.:: Official F1 2010 (CodeMasters) Thread - PS3, 360 & PC ::.

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Redders1989

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#1 Redders1989
Member since 2006 • 13410 Posts

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CREATED BY: CodeMasters
AVAILABLE ON: PlayStation 3, Xbox 360 & Microsoft Windows

RELEASE DATES
NA:
September 21st, 2010
EU: September 24th, 2010
PC Digital Download from September 22nd, 2010.

OFFICIAL TRAILER
OFFICIAL LAUNCH TRAILER
OFFICIAL UK TV TRAILER

Immerse yourself in the glamour, pressure and exhilaration of the world's most exciting motorsport as F1 2010 roars onto the track complete with all the official drivers, teams and circuits set to feature in the highly anticipated 2010 FIA FORMULA ONE WORLD CHAMPIONSHIP.

Compete against FIA FORMULA ONE WORLD CHAMPIONS like Michael Schumacher, Lewis Hamilton, Jenson Button and Fernando Alonso and take on the full 2010 circuit line up featuring the return of the Canadian Grand Prix, Abu Dhabi and Singapore's dramatic night race realised in glorious high definition for the first time and debut ahead of the drivers on the all-new Korean circuit.

Powered by Codemasters' EGO Game Technology Platform, the world of FORMULA ONE comes to life with jaw-dropping visuals, authentic handling, dynamic weather and cIass-leading damage in a range of game modes including quick race, career mode and online multiplayer.

F1 2010 will take you to the heart of FORMULA ONE like never before.CodeMasters

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FEATURES:
- All drivers, teams and circuits of the FIA Formula One 2010 World Championship
- Online Racing
- Full weather effects [Mid-corners you can find accumulation of water at the Apex, Rapid changes of direction require high forces on the tyre and this is not possible so optimised driving line becomes less "pointy" in corners and you end up with larger cornering radii, Hitting Kerbs shakes the cars and this result is pick of load on tyres and possible loss of grip, Drivers are following the cleanest line so they all follow the same path. Going out of the path and you will lose some grip and cool down the tyre with higher level of water (needed when the track dries out and the wet tyres are getting too hot)]
- Arcade and Sim versions
- Customisable driver aids
- Track surface model - simulates rubber-build up, marbles, stones, water etc. - gives physical and graphical effects
- Wind & Sand effects
- Non-Moddable
- Crowd effects
- Abilty to spray champagne after race
- Career & World Championship modes [be one of the current F1 drivers or create one from scratch]
- Next-Gen HD Graphics

----------

Following up from CodeMasters' initial release of F1 2009 on the Wii and PSP, F1 2010 utilises the full power of the Xbox 360, PS3 and PC to bring you the most realistic F1 game to date. You can find all the information you need here as it becomes available.

So what will attract you to this new game? The stunning graphics? The chance to try and take a mid-table Force India to race wins? Or just the ability to put Hamilton against Schumacher? Discuss the game here :)

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GameSpot Coverage
PS3 | Xbox 360 | PC

GS report on F1 2010
Reliance Big Entertainment acquires 50% of CodeMasters
F1 2010 Hands-On

----------

Other Sources

Official F1 2010 Site
CodeMasters F1 2009/2010 Forum Board
Pitpass report on F1 2010
Gameplay of F1 2010
F1 Fanatic report on F1 2010
F1 2010 Screenshot 1
F1 2010 Screenshot 2
GameTrailer Video
F1 2010 E3 Special
GameRadar Preview
Autosport's in-depth look at F1 2010

----------

CodeMasters Developer Diaries

Dev Diary 1
Dev Diary 2 - Handling (EXTENDED VIDEO)
Dev Diary 3 - Weather (EXTENDED VIDEO)
Dev Diary 4 - Tracks & Cars (EXTENDED VIDEO)
Dev Diary 5 - "Live The Life"

F1 2010 Team Answers Questions from Twitter

----------

Gameplay

3-Lap Race in Hungary (As Fernando Alonso)
Wet Race in Spain
Comparison: Fisichella's pole lap in Belgium (2009) vs. Jenson Button (Gameplay, F1 2010)
Monaco Race (Shows good amount of damage model)
Catalunya (Dry) - Jarno Trulli
Comparison: Chandhok around semi-bilt Korean circuit (2010) vs. Robert Kubica (Gameplay, F1 2010)
Night Race Footage
Playing the game for the first time
50 Smashes in F1 2010
Three-way online race: Lewis Hamilton vs. Nick Hamilton vs. Jake Humphrey

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Follow F1 2010

Facebook
Twitter
Flickr

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PS3 Trophies | Xbox 360 Achievements

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F1PU Fastest Laps

RULES:
- PS3, 360 and PC times will all be accepted. Please state which system you are using when posting your fastest lap.
- When setting the time, cars must be on default setup. No moderations may be allowed to the car.
- Evidence through a video or screenshot will be required. Also add a piece of paper with your username written down which is visible. Alternatively, confirmation from someone else on the F1PU who is on your friendlist will also be acceptable (All on the 360 can be monitored by Redders if added on Live).

Circuit: Member (Team, Time, System)
BRN:
kipi19 (McLaren, 1:50.475, PS3)
AUS: Redders1989 (McLaren, 1:25.468, 360)
MAL: Redders1989 (McLaren, 1:35.954, 360)
CHI: Redders1989 (McLaren, 1:35.120, 360)
ESP: Redders1989 (McLaren, 1:24.669, 360)
MON: kipi19 (McLaren, 1:12.972, PS3)
TUR: XSamFisherX (McLaren, 1:24.106, 360)
CAN: kipi19 (McLaren, 1:12.272, PS3)
EUR: Redders1989 (McLaren, 1:39.613, 360)
GBR: Redders1989 (McLaren, 1:32.258, 360)
GER: Redders1989 (McLaren, 1:16.648, 360)
HUN: Redders1989 (McLaren, 1:20.509, 360)
BEL: kipi19 (McLaren, 1:42.136, PS3)
ITA: kipi19 (McLaren, 1:20.850, PS3)
SIN: kipi19 (McLaren, 1:38.479, PS3)
JPN: kipi19 (McLaren, 1:29.657, PS3)
SKO: kipi19 (McLaren, 1:35.963, PS3)
BRZ: kipi19 (McLaren, 1:06.667, PS3)
UAE: kipi19 (McLaren, 1:36.361, PS3)

----------

F1PU Game Night: Xbox 360 | PS3

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Racky_rules

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#2 Racky_rules
Member since 2007 • 975 Posts

I hope they don't spend to much time optimising the champagne spraying system as i can guarantee i will miss it half the time as i flick back to the tv.

I'm looking forward to seeing what they do with the career mode, as i expect both the graphics and gameplay to be pretty close to real life given code masters passed games, because this is the only place they can really add there own individual ideas, and this is where i will probably spend alot of my time and so i need enough variety to keep me interested.

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mgmeek

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#3 mgmeek
Member since 2005 • 4079 Posts
Laser-scanned tracks is great and rubber buildup accounted for is also great. :)
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garfield360uk

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#4 garfield360uk
Member since 2006 • 20381 Posts
I just hope we get pit stops, on GRID they did not include this and so when your car got big time damage you effectivly wrote the race off as you could not repair the damage. This was especially frustrating online.
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Avenger1324

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#5 Avenger1324
Member since 2007 • 16344 Posts

First I hope they prepare a demo for this so we can try before we buy. The last sim racers I've bought, while being very true to the sport (not F1 sims), have done so in a way that alienates many players.

Second I hope they have measures in place to deal with other players online. One thing that badly damaged GRID online in the first few months was the other people online - so many people only wanted to create a destruction derby on every track, and it only takes one to ruin the race for everyone else. Given how fragile F1 cars are this seems like a serious danger for racing online.

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XSamFisherX

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#6 XSamFisherX
Member since 2003 • 3414 Posts
Well turn damage off. No biggie. Just because it is a sim doesn't mean every aspect must be enforced every race. NASCAR 09, a sim, lets you turn damage off, collisions off and even gives a boost of speed to let players in a wreck catch up. All while being true to the actual racing.
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garfield360uk

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#7 garfield360uk
Member since 2006 • 20381 Posts
Well yes and no, but the crashes is an issue on GRID, people ram you in specific places to take you out as there are problems with damage control. Turning it off is a short term solution, we need pit stops on this game otherwise it puts me off a bit more, yes being careful is needed but sometimes you cant avoid it and would you be happy if somebody rammed you and that was your race over 10 laps into a 20 lap race?
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Redders1989

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#8 Redders1989
Member since 2006 • 13410 Posts
Pit stops will be a given. It IS an F1 game after all, where stops are vital to a race strategy. Whilst refuelling could be banned for next year, tyre changes aren't, so there's still going to be the need for stops.
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Redders1989

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#9 Redders1989
Member since 2006 • 13410 Posts
Mistake on my part guys - game features drivers, teams and circuits of the 2009 season, not 2010 as I had initially put.
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garfield360uk

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#10 garfield360uk
Member since 2006 • 20381 Posts
Whhaaaaa! Its not the 2010 season even though it will be released around the time the 2010 season starts :(
Well thats put me off a bit, I mean Formula One 2000 from EA bugged me because only Minardi were driving in the wrong colour car (and maybe Arrows as they had the Orange Arrows perhaps at that point) and this will be a season out of date on release :cry:
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Racky_rules

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#11 Racky_rules
Member since 2007 • 975 Posts
out of interest Redders where did you read that it would be based on the 09 season as gamespot has it down as F1 2010 and i've always been under the impression that it was based on next year since they announced it wouldn't be released until next year.
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Redders1989

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#12 Redders1989
Member since 2006 • 13410 Posts
I'm getting ticked off now - the source has changed to say the 2010 season. ARGH!
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garfield360uk

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#13 garfield360uk
Member since 2006 • 20381 Posts
What have Codemasters said, if they have not confirmed it leave it TBC until they do.
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Redders1989

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#14 Redders1989
Member since 2006 • 13410 Posts
All of the features have been confirmed apart from which season it will run.
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Racky_rules

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#15 Racky_rules
Member since 2007 • 975 Posts
if you follow the Link to codemasters forum and look in the unofficial FAQ it has the ps3/360/pc version down as the 2010 season
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garfield360uk

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#16 garfield360uk
Member since 2006 • 20381 Posts

All of the features have been confirmed apart from which season it will run.Redders1989

What I mean is leave the season it will run as TBC so then you dont need to change it until Codemasters themselves say what season it will run under (as it may still be undecidied if they are just programming the game engine still and trying to sort the behind the scenes stuff before the actual tracks and car overlays are put in).

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tony205

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#17 tony205
Member since 2007 • 167 Posts
Finally, Codemasters is bringing us a real driving simulator. Looking forward to play this game.
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garfield360uk

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#18 garfield360uk
Member since 2006 • 20381 Posts
It seems it will be the 2010 season stats, the latest Gamespot UK podcast has one of the Codemaster developers who is working on Formula One as a guest. Worth a listen to.
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#19 tommyg2
Member since 2009 • 25 Posts

The latest news on the f1 game that i found is that its coming out this year, in 2009, the game website have got it available for pre order, its released in i think it's about 53 days, and they now say it will have kers, at least on the Wii, version futher info is up on the GAME site, here's the link...

http://www.game.co.uk/Xbox360/Driving/Racing/~r339513/Formula-1/?s=Formula 1

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Redders1989

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#20 Redders1989
Member since 2006 • 13410 Posts

Think someone's being a bit misleading on that site. After all, the screenshots on that page are of the Wii's game. The 360 version will be F1 2010, and comes out next year.

In regards to the 2009 game (for the Wii and PSP), details can be found here.

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kipi19

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#21 kipi19
Member since 2005 • 4590 Posts
So is the PS3 and 360 versions 2010 season?
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Redders1989

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#22 Redders1989
Member since 2006 • 13410 Posts

So is the PS3 and 360 versions 2010 season?kipi19

Those two and the PC, yes.

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kipi19

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#23 kipi19
Member since 2005 • 4590 Posts
Am waiting... *looks at fake watch* XD, Am waiting on GT5 as well, but GS says next month while Play.com says December :?
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garfield360uk

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#24 garfield360uk
Member since 2006 • 20381 Posts
I dont think GT5 is coming out this year is it? I thought it was the PSP version was out this October but GT5 has no planned date still suggesting a 2010 release possibly.
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SchumiF1

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#25 SchumiF1
Member since 2004 • 6044 Posts
Ya the PSP version of GT is coming out in October. Sadly who knows when we will get GT5. I love GT but they take FOREVER to release.
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Redders1989

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#26 Redders1989
Member since 2006 • 13410 Posts

Rod Cousens - the Chief Executive Officer for CodeMasters said the following:

"F1 2009 is the start of something very special for CodeMasters and will set the standards for high definition that will follow in Spring 2010"

This almost guarantees that F1 2010 will be a re-vamped version of F1 2009, much like CE for the PS3.

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Rusje

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#27 Rusje
Member since 2005 • 290 Posts
so any news about F1 2010? an inmpressive trailer or something?:D
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Zeller--

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#28 Zeller--
Member since 2009 • 840 Posts
I'm looking forward to F12010. I've waited 4 years for a new F1 game.
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Rusje

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#29 Rusje
Member since 2005 • 290 Posts
i've just bought an alternative racer for the time being NFSS, the only reason is cause the releasing date changes like hell, so can't wait any longer....... i guess you all know the feeling of waiting for something and it doesn't come
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Raikkonen2007

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#30 Raikkonen2007
Member since 2009 • 110 Posts
What does it mean by crowd effects? does i mean airhorns and cheers or moving crowds or 3d crowds????????
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Rusje

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#31 Rusje
Member since 2005 • 290 Posts

yeah something like that:D

maby schumacher in this game?:D hell yeah!! ^^

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Raikkonen2007

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#32 Raikkonen2007
Member since 2009 • 110 Posts

Well this is all the details I can find about F1 2010 (written by actual codemasters guys) so it's not all hopefully's and stuff. Also this is part one (I found out maximum ammount of of characters allowed in 1 message is 20,000 I have 21,543 XD)

btw written in first person from codemasters perspective.

Platforms:

1: What formats will you be releasing the F1 Game on?
Wii/PSP - Autumn 2009
PC/PS3/Xbox360 - Mid 2010

2: Around what F1 season will the games be based?
Wii/PSP - Based on 2009
PC/PS3/Xbox360 - Based on 2010

3: When will the game be out?
See point 1 above

Development:

Nothing has been delayed and everything is running to plan. We signed our F1 license literally weeks before our early first press announcement, i.e. before development had even started. It takes time to mobilise a £10 million pound project, including the dev team, fresh new design etc etc and this can't be done at the flick of a switch. The good thing is we're not rushing the project to turn a fast buck like others might do, and all of your ideas and suggestions can be considered for inclusion in the game as we have the time to do this.

Just to reiterate as well, our internal dev team are developing the 360, PS3 and PC versions of our F1 game. Sumo Digital are developing the other skus independently of us.

Weather Effects:

Weather is a very big area for us to get right. It's not something we've pushed in previous racing games, but is such an important area for F1 we're determined to get it right. Most of the features you have listed are therefore being investigated for inclusion, and with a good headwind we'll get them in.

I was reviewing our track surface module last week and I'm really pleased with progress. This module basically covers all the surface build up items you would expect to see over every inch of the track, e.g. rubber from the tyres, occasional stones, marbles, water (all the way from standing water through to a drying track) and all the associated properties of grip and heat, so for example running off the drying line in the wet will give you less grip and cool your tyres. This isn't all hidden under the hood either - we've made all of this very visible to the player, just as in real life.

I was also looking at our new rain code, which is something we've never really done that well IMO for previous racers, but is looking really nice for F1. Coupled with our new tyre model and track surface code, it's adding a lot of depth and strategy elements to our game.

Track Serface/ Driving line(s):

We (the team) discussed this many moons ago, though not last week, so I'll check on this again on Monday. Our surface system is able to support any type of material over any distance so it is something we should defo include. Would be good to see car tyres spread the oil over the track as they drive around. Feedback from one of our driver contacts. Covers the original question and a bunch of other stuff you may find interesting. I've edited some dev bits out so it does not flow too well, but you'll get the general jist...

Racing lines are critical and the grip level evolve a lot through out the race week end but even through a session or a race - and this with out having the weather interfering. There is what we call the rubbering effect which consists in a very thin layer of rubber coming from the hot tyres on the asphalt. Obviously this layer is present where the cars drive hence the fact that the track is not homogeneous. At the beginning of a session, the grip is "more or less" uniform across the width of the track. (Tracks are often cleaned prior to an F1 race event).

Once few formulas do some session, we say that they clean the track and rubber the track, the grip level increase. If it rains between sessions, the track is back to a "green" state and needs to be rubbered again.

Dirt and wind can affect also the level of grip (I'm thinking of tracks in the middle of the desert...). Wind and sand will lower the grip level and as for rain, It will need some laps to have the track cleaned.

When the rain comes... (the fun arrives and the spectacle beginning ... only partly joking) the tarmac then becomes more uniformly cleaned first and with heavy shower you have formation of Rivers crossing the track (very dangerous) and accumulation of water in the deep corner mostly due to the camber of the road in those places. Even if tracks have draining systems, water still stays on the track.

The driving line then changes for several reasons/effects:

- Mid-corners you can find accumulation of water at the Apex,
- Rapid changes of direction require high forces on the tyre and this is not possible so optimised driving line becomes less "pointy" in corners and you end up with larger cornering radii,
- Hitting Kerbs shakes the cars and this result is pick of load on tyres and possible loose of grip,
- Drivers are following the cleanest line so they all follow the same path. Going out of the path and you will loose some grip and cool down the tyre with higher level of water (needed when the track dries out and the wet tyres are getting too hot).

Higher level of water would have 3 main effects that I see right now... but there is may be more: lower the grip level, increase significantly the cooling of the tyres and increase the fog behind the cars.

Obviously rain also wet the driver, decreases the visibility, increases the risk of electric failure, changes the engine performances (not sure where it would go but if you want I can dig this out).

Oh... reading your email, I see I didn't answer your second point (Does the usual rubbered line that is the dry racing line suddenly become slippery in the wet?): It's a good question and I would say no as a guess (If you want I can dig out on this... Not sure I can found an educated answer on this one).

One last thing which you might be aware: the rubbered line has only few debris and at the end of a race or qualifying session the driver is asked by the race engineer to pick up rubber in order to increase the weight of the car and be on the safe side if weighted by the FIA on the so called weight bridge. During the race, chunk of rubber are accumulated just outside the racing line along the corners of the track. Those chunk of rubber stick to the tyre and make them less grippy (one good reason to stay in the racing line if you haven't got traffic) and increase the weight of the tyre (good for the final weighted value of the car as usually you try to be as close as possible to the minimum weight of the car). For the story (French expression), end of race weight forecast calculation is using not only fuel consumption (different for each driver ****and each engine) but also oil consumption (different for each engine and measured during practise sessions), tyre wear as loss and can include pickup rubber.

PS/Tip: Usually experienced drivers know where the rivers are on a specific track. A race engineer will teach a young driver before he goes out on a wet track where the potential river formations are. Your game could include a system of maps prior a run describing/sketching where the water is accumulated. We're investigating this [wet weather driving line] now. Should be easy to dry out sections of the track that are being driven on, but it would be good to use the track height cloud data to properly define standing water areas.

Sim vs Arcade:

Just shows - everyone expects something different from a racing game and everyone has their own personal opinion as to what makes a great racer. We'll defo be catering for the hard core community of course, but the majority of sales are not in this area so we'll have plenty of options, modes, scaling and design cleverness for everyone else as well. More sales = more budget = better game for everyone. GRID was not a sim. It was tuned for out and out fun and lap times are an irrelevance for this time of game. F1 is different and will feature accurate lap times. Okay, I've said it before and I will say it again... DiRT and GRID were aimed at a different audience to F1. Both of these games have been critical and financial successes for Codemasters, selling far more than each of their predecessors. F1 will get a different treatment from us, which means heavy on the sim elements for those who want it, along with all the structure and appeal that a more casual 'arcade' fan would expect. Both camps are important to the success of our F1 game and both will get equal respect from us.

System specifications and performance:

You will get some marginal performance improvement with some games, including F1, but the overheads of syncing the two cards [GPUs] and code tech together is very high. Not worth it IMO. Certainly not for F1 which will be heavily optimised anyway.We always include support for the Xbox controller. With this, the PC version plays exactly like the 360 version. The DiRT engine was enhanced for GRID, which is now being enhanced for DIRT 2 and F1. We've supported multi-core for some time and will continue to do so. I'd be surprised if there are any recent AAA games around that do not support this. PC will be scalable of course so you should be able to have what you want there depending on the power of your rig. Consoles struggle with 1080p 60fps for performance and, just as importantly, memory reasons. Last time we checked, we couldn't find any major releases that outputted at 1080p 60fps on PS3 or 360. Games that show 1080 on the box are either scaled in either the x or y axis, e.g. 960x1080i instead of 1920x1080i. All platforms have specialist groups working on them within the dev team pushing the hardware to its limits. Where hardware allows, we always do extra cool stuff, and all platforms have some tech area that beats the others. As far as the original discussion goes... cloud height data is difficult to manage due to memory, but also because of the more complicated ray casts and collision detection that it demands. We believe we have a solution that resolves this.

Beta Testing:

All going well, we'd like to run a closed beta test with people we can trust. Long time posters will be favoured and we'll be using a good cross section of people around the world with different playing **** (e.g. hardcore sim through to arcade). Most likely PC only, though I'd like to include console if we can find some way of doing that.

We'll not be using Starforce (great though I think it is), but will be running an on-line authentication system that most probably runs sections of non-time critical game code on our server. This is another thing we'd like to beta test.Just double checking on PS3, but we know of two ways of doing this on 360. One is creating a demo that is effectively a beta test. This needs to be submitted through MS QA, which in not ideal as we want to beta test early with rough and ready code, not spend ages polishing it up and fixing TCRs. The demo release can be restricted to territories, but not individuals. Again, this means the demo/beta would need to be highly polished as everyone would be able to download it. The second way is to get a batch of red beta disks cut through MS (min order 2000 I believe). We can put whatever we like on these, but they will only run on test kits or dev kits, not retail kits. Again, not ideal. A PC beta should be able to give us all the info we need on handling, set-up, compat, game structure, networking, online authentication system (if we do it - Spore seems to be having one or two issues right now...), etc., but if we can arrange a console beta in the time available to us then we will do so. It may be that this is an invitation only session at our HQ in Southam, in which case we'll send out an invite on this forum.

Game Features, Modes and Options:

We're planning on having full length races right down to very short races for those that want it. Tyre wear and pit stops etc will be scaled accordingly so that they all still make sense. The integration of this and the lap length is still being investigated. From the F1 drivers we've spoken to so far, they have all said that the vibrations the driver gets on some of the more bumpy tracks can make it impossible (and I mean completely) to see. The driver is driving on instinct alone. It's easy to replicate this, but we need some way of scaling this as it won't be fun for the majority of players. I'm all for pushing the sim aspects, but I'm not sure if I want to throw up every time I race at somewhere like Shanghai! It [the game] will be available in the US and will most likely (but not definitely) be region free, as with GRID. It [the game] will be available in the US and will most likely (but not definitely) be region free, as with GRID. In addition to the many wheel setups we have around the room at people's desks, we also have six permanent demo pods in our studio playing all the latest games and sims in rotation. rFactor, including the most popular mods (inc. F1), is one of these. We own just about every racing game released over the last ten years and they've all been analysed and had their turn on our demo pods. You can learn as much from other people's mistakes as you can their successes. This [AI and first corners in races] is a valid point. The problem is usually linked to AI running at less than 100% difficulty, though this is often only part of the problem. There are ways around this, which we've implemented in previous racing games and will be looking to implement/improve upon with our F1 game.

Modding:

Our game will not be moddable. The data structures we use are very complex to make the most of current hardware and we'd have to release a whole range of editors, exporters and converters + you'd have to buy a range of expensive art tools to work with them. We will be releasing an F1 game every year so you should get all the latest data you need at the highest possible quality.
















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Raikkonen2007

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#33 Raikkonen2007
Member since 2009 • 110 Posts

Part 2 :D

Presentation:

We're taking a really interesting approach to our menus that I think you will all like, no matter what kind of racing (i.e. sim/aracde) background you are from, but it would be good to hear your opinions on what you like and don't like about previous F1 menus.

Winning a race should be a real achievement and I therefore don't think spraying a bottle of bubbly would become boring. As long as it is skippable for those who don't want it, but who wouldn't like to spray bubbly on those they've just beaten?

We are not recycling tracks from GRID. They are all being built from scratch with our new, updated Ego tech in mind (which is much better than you've seen in DiRT and GRID) and will be fully researched, photographed, scanned, videoed etc. to ensure accuracy.

Audio:

There's a lot of really cool ideas being bounced here and we're taking note of every good idea which is being suggested. Keep them coming!

Just so you know, there are a lot of factors to take into account regarding the script for F1.

The first factor is concern regarding repetition. Those who have played GRID will understand that whilst playing the game, the pit chief became annoying saying the same sentences alot. This was using a game script which was over 3000 lines in size (for just the English). Game mechanics will dictate that certain phrases will naturally be said more than others. If we record 20-40 lines with each driver engineer (which would equate to 400 to 800 lines just for the driver engineer) you can imagine the horrible repitition you'd end up hearing.

For DiRT2, the English script has more than tripled to over 9000 lines. Then, remember that we want to translate to FIGSJ (French, Italian, German, Spanish, Japanese). That's now over 45000 lines of speech to record, process and ship on a disk. If each line is 3 seconds long, that's 37.5 hours of speech!

So, for a comfortable unrepetative script, with variation per line, just for the race engineer, you're probably looking at a good 500 lines per race engineer. Multiply that by the number of race engineers, 20, you're looking at 10,000 lines before you look at the translations. And that's for just the race engineer.

Next, just because Codemasters have the license to create an official Formula One racing video game, this does not automatically give us any more than the permission to create that game with access to data to re-create an accurate representation of the sport. What I mean is, we don't suddenly have free access to the race engineers to get them into a studio to record a script we have re-created - and believe me, these guys are really busy. Anything more than access to the data will come from the results of the hard work the Codemasters production team are putting in to build personal relationships with each and every team. They owe us nothing, we have to work to get them to give us what we need, and anything we get is greatfully recieved.

I hope that helps you understand the process that we will go through to create a good script that not only works with our English territories, but the foriegn language territories which are very important to us. Great idea and we'll have a good bunch of voices, but most likely will not be using authentic pit crew (not all of them at least). Mr Maddfiddler* would fall over backwards if we asked him to record and squeeze that number of voices and associated logic onto one disk.

This was/is still a crowds thread though

Yep airhorns galore..

As for the engines, we will be dependant on what access we get to the teams and the cars, through the relationships we develop, to record source material. Then we have to agree on how much memory we have on each platform, how much of the processor(s) we can use etc. For GRID, which as you may have read, the audio team joined the project half way through development, on the 360 for example - we had around 32meg of memory, take out memory for streaming buffers and additional code related needs we ended up with around 21meg and we had nigh on 3000 individual sound effects playing in that game.

We also need to strike a balance between what people expect to hear - from what they see on television, to what these machines actually sound like - has anyone run behind an F1 car whilst it's racing around a circuit? I doubt that very much... That's what mic'ing up a vehicle and recording it is the equivalent of, hence why things sound so different. Crowds will be an upgraded system from the DiRT2 system, which is an upgrade from the GRID system. We plan for the crowds to be a big part of the whole F1 experience, and have already prototyped a new idea which is sounding extremely promising. Crowds will be an upgraded system from the DiRT2 system, which is an upgrade from the GRID system. We plan for the crowds to be a big part of the whole F1 experience, and have already prototyped a new idea which is sounding extremely promising. Well, I started at Codies a year last November. From then until May, the job was simply to get GRID out of the door the best sounding we could considering there wasn't that much time left to change anything. Since then, we've ripped out most of the different audio systems and fine tuned them. Written a completely new engine audio playback system, and we're now in the process of replacing the vehicle engine sound library we have, which imo is sounding a little tired. DiRT2 is sounding so much better at the same stage compared to what GRID was sounding like. It's an itterative process, so the work we did on DiRT2 then gets improved further for the next game, and the next, and the next. In terms of crowd positive/negative it'll simply be with the cheers. I'm not sure about boos yet, since you don't really want to play a game and for it to automatically treat you in a negative way. Traditionally our recent race titles have shipped with a minimum of what we call E-FIGS:

English, French, Italian, German, and Spanish. We also localised GRID in Japanese and we're planning the same for DiRT2. I would imagine that we'd run with the same for F1.

* well I forgot his name and can't be bothered finding it again in this massive pile of text. Anyway watsesface is the guy who does the speeches.

WOW such a long post :D who will read it all first? XD

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kipi19

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#34 kipi19
Member since 2005 • 4590 Posts
ME!!, Sounds very impressive on what they are aiming to do, and since its based on the 2010 season, it'll be a continuation of games that Carries M.Schumacher! :lol:, but looking at what they've said on paper its going to be a load better than Studio liverpool's hard work. But question is, can they live up to what they are saying? I'd like to think so since i'm a PS3 owner hehe
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#35 Raikkonen2007
Member since 2009 • 110 Posts

ME!!, Sounds very impressive on what they are aiming to do, and since its based on the 2010 season, it'll be a continuation of games that Carries M.Schumacher! :lol:, but looking at what they've said on paper its going to be a load better than Studio liverpool's hard work. But question is, can they live up to what they are saying? I'd like to think so since i'm a PS3 owner hehekipi19

Yeah, but anyone can beat Studio Liverpool. They make games only on their platforms (I hate that) it's also stupid cause you get less revenue. Don't get me wrong though F106 was great and so was F1 Championship Edition but they should have released multi platform. kipi19 is the winner of reading mega post first XD. If they can do all of that i could be amazing. My idea would be:

If they live up to that just update the stuff e.g. next seasons drivers, teams, rules, tracks, advertising on tracks ect

this way they could add more audio that takes a long time to make then when audio is built up they can work on other stuff making it a perfect game. I liked F1 Challenge on 64. The menu system at the start had the option of Arcade or Simulation before you entered races and stuff. This was a great idea and don't see why it wasn't continued.

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#36 Redders1989
Member since 2006 • 13410 Posts

...and since its based on the 2010 season, it'll be a continuation of games that Carries M.Schumacher!kipi19

There's a game for the Wii and PSP called F1 2009, you know.

Great find, btw. Very detailed and really does go to show they're putting a lot more effort in to this than F1 2009, which isn't bad in itself but could've been oh so much better.

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Raikkonen2007

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#37 Raikkonen2007
Member since 2009 • 110 Posts
Only thing I still don't know is if they are enhancing the Wii/PSP version or making a entirely new game.
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sambob530

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#38 sambob530
Member since 2007 • 705 Posts
I don't know how they can release a closed beta on the PS3, but it is possible. People on my friend's list are playing Battlefield Bad Company 2 who aren't devs, and people who have been playing MAG since November.
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Raikkonen2007

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#39 Raikkonen2007
Member since 2009 • 110 Posts

I don't know how they can release a closed beta on the PS3, but it is possible. People on my friend's list are playing Battlefield Bad Company 2 who aren't devs, and people who have been playing MAG since November.sambob530

Mabye they get a special code to download it of psn. Thats what they did with modern warfare 2 on 360

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#40 Rusje
Member since 2005 • 290 Posts

OMGod super long post with so much information!!!!:D:D:D:D I too am a PS3 owner and all my f1 games are on psn so why buy it for pc or Xbox , the PS3 Rules

the translations and all what they have to do for the game

JUST AMAZING!!!

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#41 sambob530
Member since 2007 • 705 Posts

They could do what ModNation Racers did yesterday, hold an open beta and the first 100,000 people who download it get to use it.

Also, Official PlayStation Magazine UK say they saw it in action and it is "stunning". They said they'd have information on it "very, very soon" [read: next issue, possibly along with Gran Turismo 5. Mmmmmm yeah...]

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XSamFisherX

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#42 XSamFisherX
Member since 2003 • 3414 Posts
Pics or it didn't happen. Seriously, months from release, and nothing but a couple of wireframes?
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MS7XWDC

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#43 MS7XWDC
Member since 2006 • 264 Posts
CM retracts 'Official' Info for F1 2010  and starts over:

here is the only OFFICIAL INFO on F1 2010 after 20 months:


1. 'Mid 2010'
2. the game will still cater for the sim crowd and have many sim focused elements like the ones you mentioned such as drying lines, dust accumulation, grip levels etc.

http://community.codemasters.com/forum/f1-2010-game-1316/405315-i-think-official-unofficial-faq-locking-bad-idea.html
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Raikkonen2007

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#46 Raikkonen2007
Member since 2009 • 110 Posts

what is your point ?MS7XWDC

hmm lol my text didn't come up doesn't matter then thats weird I forgot what i said anyhow

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MS7XWDC

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#47 MS7XWDC
Member since 2006 • 264 Posts
New info:
CM Had journalists in recently to see the game, "feedback was v.positive!" according to them [naturally]

Magazine coverage begins mid-March, online news also on its way soon.
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Rusje

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#48 Rusje
Member since 2005 • 290 Posts
FINALLY...... so in one month we have more than wired frames???? i realy hope so...
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MS7XWDC

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#49 MS7XWDC
Member since 2006 • 264 Posts
http://i161.photobucket.com/albums/t231/Kptk92/DSC01425.jpg

http://i161.photobucket.com/albums/t231/Kptk92/DSC01427.jpg

F1 2010 by Codemasters screenies / info:
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#50 MS7XWDC
Member since 2006 • 264 Posts




F1 2010 by Codemasters screenies / info: