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Author Topic: [360] F1 2010 impressions  (Read 2383 times)
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kronovan
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« Reply #40 on: September 29, 2010, 06:30:35 PM »

Quote from: gellar on September 29, 2010, 06:11:59 PM

Quote from: kronovan on September 29, 2010, 02:51:24 PM

Quote from: gellar on September 29, 2010, 01:36:02 AM

The Jersey race isn't going to happen - they are going to do Austin, TX instead.  There is VERY little that would keep me from going to that race.

2011 is going to be a 20 race season: http://www.formula1.com/races/calendar_preview.html

Wow, I had no idea Frances' Magny Cours track was no longer on the circuit! A travesty really, given the number of great drivers that nation's produced. I hope India does a better job with their F1 venue than they did with the Commonwealth games - no surprise it's still subject to approval. Glad to hear the US race won't be in Jersey - tires being stolen off the cars would be too embarrassing for US race fans.  icon_twisted

Is it possible in the game to somehow unlock Magny Cours? It's one of the few tracks I almost always finish 1st on in GP Legends and F1CS 99-02.

Magny Cours hasn't been on the circuit in quite some time.  I actually really liked it, but generally speaking it was regarded as a hole by the drivers/teams/fans.  The track is incredibly narrow, providing for almost no overtaking.  The location is actually something like over 2 hours from the nearest city with any sort of anything to do.  The spectator areas were said to be terrible.  The racing sucked.  People didn't go.  Drivers and teams hated it.  For those reasons, pretty much no one shed a tear when it was axed a few years back.

Go figure, it's been my best track probably because I'm often able to overtake the AI in the 2 haripins. Oh well, hopefully F1 in France can return to Circuit Paul Ricard and the sunny surroundings of Marseilles - awesome track. slywink I'd say Autodrome de Linas-Montlhery too, but that's a track I truly hate.

Is there no way possible for the fanbase to add tracks to F1 2010? I guess that might be asking a bit much for a console racing game, but what about the PC version?
« Last Edit: September 29, 2010, 06:32:06 PM by kronovan » Logged
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« Reply #41 on: September 29, 2010, 07:17:08 PM »

Quote from: kronovan on September 29, 2010, 06:30:35 PM

Is there no way possible for the fanbase to add tracks to F1 2010? I guess that might be asking a bit much for a console racing game, but what about the PC version?

If people would do this I'd buy myself a new rig just to run the PC version. However, I think the complexity of the graphics and the structure between this game and GPL (1998) is so vast it would be beyond the home hackers  crybaby
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« Reply #42 on: September 29, 2010, 07:24:10 PM »

Quote from: jztemple2 on September 29, 2010, 07:17:08 PM

Quote from: kronovan on September 29, 2010, 06:30:35 PM

Is there no way possible for the fanbase to add tracks to F1 2010? I guess that might be asking a bit much for a console racing game, but what about the PC version?

If people would do this I'd buy myself a new rig just to run the PC version. However, I think the complexity of the graphics and the structure between this game and GPL (1998) is so vast it would be beyond the home hackers  crybaby

There are lots of viable (though albeit less pretty) options with a huge mod community on the PC.  LOTS.
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« Reply #43 on: September 30, 2010, 02:40:17 AM »

I bit and now I realize how overmatched I am with this one. All the default (easy) settings and I qualify 21st.

Booo!!!
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« Reply #44 on: September 30, 2010, 03:53:44 AM »

Sold out, this game is freaking well sold out in my city! Luckily, I was able to get one of the last copies. Of course it didn't help that Codemasters, or their distirbutor, only supplied a handful of copies to most stores. Still, a racing game even this popular here is quite a surprise. About to fire it up in a few minutes. slywink thumbsup
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« Reply #45 on: September 30, 2010, 04:02:31 PM »

I started playing last night with all assists off and couldn't manage better than 12th in a practice run. frown  First thing I noticed is that the setup my Engineer gave me was crap - it was a mixed condition setup yet the Bahrain track is covered with water - WTF? I went to another of his setups which was better, but still not ideal - going to dig more into tweaking tonight. The bigger problem I'm having with the game is I'm getting noticeable lag with both throttle and brake. It's bad enough that on some of the wider corners I can't possibly match the speed of the AI with out some torquing threatening to cause a spin out. Whereas the brakes don't kick in right away, yet when they do I'm able to stop without skidding. It's almost like some braking assist is still on even though I have ABS off? The dead-zone on the steering stick is also quite pronounced, but that's something I noticed with all 360 racing games. I was only playing with the handheld controller, so I'm going to try my wheel tonight and hopefully that will help.

My biggest beef really is the mirrors which can only be seen by moving the R-stick forward-left or forward-right. I changed to what appears to be a headcam view which puts the mirror in constant view, but only the left mirror is displayed and it's very small - not good. From what's stated in the manual there appears to be no way to glance at mirrors when using the wheel unless your in the garage or paddock. I'm not really 100% sure about that since I haven't hooked mine up yet. I really don't like racing sims without proper mirrors and hate having to glance back. I also really don't like playing in any view other than cockpit.

All that said, I'm still enjoying the game and like a lot that I see.  The graphics, audio and presentation of the race environment are far beyond my other racing sims, and that candy is helping to counter the shortcomings. I'm still not sure if this game is going to be a keeper for me. I've noticed Codemasters is talking about a patch, but no mention of whether it'll be brought to the consoles. I can't recall if they provided any patches for the 360 versions of DiRT or Grid?
« Last Edit: September 30, 2010, 04:04:24 PM by kronovan » Logged
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« Reply #46 on: September 30, 2010, 05:19:07 PM »

Quote from: kronovan on September 30, 2010, 03:53:44 AM

Sold out, this game is freaking well sold out in my city! Luckily, I was able to get one of the last copies. Of course it didn't help that Codemasters, or their distirbutor, only supplied a handful of copies to most stores. Still, a racing game even this popular here is quite a surprise. About to fire it up in a few minutes. slywink thumbsup

They only supply as many as the stores order, and you can't really blame stores for not ordering tons of copies for a niche racing title (although I do all the time slywink ).
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« Reply #47 on: September 30, 2010, 05:42:01 PM »

Quote from: EngineNo9 on September 30, 2010, 05:19:07 PM

Quote from: kronovan on September 30, 2010, 03:53:44 AM

Sold out, this game is freaking well sold out in my city! Luckily, I was able to get one of the last copies. Of course it didn't help that Codemasters, or their distirbutor, only supplied a handful of copies to most stores. Still, a racing game even this popular here is quite a surprise. About to fire it up in a few minutes. slywink thumbsup

They only supply as many as the stores order, and you can't really blame stores for not ordering tons of copies for a niche racing title (although I do all the time slywink ).

lol Yup, guess I need to turn that around and blame the stores. The funny thing is, local stores brought in lots of DiRT 2 and a decent amount of Grid. Living in a city that was too unenthusiastic to even keep an annual Indy event, I can't completely blame the stores for being skeptical about an open wheel racing game.
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« Reply #48 on: October 01, 2010, 01:58:21 AM »

Quote from: gellar on September 29, 2010, 01:36:02 AM

The Jersey race isn't going to happen - they are going to do Austin, TX instead.  There is VERY little that would keep me from going to that race.

2011 is going to be a 20 race season: http://www.formula1.com/races/calendar_preview.html

10 miles from my house.  Gonna be epic! (if it happens).
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« Reply #49 on: October 01, 2010, 06:57:42 PM »

Quote from: Geezer on October 01, 2010, 01:58:21 AM

Quote from: gellar on September 29, 2010, 01:36:02 AM

The Jersey race isn't going to happen - they are going to do Austin, TX instead.  There is VERY little that would keep me from going to that race.

2011 is going to be a 20 race season: http://www.formula1.com/races/calendar_preview.html

10 miles from my house.  Gonna be epic! (if it happens).

I've seen reports in the world F1 news that there is concern that the Austin traffic infrastructure won't be ready to support the traffic the new track will bring. Any info you can pass on about that?
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« Reply #50 on: October 01, 2010, 08:44:01 PM »

Codemasters have posted on their forums relating to peoples complaints/feedback with 'Bugs' with F1 2010

http://community.codemasters.com/forum/f1-2010-game-1316/433396-ai-issues-response.html

Quote
Hi everyone.

As you are aware work is on-going towards a patch for the game, and we will release details on this as we move through the patch creation process. Your constructive feedback has been invaluable in helping us both identify and work to resolve issues with the game, and we appreciate your detailed posts.

Some of the identified issues have led (understandably) to people making assumptions about the game that are not accurate, so we felt that in order to reassure you and explain better the process which we are going through at the moment, we’d address a few common queries, in particular relating to AI. In putting this post together, we spoke to various people from across the development team, including the leads and specialists who are working directly on addressing the issues that have been raised.

The AI system implemented in F1 2010 is very complex, and is certainly not scripted in any way. Every AI driver is trained with a series of race behaviours such as overtaking, defending a position and slipstreaming etc. On top of these behaviours we have a unique set of characteristics. These characteristics are defined per driver so you’ll notice some subtle differences. Some drivers are better at race starts or are better at overtaking (they look for narrower gaps), or are better in the rain, or are more aggressive, or are better around certain race tracks. We also have a system which can make certain drivers have a particularly good or bad race depending on a number of factors. All of this driver variance is of course combined with the cars themselves also having varying levels of performance.

It’s also important to note that in order to make the tracks as richly detailed as they are, we use far more textures than the consoles can physically hold. As with many games, we actively stream in and out textures based on the position of the player. This, plus the fact we don't simulate many visual effects on the far side of the track from the player - a "level of detail” system employed to save valuable processor time - would mean there would be a significant pop or delay if we were to allow you to switch cameras between drivers on track.

Practice & Qualifying AI
In practice & qualifying (P&Q) there are two fundamental issues which have meant that we had to make some implementation decisions for the AI in F1 2010. These two issues are our jump-to-sector feature and the fast-forward feature that is available on the car monitor in the garage.

The jump-to-sector feature necessarily simulates teleporting a car instantly to a position while the fast-forward feature allows the player to speed up time. The latter prevents us from simulating the actual AI travelling around the track 100% of the time as we cannot accurately simulate 24 cars where we have accelerated the passage of time by as much as a factor of 30. An F1 car can move at over 200mph. With 30 times speedup, we cannot simulate car physics at 6000+mph without losing some fidelity. F1 cars obviously cannot move this fast. We therefore implemented a system whereby the AI times in such circumstances are calculated based on a ‘football management” style simulation model. Using this model all of the race factors, such as the car, driver, weather, tyres, engine, track conditions, traffic are all taken into account and a lap time is produced. These generated times are well considered and guided by a huge amount of data; they are not randomly generated. Nevertheless they remain simulated approximations using this model.

For P&Q sessions we spent a long time experimenting with flipping back and forth between this simulated system and actual AI physical timing, as the fast-forward is engaged and disengaged, but it lead to the potential for subtle exploits which we were not comfortable with. Therefore all AI times in these P&Q sessions use this simulation method.

Race AI
As none of the above feature restrictions are relevant in the race itself, we DO NOT use any other systems in the race other than the AI cars all physically driving the race just as the player does. Other factors also contribute to the AI lap times and the variation in their race pace. These include race start behaviours, their ultimate race pace which takes into account elements such as fuel and tyre degradation, weather, conserving / cooling engines etc, their in and out laps in the pit stop phase and their finishing pace.

We have seen several email and forum threads which suggest that an AI car’s performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isn’t the case.

Based on some of the feedback we’ve received we are looking into the variation of AI race pace, as well as working hard to address as many of the following issues as possible in the upcoming patch, which aren’t AI specific but are adding to the assumptions that we are using fake or scripted AI:

Pit Stop
Several pit stop issues have been reported;

    * The AI not making a mandatory pit stop during a dry race of 20% or more
    * The player being forced to wait in the pits before being released
    * The player or AI cars becoming stuck in the pit lane
    * The use of flashback breaking the AI pit strategies

We’re currently investigating each of these issues and recognise that these would have a significant impact on the way that the race pans out. As ever with fixing these issues it’s a case of finding out how to repeat the problem so that we can track the issues down and fix them.

Split times
A few of you have correctly spotted that the race leader isn’t always the quickest on the first lap of the race. This is an issue whereby the start line is resetting the AI lap timings rather than everyone’s time being taken from when the start lights go out, which of course should be the case on the first lap.

It’s important to also note that the lap times displayed on screen in F1 2010 are compared to the gap to the leader, rather than being split times to the car in front or behind. They are calculated on the time difference within sectors, on a lap by lap basis. For example, the players lap and individual split times on any given lap is compared to the race leader only.

Track reset
There are a few videos and threads where the AI have been seen to spin off and then teleport around the track. Again this isn’t an intentional component of the AI systems. We have a retrieval system that will reset cars to the track if they manage to get out of the world which is intended for use in a number of scenarios such as violent collisions. In these cases it appears that this retrieval system has fired off by mistake.

Race engineer speech
There are a few issues whereby the information which the race engineer is feeding you in relation to gaps to the car in front seems to be at odds with what is happening in the race. Again this isn’t tied into the AI at all. It’s purely speech logic and triggers.

Fuel simulation and tyre degradation
This has been implemented for both players and AI cars. We’ll investigate the drop offs and see if the numbers need tweaking as part of the patch.

As ever your feedback really helps us track down these issues so many thanks to everyone who has taken the time to post up as many details as you have. We have already made significant advances against some of the issues thanks to those of you who have contributed a clear and comprehensive account of problems. We will let you know the full details of what the patch will include and when you can expect it as soon as possible.

Rest assured that we do read the forums and your feedback is extremely important to us.


although the list does seem to be quite large,its good that Codies are at least investigating and hopefully fix
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EngineNo9
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« Reply #51 on: October 02, 2010, 01:11:35 AM »

I always find it heartening when developers are allowed to communicate in such detail with their community and I think it only helps build trust in the long run when fans can see that their grievances and worries are being taken seriously.
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« Reply #52 on: October 02, 2010, 07:43:31 AM »

Quote from: EngineNo9 on October 02, 2010, 01:11:35 AM

I always find it heartening when developers are allowed to communicate in such detail with their community and I think it only helps build trust in the long run when fans can see that their grievances and worries are being taken seriously.

it should be good as they have said that they are already started to work on F1 2011,so this can be pretty valuable to them,and hopefully when that new game does arrive none of these problems will arise again
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« Reply #53 on: October 02, 2010, 08:41:43 PM »

Quote from: metallicorphan on October 02, 2010, 07:43:31 AM

Quote from: EngineNo9 on October 02, 2010, 01:11:35 AM

I always find it heartening when developers are allowed to communicate in such detail with their community and I think it only helps build trust in the long run when fans can see that their grievances and worries are being taken seriously.

it should be good as they have said that they are already started to work on F1 2011,so this can be pretty valuable to them,and hopefully when that new game does arrive none of these problems will arise again

One of Codemaster's staff posted in the F1 forum that they've already stated work on a patch. IIRC it only will resolve a minority of those issues, but at least it's something. Although it wasn't clear if it was just for the PC version.
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« Reply #54 on: October 04, 2010, 02:28:21 PM »

Quote from: jztemple2 on October 01, 2010, 06:57:42 PM

Quote from: Geezer on October 01, 2010, 01:58:21 AM

Quote from: gellar on September 29, 2010, 01:36:02 AM

The Jersey race isn't going to happen - they are going to do Austin, TX instead.  There is VERY little that would keep me from going to that race.

2011 is going to be a 20 race season: http://www.formula1.com/races/calendar_preview.html

10 miles from my house.  Gonna be epic! (if it happens).

I've seen reports in the world F1 news that there is concern that the Austin traffic infrastructure won't be ready to support the traffic the new track will bring. Any info you can pass on about that?

Apparently a company that specializes in major event traffic logistics has been hired to examine the issue as of a week or so ago.  There is a faction here that is very, very against the race coming to Austin and is throwing every problem they can think of at the wall in an attempt to sway public sentiment against it.
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kronovan
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« Reply #55 on: October 04, 2010, 04:13:45 PM »

Quote from: Geezer on October 04, 2010, 02:28:21 PM

Quote from: jztemple2 on October 01, 2010, 06:57:42 PM

Quote from: Geezer on October 01, 2010, 01:58:21 AM

Quote from: gellar on September 29, 2010, 01:36:02 AM

The Jersey race isn't going to happen - they are going to do Austin, TX instead.  There is VERY little that would keep me from going to that race.

2011 is going to be a 20 race season: http://www.formula1.com/races/calendar_preview.html

10 miles from my house.  Gonna be epic! (if it happens).

I've seen reports in the world F1 news that there is concern that the Austin traffic infrastructure won't be ready to support the traffic the new track will bring. Any info you can pass on about that?

Apparently a company that specializes in major event traffic logistics has been hired to examine the issue as of a week or so ago.  There is a faction here that is very, very against the race coming to Austin and is throwing every problem they can think of at the wall in an attempt to sway public sentiment against it.

Sorry to hear that, having been to Austin on biz a few times I think F1 is a very good fit for the city. If Vancouver can be an example, it'll only be a matter time before the opposition groups eventually get their way. We were lucky enough to keep our Indy series race for over a decade, but there was a number of times in that period where it narrowly missed being nixed.

I got some good wheel time with the game over the weekend. I'm still playing it with all assists off against Pro AI. I'm going to post my impressions sometime this week on playing it as a full out racing simulation. All I can say so far is that this game is night & day in comparison when playing it with the 360 racing wheel as opposed to the standard controller. In fact I'd go as far as saying this game is unplayable with all assists off without the wheel - just way too big a deadzone on the controllers stick in comparison to the wheel.
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« Reply #56 on: October 04, 2010, 07:42:18 PM »

Yeah I've pretty much given up on playing until my wheel mount arrives tomorrow or Wednesday.  Then it's on like donkey kong.
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« Reply #57 on: October 04, 2010, 09:44:12 PM »

I Steamed the PC version last night.  Gonna sign up with Team Lotus after dinner smile  Will post some pix of English... er Malaysian... dominance laterz!
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« Reply #58 on: October 06, 2010, 05:06:51 PM »

OK yeah - WOW this is fun. 

While I could barely make it around the track with the controller, a wheel + wheelstandpro (highly recommended) and a few trial/error calibrations makes this game a complete blast.  Finished Practice and Quali in the Lotus in Bahrain and I think I need to up the difficulty to the highest.  I qualified 8th in the frikkin Lotus, so something ain't right there.  I'm running in the 2:00 flat range, besting Trulli by about 3-4 seconds.  Pole was at about 1:57, I think.  Looking at the times from this year's GP, I can probably run with full difficulty and it should be reasonably competitive.

Great game.
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« Reply #59 on: October 07, 2010, 02:26:30 PM »

Finally picked this up last night, and right away miss my wheel.
I've learned that if you are very gentle with the controller you can navigate the twisties quite ok.

This is the first F1 game/mod I've spent time with since rFactor on the PC which can get hardcore to the extremes. Signed up with Lotus, went to Bahrain and put a full practice session in. I like the way they've simplified the setup menus, and it just looks gorgeous.
With difficulty at one stop down from the highest, I was able to qualify 13th - missed out on Q3 by .15 seconds - with a lap about 2 seconds off pole. Finished the race in 7th place.

The bahrain track is intense - the new section they added for this year's race is incredibly tight and bumpy, and linking together a good run is very satisfying.

There's a few things I don't like, though, and I think they're relatively minor. The cockpit view needs a customizable field of view setting - my personal tastes have me too far forwards in the car, and a little too low down.
In a race, it shows sector times on the top left under your position - i can't figure out a way to show me how many seconds back from the next car (or even relative to the leader, either would be nice) I am. I think I might be missing something here. It's kind of a shame that all of the HUD doesn't use the FIA world feed TV overlay for position info, the rev counter, etc. That would have been a nice touch.

Also, I was handed a 10 grid penalty at Melbourne when coming out of the pits on an empty front stretch for "Illegal Blocking". I don't think that's right. I'm also not sure if the pit lane rule is fully enforced - if you so much as think about hitting the white line on the way out of the pits in real life, you'll be hit with a drive thru penalty or be shot. I clipped it at Melbourne and nothing happened.

This is very, very fun though. I can't wait to try the weather effects.
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« Reply #60 on: October 07, 2010, 02:37:58 PM »

I'm debating whether to pick this up for the PC or the 360.  I have a TSW wheel for the PC, but a 24 inch monitor seems a bit small compared to a 61 inch TV.
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« Reply #61 on: October 07, 2010, 07:27:24 PM »

Quote from: Magic on October 07, 2010, 02:26:30 PM

The cockpit view needs a customizable field of view setting - my personal tastes have me too far forwards in the car, and a little too low down.
In a race, it shows sector times on the top left under your position - i can't figure out a way to show me how many seconds back from the next car (or even relative to the leader, either would be nice) I am. I think I might be missing something here. It's kind of a shame that all of the HUD doesn't use the FIA world feed TV overlay for position info, the rev counter, etc. That would have been a nice touch.

Absolutely agreed, those are 2 of the biggest shortcomings in the game. And how about giving us some mirrors in the cockpit view when using a wheel - omitting that in a 2010 racing sim game makes me feel embarrassed for the dev team. You can view the mirrors when using the standard controller via the right stick, but somehow they thought you didn't need that when using a wheel - WTF? I've tried the behind the helmet cam, but that view sucks the immersion right out of the game for me. For the most part I like the game and I'm still enjoying it, but there's enough quirks in the design that it leads me to believe this was a fairly rookie, or poorly managed, team behind it.
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« Reply #62 on: October 07, 2010, 07:30:08 PM »

Quote from: Greggy_D on October 07, 2010, 02:37:58 PM

I'm debating whether to pick this up for the PC or the 360.  I have a TSW wheel for the PC, but a 24 inch monitor seems a bit small compared to a 61 inch TV.

If I had a choice, which I don't based on my PC's specs, I'd go with the PC version. I don't think a 24" monitor is at all too small if you're going to be seated right in front of it. IMO the game needs some patching, and from what I read that's going to happen sooner for the PC version.
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« Reply #63 on: October 07, 2010, 07:43:48 PM »

Quote from: kronovan on October 07, 2010, 07:30:08 PM

Quote from: Greggy_D on October 07, 2010, 02:37:58 PM

I'm debating whether to pick this up for the PC or the 360.  I have a TSW wheel for the PC, but a 24 inch monitor seems a bit small compared to a 61 inch TV.

If I had a choice, which I don't based on my PC's specs, I'd go with the PC version. I don't think a 24" monitor is at all too small if you're going to be seated right in front of it. IMO the game needs some patching, and from what I read that's going to happen sooner for the PC version.

Thanks for the feedback.  Plus it's 20 bucks cheaper than the 360 version.
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« Reply #64 on: October 07, 2010, 09:29:10 PM »

Also there are the mods for the PC version.
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« Reply #65 on: October 08, 2010, 04:21:36 AM »

I just sunk another five hours into it and despite it's quirks it's just damn fun. I do like the R&D aspect to the game, too.

I've raced through to Istanbul in my first season with Lotus, and so far the track modeling is impressive. The bumps in Bahrain. The high speed sweeps in Melbourne, and those multi-apex sweepers in Malaysia. That damn decreasing radius turn 1/2 complex in Shanghai and it's 12 mile long rear straight. The "attack them or be painfully slow" kerbing in Barcelona. Monte Carlo's bumps, walls and narrow hairpins. It's very, very good. The cars sound great and no two drivers on the track behave the same. Schumacher's car is as wide as the track. Hamilton blocks and slams the door shut, Alonso does all he can to shake you from his tail... there's lots of really, really good things about this game and I think they've nailed the Game/Sim balance in terms of playability.

I'm not a huge fan of Hermann Tilke's track designs watching it on TV, but damn, he designs some circuits that are really fun and technical. It's just really rewarding to put together a clean, quick lap and have it all come together. Only to fuck it up again the next time by smile

I've found a few more quirks now the wet weather has come out to play... when qualifying at Barcelona, Q1 was dry, with a 2pm start time. The 20 minute session goes on fine, with a 20% chance of rain for Q2, which starts at 2.27pm - a 7 minute break. When Q2 starts, it's POURING with rain. I limp around and qualify 8th to make it to Q3, which should start about 7-10 mins after Q2. The rain began to let off on my in lap in Q2, and a drying line was developing nice and quickly. Without thinking, at the start of Q3 I slap on a set of intermediate tires, and head out to the track. Blue skies, not a single cloud, and a bone-dry track. I then run a quicker lap than most of the field who are on the Option tire.
I know it can get hot in Spain in May, but Jesus, that's some major Global Warming! smile

That said... Monaco is just... wow.
Qualifying was in a monsoon, and with a packed track and no driving assists you really have to be on top of things - and the visibility is just crazy low. I was hit with a 5 spot penalty at the start of Q3 when I spun coming out of the pits and slammed Vettel into the wall. The race started with me in 15th, on a damp track with 60% chance of rain - a wet weather race. I started on the intermediate tires from Q3, and managed to pick my way to ninth after seven laps.
Then it rained. HARD. A big chunk of the field dove in on lap 8 for fresh tires, and I was running about 10 seconds behind the leader of the pack -- a true Monaco procession. I stuck it out through the downpour and inherited the lead after Alonso came in at the start of lap 9.
I passed Alonso as he came out of the pits with 6 laps to go, still on my intermediate tires. The car was incredibly skittish and Alonso was all over my ass for the lap, sneaking by me into the casino hairpin on lap 10. The rain kept going and around lap 12 it suddenly stopped - though the spray from Alonso didn't make it look that way. I tailed him for another 3 laps, and on lap 15 the line was starting to dry out, and we were approaching the back markers. Coming into the swimming pool section at the end of the lap, Alonso was trying to work his way around Bruno Senna, but was having trouble getting by. Senna went straight ahead in turn one on the last lap as both Alonso and myself nip by. With a small advantage in traction I try and work my way up the outside up the hill into turn 2, get squeezed into backing off, and on the run down to the hard right by the hairpin I stick my nose inside Alonso and lock up the brakes. Alonso lets me slide in front, straight by, and crosses over and nips through the inside. I try my luck coming out of that complex, and notice Alonso sticking to the wet secition of track heading into the tunnel (a brilliant touch of realism).
Still on my inters, I get  the dry line and the power down going into the tunnel, going around the outside on the gentle sweep down the hill to the chicane. I get the chance to dive in front of the first part of the chicane, we touch wheels slightly, and fight to get going back to the Swimming Pool section. Alonso tucks in behind me and as I come out of the chicane, I try to cut it a little too close to close the door and drop the left side tires into the wet stuff with a little too much power down - the wheels start spinning. Backing out of the gas and a dab of opposite lock to right the ship, Alonso gets the jump and wins the drag race to the left hander. Through the last chicane I try the crossover one last time going into the last two turns, but Alonso shuts the door on me, and I have to settle for second, two tenths away from victory.

Sublime.

Quite possibly the greatest gaming moment I've had in years. After that, I don't care if this game eats baby kittens for breakfast.
« Last Edit: October 08, 2010, 04:25:38 AM by Magic » Logged
metallicorphan
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« Reply #66 on: October 09, 2010, 11:26:15 AM »

Quote from: Magic on October 08, 2010, 04:21:36 AM


That said... Monaco is just... wow.
Qualifying was in a monsoon, and with a packed track and no driving assists you really have to be on top of things - and the visibility is just crazy low.


nice Impressions Magic,i think you must of brought the monsoon weather for Japan,as Qualifying yesterday had to be abandoned and it will now take place tomorrow....5HRS BEFORE THE START OF THE RACE!!


as for the game,i have been watching a few Youtube vids,and the next gen consoles/pcs out whenever will scare me,they already look pretty damn close to the real thing
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Greggy_D
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« Reply #67 on: October 09, 2010, 03:52:48 PM »

Quote from: Magic on October 08, 2010, 04:21:36 AM

I just sunk another five hours into it and despite it's quirks it's just damn fun.

..snip..


Awesome impressions.  And you did all those moves with a 360 controller?
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Magic
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« Reply #68 on: October 09, 2010, 07:00:48 PM »

Quote from: Greggy_D on October 09, 2010, 03:52:48 PM

Quote from: Magic on October 08, 2010, 04:21:36 AM

I just sunk another five hours into it and despite it's quirks it's just damn fun.

..snip..


Awesome impressions.  And you did all those moves with a 360 controller?

Yeah, with a very delicate touch. I think there's some hard-wired behind the scenes trickery to help out when using the controller. It's a different game entirely with a wheel.
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« Reply #69 on: October 11, 2010, 02:15:26 AM »

I wrapped up my first season with Lotus finishing fifth in the driver's championship, with a few good results... the one above at Monaco, a win at Spa in the rain thanks to Massa and Vettel taking each other out three laps from the end at La Source, a strong fourth at Silverstone (so much fun with the new arena layout) a second at Brazil with some good pit strategy on a late rain shower and sticking with the slicks, and a win at the amazing Abu Dhabi track at sunset thanks to a batch of R&D upgrades finally coming to me for that race after that bastard Jarno hogged them all season long.

Contract offers came in from Lotus, HRT, Virgin and Toro Rosso as #1 for next year after the 17th race, all of which were turned down. After the end of the season, I was offered a #1 seat with Force India or a #2 at Red Bull alongside Vettel, and a #1 at Toro Rosso.

I went with the fastest car and signed up with Red Bull, and went to Bahrain.

What a difference - right out of the gate my lap times were a solid 3-4 seconds faster than they were with the Lotus, outpacing the McLarens and Ferraris by about half a second in qualifying. I can do things in the Red Bull car that only got me in trouble with the lotus - get aggressive on the curbs and not instantly loop it around, and just hammer the car around the circuit. The prime example is the narrow twisty section at Bahrain around turns 5-10 - the Lotus would slip and slide over the bumps and I'd have to back right out of it. In the RB car I can keep my foot in it somewhat, drag the brake a little to keep the weight balanced and pick up gobs of time.

I wasn't sure if it was just me being more comfortable with how the game feels, so i fired up single player time trial for the first time - the only time I've spent with this game is in career mode - and loaded up a lotus and ran a few 1.59's pushing the car as hard as I could. Back in the RB car I was consistently lapping in the 1.55 range. After playing the crap out of every other F1 game known to man, that came as a huge surprise.

The circuit in Korea is a ton of fun to drive around. That might be all we get to see of it this year.

It's still quirky. I was nailed three times for corner cutting at Singapore after running WIDE and losing positions in the last few turns, resulting in a 20 second penalty on the third time (I just can't get the line down at that track). I've had the car flip over and over when I bumped wheels with a car at 50mph in a hairpin. The wet/dry transitions between quali sessions still irks me. When you accelerate time in a wet session, all of the drivers seem to set dry weather times.

It's still incredibly well done with or without the wheel (I've spent 90% of my time without). The AI is very aware and fun to race without doing anything stupid. The wet weather effects alone sell me on this game - it's a completely different beast in the rain, and it's even better on longer races when the weather breaks. I ran a wet Spa race at 100% distance and inherited the lead towards the end as I'd settled for a podium spot on the drying line. I had gambled and taken intermediate tires too early and actually fell back some after it started to rain back around La Source and Eau Rouge - which handed me the win.

The stuff it does, it does well. It's just missing some stupid basics... split times is my biggest thing. Closely followed by the fact that slipstreaming/drafting doesn't work (unless you're an AI car following me). It still doesn't bug me enough to put it down.

There is however, one major - almost game killing flaw. My agent is French.
« Last Edit: October 11, 2010, 02:17:07 AM by Magic » Logged
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