have a propensity to spin if you apply too much gas coming out of a corner, they don't appear to mind if you drive them across the grass at 150km/h. I've lost count of the number of times I've cut a corner, with hardly any slowdown as a result. The force feedback also isn't quite as lovely as iRacing - it is good, but iRacing's bumps and steering feel more realistic.

 

3.) Car damage is quite forgiving. At times it feels almost like bumper cars - I'll often make contact with other vehicles, rubbing tires, with no penalty. I've got damage cranked to full, and full race penalties enabled. I'm more often given a penalty by the stewards than seeing any physical damage.

 

4.) The sound engine is superb. The screaming whine of the F1 engines are captured beautifully, as is the trackside ambiance.

 

5.) The AI is brutally hard. I've set it to amateur, and have come last in every race so far. It's quite strange - while the handling seems easy when set to full real, the AI is still hard when set to its most basic.

 

6.) Overall the game is fantastic fun. While hardcore simmers may dislike the ability to drive over grass and bump and grind with other cars, most racers will love the way the game makes you feel like an F1 driver, piloting a rocket ship on wheels.

 

I can't say too much more, but I thought it'd be best to get people's expectations in line with the final product. The game is 95% there as a hardcore sim - it just needs the off-road and contact behaviour to be tweaked to make it perfect for iRacing fans. Hopefully this will be moddable by the community, or perhaps Codies could be persuaded to release a "Hardcore mode" as DLC that is much more punishing in this regard.

 

Enough talk from me - got to write for the rest of today so I can play more tonight

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mamma mia.. non ci siamo proprio.. :confused:

Pare proprio di no :asd:

 

Comunque, c'? da dire che l'hanno presa molto a cazzeggio. Tamponamenti, tagli, ecc....

 

Per? ? realistico! Lewis ha tagliato la chicane e non ? arrivata la penalit?! :asd:

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L'utente di iracing di cui ho postato le impressioni dice che il comportamento della auto ? altamente realistico in pista, ma da rivedere sull'erba e nei contatti.

Pi? che altro spero implementino un sistema di penalit? per chi taglia sull'erba...altrimenti chi ci corre online contro i bimbiminchia.

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L'utente di iracing di cui ho postato le impressioni dice che il comportamento della auto è altamente realistico in pista, ma da rivedere sull'erba e nei contatti.

Più che altro spero implementino un sistema di penalità per chi taglia sull'erba...altrimenti chi ci corre online contro i bimbiminchia.

Probabilmente (spero...), in modalità online sarà prevista qualcosa del genere. Che ne so, tipo qualche secondo in cui si procede a velocità limitata...

 

Comunque, forse questo video rende di più l'idea

 

 

http://www.youtube.com/watch?v=ceDS25v3Itg&feature=related

Modificato da Ferrari F1

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gameplay anthony davidson monaco e brasile sotto la pioggia

[video=youtube;gZeGbQ0fojo]

 

montecarlo confronto f1 2010 - realt?

[video=youtube;CGc-NEAMOMk]

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Che gioco irreale! Nella realt?, se ci fossero condizioni meteo simili a quelle del primo video, avrebbe dominato Maylander :asd:

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abb?, nel video di lewis e del biondino penso fossero in modalit? arcade (spero)...comunque a me tutti 'sti discorsi sul realismo e il feeling mi incuriosiscono sempre...cio? ma uno che ne sa? (a meno che non abbia guidato una F1 del 2010). A meno di cose grossolame (tipo fare saint devote a 160 all'ora, arrivare a 330 su tutti i rettifili, andare sulla ghiaia senza perdere velocit?, per dire) ? difficile dire molto del realismo...d'altra parte, insomma, ma la botta cha alonso ha rimediato da barichello a spa (senza alcun danno) vi sembra realistica? :asd: ....

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che grafica cacchio

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questa è una bella intervista in cui parlano di vari aspetti. leggetela tutta è interessante.

 

The eagerly-anticipated official F1 game by Codemasters goes on sale next week.

I played the finished version of the game for the first time yesterday and talked to two of the game’s designers – and self-confessed F1 fans – about what’s gone into the first new F1 game for major formats in four years.

F1 Fanatic: This is your first F1 game. How big a deal is it for Codemasters to have the official F1 licence?

 

Paul Jeal, senior game producer: I think it’s massive for Codemasters, to be honest. And it’s massive for us as well, we both joined Codemasters specifically to work on an F1 game.

We’ve worked on Formula 1 games before and, for various reasons, weren’t quite able to influence those projects enough so when Codemasters got the licence we sought them out. I joined in August 2008 which was about a month after they signed the licence.

So a lot of the high-level design ideas that people either love or hate are probably down to me!

Steve [Hood, senior game designer] came on board in early 2009. We’re both F1 fans so we weren’t really looking back to previous F1 games we just know what’s missing in those games and what the fans are going to want so it’s key to use to get as many of those in as possible.

 

Steve Hood: I’ve always felt that, certainly in the past few years, F1 games have been made by people that were just tasked with getting an F1 game out. Whereas Paul and I – we love watching Formula 1 and we understand the things that I love about Formula 1 and why people get into it. Like the tactics or what makes a good pit stop or even why it’s important to be able to conserve fuel.

Down on paper, they sound like terrible game mechanics. But I think it’s quite cool. So we’ve tried to put that stuff together in this game as well and give it a new approach. We always say “reinvent Formula 1″, in terms of games anyway. But I don’t think anybody’s done it justice for a long time. I’m certainly not saying we’ve done that in out first iteration. But that’s out intention and that’s where we’re going.

"F1 2010" by Codemasters

F1F: So which F1 titles have you worked on before?

 

PJ: My first job in the industry was a tester on Geoff Crammond’s “Grand Prix 3″ which I still consider to be one of my most favourite games.

I loved it and obviously it gave me a great overview of the gaming industry as a whole and how games are made. I think sometimes the testing role is perceived to be really good fun but I think my first job was to bounce into every barrier on every track.

 

F1F: I’ve just been doing that…

 

PJ: But then, towards the end of the project people would ask, “OK, who wants to do a full season, 100% race distance?” and I was like, “Yeah, I do!” I loved it.

Obviously I’ve worked on various different games since then but I always wanted to come back to work on an F1 game.

 

SH: I worked on Sony’s original series when it moved over to the Playtstation 2 in 2001. We were re-doing a Geoff Crammond game, a stock car kind of game, and then they said, “we’ve got the licence for Formula 1 now, so now it’s a Formula 1 game, and it’s got to be out next year!”

That was very early on in my career and now I feel, certainly with the people we’ve got here now, we’re able to do more justice to it, and certainly with the new machines as well.

 

F1F: The game is coming out before the season has finished and before one of the tracks has even been raced on. Why bring it out in September?

 

SH: Primarily it’s because you can’t get all the licences signed off. The teams don’t unveil the cars until very late on and we need to build the tracks and build the cars.

 

PJ: If you look at when F1 games have come out historically, it’s either been after the season has finished or close to the end of the season.

It was a difficult decision for the company to not release a next-generation version in 2009 but it was absolutely the right decision because it had to come out of the box and smash the ball out of the park and be really, really good.

When we were looking at the release date originally we had to choose between June and September but a June release would have meant using 2009 season data. And that meant there would have been Brawn, and not having the three new teams and not having Schumacher.

Things change so fast in Formula 1 so it was quite an easy decision and we decided to go for the earliest we could do a 2010 release.

 

SH: We really wanted that new stuff with the new teams. And with Michael Schumacher being back in, because Paul’s a massive fan of him!

But all that stuff helped make it a more exciting season. Everyone was looking forward to it. Schumacher might not have done particularly well this season but he’s still a massive pull and it’s great to get him back in the game.

 

PJ: It’s got its problems, for example pit stops. We developed that very early in 2009, then we heard refuelling may be going. So we were checking F1 Fanatic and other websites daily to see if it had changed.

 

SH: Every now and then an email would come around from someone with a link to a website saying “Oh, that’s banned now, and this is coming back in” when we’ve already done four weeks of work on it.

 

PJ: We wanted all the cars to come in at once if the weather changed, and all the pit crews to come out, and we had to start work on that early otherwise it was never going to happen. We got to a stage where we had to lock it off until the rules were finalised.

Then we discovered our eight-second pit stops would have to come down to possibly as low as two-and-a-half or three seconds, or whatever it was going to be. So that was quite a lot of work in itself.

When we get data from the teams sometimes you’re luck enough to see it in January or February of that year. But what they actually put out on the tracks in testing compared to this point in the season is quite different.

You can imagine doing the game before 2009, if you could do it before the start of the season, no-one would have had the Brawn as a runaway championship leader. So then you’ve got to do DLC (download-able content) and patches to get the game back up to scratch.

We’d love to get it out earlier in the season but I think there’s some benefits to being this late in the day especially with a season like we’ve got this year.

 

F1F: You mention download-able content and patches – are there any plans for that with F1 2010? Obviously there’s already been a couple of driver changes.

 

SH: Not for 2010 I would imagine. Our game is very specifically set to start before the 2010 season so it’s not an accurate representation of where the season is now.

We want our players to experience the races as close as they are to real life so the Red Bulls are advanced at the beginning, McLaren are going to come on strong on the faster circuits, you’ll see teams like Renault coming to the fore. But it’ll be different for every player as well because where they finish determines their performance upgrades as well.

So the game starts off in March 2010 and then takes its own path.

 

F1F: In terms of the licence, you’re limited to doing just one season at a time, is that right?

 

PJ: Yes, you’re limited to the contest of that specific season.

Obviously there’s a lot of call for classic cars, classic seasons – that’s not specifically part of the licence that we’ve got. That’s not to say we can’t do it in the future.

 

F1F: If you look at something like the Football Manager series of games, a part of its appeal is being able to play across multiple seasons. But it seems that’s something you can’t have in an F1 game?

 

SH: Well, we’re hopefully going to change that a little bit. There’s certain things you have to do, that’s why we’ve tried to put as much into this game as we can with thee “Live the life” be-the-driver-type elements.

But for every yearly series you have to give players a reason to want to buy the next one. I think it’s not enough to just have the India track in for next year and a couple of driver moves. We’re going to have to move our car handling forward, our AI and our damage model.

Then we’re going to have to look at some other elements of the driving experience such as the safety car, formation lap, whatever. Lots of ideas for moving the “Live the life” stuff forward and expand the multi-player to make it an essential yearly purchase.

F1F: So in the game there’s 12 different cars and 19 tracks. Is there anything else the player can unlock?

 

SH: We don’t really do the ‘unlocks’. One of the things we’d love players to be able to unlock is classic drivers or classic cars. But it’s quite a lot of effort to get that in. We did use more time than we had available with the game as it is.

But the ‘unlocks’ come through in the sense that when you’re playing in career mode the team work on developing the car so you get unlocks for that over time. For example a new undertray, new brake ducts, these kind of bits and pieces that improve the performance of the car.

There’ll be highs and lows throughout the season. One of the other teams may pick up and suddenly they’re going faster than you and you’re struggling. The next season, you’re at the team’s home race, say, and they bring a big upgrade package and you’re ahead again.

 

F1F: What are the most difficult things to get right in a game like this?

 

SH: The biggest thing is the speed of the cars – and it always has been. Because if you play a touring car game, for example, you’ve got a lot more time for the player to adjust the car in a corner.

When you’re racing at Formula 1 speeds one of the things that people are able to research now is the lap times of the circuits and the speeds that the drivers can do. And then they’ll know if they’re going 3mph too fast down a straight or three tenths off the lap time.

So just getting the lap times right means that you’re going so quickly around some of the corners the player needs to know the circuit and position the car perfectly. And he’s then got to get into that rhythm of applying the throttle gradually, braking hard and then easing off so you don’t lock up, getting those things in there is extremely difficult.

Then lay on top of that the fact that you’ve got 23 other cars around all doing the same thing. And they’re open-wheelers so you get wheels interlocking, you can’t just rub along the other cars, that’s always the biggest challenge for me.

 

JL: All the components are linked as well. For example you want to get the next car handling update in their because it’s better for the player, but then you’ve got to re-train the AI in terms of their behaviour, and you’ve got to test it across all the tracks.

 

F1F: One of the things I noticed playing the game just now is how detailed the handling model is – for example, you can really feel the difference between the option and the prime tyre. A lot of work seems to have gone into that.

 

Steve Hood, senior game designer: It’s one of the things we were really eager to get it to differentiate ourselves from other racing games.

If you play a “Gran Turismo” or “Forza” people are doing those three-lap races where they’re kind of sprint events. But one of the things you always find in Formula 1 is that drivers have got different styles. We always use Hamilton and Button as a comparison.

Button always seems to maintain a really good pace throughout the race, he’s under the radar in many races and he picks up towards the end because he’s maintained his car. We want to do that in the game as well.

So, for example, you can pick the prime tyres at the start of the race when everybody’s going for options so you’ll be faster at the end. Trying to extract those cool things in Formula 1 and making a game-play element out of them is important.

If you know about Formula 1 and watch it on TV and you know about the difference between the tyres, you can create your own strategies and that can give you an advantage.

 

Paul Jeal, senior game producer: Lots of work has gone into tyres in terms of their temperature ranges. We’ve got a lot of data from Bridgestone on their grip value and their fall-off and their life.

I think we’ve probably made a little bit more of a difference between the options and the primes – because I was hoping their was going to be more of a difference in real life.

F1F: So there aren’t drivers doing race distances on soft tyres like Vettel did on Sunday?

PJ: Yeah, absolutely, doing the entire race is crazy!

It’s the same with the cars as well we spent a lot of time on the base model of the car handling to get that as good as possible. But then we want subtle differences between all the cars which is nice to get.

I think when Steve and Anthony [Davidson] were in one day driving at Monaco and they drove the Red Bull, and then the Lotus and the HRT, and there was about a five-and-a-half second difference between them. And that was really pleasing.

And the cars’ behaviour is slightly different. Some guys prefer the Red Bull, some guys prefer the McLaren, the Renault seems to have a really nice feel – it’s a good all-rounder.

 

SH: I really like the Force India, for example. When you know the different car strengths for the different circuits, that’s quite good online as well.

I was playing with some guys the other night and they were only running with the higher teams’ cars. But then one of them had to go in a Sauber and you could hear him moaning over the headset saying he couldn’t get the car to turn into the corner and how it was under-steering everywhere and he had to use the front wing flap to get it to turn in.

Stuff like that is cool. And you end up modifying your driving style to get the most out of a car.

F1F: How far have you been able to go with the damage model, and are you restricted by a need not to make the sport look unsafe?

 

SH: We certainly had grand plans for the damage model. I don’t think we’ve quite pulled it off with the first one.

It can be extremely complicated and extremely detailed. We’ve got the scope for doing that in 2011.

Certainly one of the things that we’re not allowed to do is promote the fact that the cars can be destroyed: say, gouging a hole in the side so you can see the radiator and go down to the shell of the car. We’re not really allowed to promote that.

Sometimes it’s a bit frustrating because people are interested in the damage model and we want to put all this stuff out there. But we haven’t developed it as much in 2010 as much as we would have liked to. So I think that’s certainly something we’re going to be building for 2011.

 

PJ: It’s quite a delicate conversation, actually. Around the time we went in to see them about it there’d been some wheels coming off and there’d been a death in one of the junior formulae [Henry Surtees in Formula Two]. It’s a quite difficult subject to approach.

And also you’ve got the fact that it is a game and you don’t want your rear wing to get smashed quite as easily as they do in real life because that’s race over.

One of the things we were working on which didn’t quite make it into this game was reliability gremlins creeping in – maybe you get stuck in gear, maybe you lose a cylinder and have to drive defensively.

We’ve still got that in terms tyre strategies and maybe you dial your revs down. The AI do it as well – so, say Hamilton’s got a 20-second lead, he’s going to ease off. Which makes it better from a gaming point of view because he’s not racing off into the sunset. But also it’s what he actually would do in real life to conserve his engine – until you get within ten seconds of him or so, then he’s going to speed up again.

 

SH: All the damage aspects feed back into the physics engine. For example if you damage a front wing endplate or something you’ll have slightly less front downforce.

I think the casual player won’t actually notice that. But if you’re really consistent and doing lap times within a couple of tenths of each other then you’ll notice that difference.

And it plays on your mind, you worry about it. You think “how far can I push it now” and “do I need to compensate by turning the front wing up?” That sounds massively geeky but I love it!

 

F1F: What kind of input has Anthony Davidson had – where has he stepped in and said “you need to change this”?

 

PJ: He’s been brilliant as far as I’m concerned. Not only is he a gamer – he plays racing games all the time – he’s driven the cars and many of the circuits.

He’s able to say to us “you know such-and-such that happens in this game, they’ve got that completely wrong, and everybody thinks that’s really hardcore”.

He helps up massively because when we’re working on something he can say “I can feel this happening in the car now” and we might say “oh, we didn’t think that would come through” and then we can tweak it further.

He’s a great person to bounce ideas off, he’ll come in every couple of weeks and point us in the right direction. When we asking “should it be as easy as this or as difficult as that?” we can get a definitive answer from him. We don’t have to constantly research things or make second guesses, we can just ask him.

 

SH: That’s the thing with the public perception with games like “rFactor” – because they’re hard to play, everyone perceives that it’s an accurate simulation.

But if you speak to Ant, the F1 cars in “rFactor” are more difficult to drive than they are in real life. So he was keen to help us get an authentic experience.

We would never have got to the level of car handling we’re at if it wasn’t for Ant. But the thing that excites me the most is that for a large part of this project a lot of the car handling stuff was being totally rewritten from Grid. So at that time we weren’t maximising Ant’s potential.

But now it’s all there and operational we’ve had great benefits since February or March where it’s started to come together. Ant would be in every other week, spending all day saying “change this, change that, do this, do that”, getting the set-up right, getting all those kinds of things.

We have to evolve everything forward for the next one ["F1 2011"] and then we can make some pretty big gains relatively easily next time because we won’t have to re-write huge modules.

 

F1F: One of the great things I noticed playing it just now, which I hadn’t experienced in an F1 game before, is how difficult it is to see where you’re going at Monaco.

SH: Yeah – with Monaco you have to get into this rhythm where you know what’s coming exactly where you are. Because otherwise you just don’t get the lap times.

You can see how the drivers have to lean on it around the track just to get a time out of it.

Very early on in one of the versions we had I remember Ant driving around using the cockpit view. There’s some little rumble strips against some of the barriers just to remind you you’re getting close to the barrier and he rode those on every lap – it’s really annoying, actually, that he was able to do that first time out!

 

PJ: He did a lot of work with us on developing the cockpit angles. In the end raised them marginally for game-play purposes because when you see how low they really are it’s hard to play like that.

On a lot of the stuff he would tell us “No, stuff doesn’t come at you as fast as that”. People’s perception is that at 215mph at Monza everything’s come at you like you’re in a rocketship. Even at Monaco now he still thinks it’s a fraction too fast.

 

SH: I certainly think that the drivers become accustomed to the speed and we wanted to get the player accustomed to the speed as well so they’ve got time to concentrate. They can think about what they’re going to do tactically, how the car is performing, what the other guy is doing, is the weather changing and so on.

I want them to be thinking about that so that you can play out these stories during the race. It’s not just about doing the qualifiyng laps in the race.

 

PJ: It’s about consistency, really.

One of the things I like about your website in particular is you do lap time comparisons. That helped us with the artificial intelligence.

I think it was Kimi Räikkönen I was looking at whose lap times at the start were just bang, bang, bang consistent right up until his pit stop.

We compared that with one of the rookies and he took maybe six or seven laps to get up to speed and in those few laps he lost 15 seconds or so.

We’ve seen Anthony play it, we’ve seen Lewis Hamilton, Adrian Sutil and Sebastien Buemi play it, and they just get in and they’re hypnotic with their rhythm. Ant did six or seven laps within a tenth of a second of each other around one track and you just watch them thinking “that’s it, we’ve got it”.

 

F1F: OK last question: the radio voice. Is it Rob Smedley?

 

PJ: No, it’s not…

F1F: Really? It sounds an awful lot like him.

 

SH: No but he does sound like him.

When we were looking at it we didn’t want to do TV style-commentary we wanted to do engineer-style commentary.

We wondered if we should do a Pat Symonds-type, quite technical voice [this is accompanied by an impressively authentic "OK, Fernando" delivered in Symond's distinctive accent] or should we have someone’s who’s like your best mate – and we went for that.

F1F: But he doesn’t call you ‘baby’ at any point?

 

PJ: No, he doesn’t call you baby! We were dying to get something about the white visor in there but we decided against it.

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video interessante a suzuka con e senza pioggia

 

http://www.youtube.com/watch?v=IFGibGlUPD4

 

molto realistico superare 2 vetture in una staccata quando pure sei lontano 300 metri :rotfl:

poi si vede che manca completamente la rigidit? della vettura che dovrebbe dare quella sorta di aggressivit?.. non si smuove neanche sui cordoli pi? alti.. spero avesse il TC perch? accelera dalla prima senza il minimo sovrasterzo.. nessuna novit?.. spero lo mettano in prova in qualche negozio cos? posso smerdarlo definitivamente :asd:

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:teehee: :teehee:

molto realistico superare 2 vetture in una staccata quando pure sei lontano 300 metri :rotfl:

poi si vede che manca completamente la rigidit? della vettura che dovrebbe dare quella sorta di aggressivit?.. non si smuove neanche sui cordoli pi? alti.. spero avesse il TC perch? accelera dalla prima senza il minimo sovrasterzo.. nessuna novit?.. spero lo mettano in prova in qualche negozio cos? posso smerdarlo definitivamente :asd:

:teehee: :teehee:

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