i think codem have come up with a driving formulea that workes very well, and if improved, it will inonly small areas.
Personally i find dirt2 (off road version of Grid) and f1 2010 (99% the same as formulea 3 in grid) clones of Grid, which is my its self an amzing game.
If they made any of these games with enough tracks and moddable (that with two dd´s?), noone won get the next version.
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Really? iv never been a F1 racing (simulator) fan until this game, it does appeal to me.
Then again from what i have read, real f1 players dont really consider the came a sim, but more of an arcade...
It's because Codemasters tried to create a F1 game accessible to everyone, with a quite forgiving driving model even with the aids disabled. Clearly many of the fans who were expecting a sim were disappointed since F1 2010 had arcade roots, that's why all the hardcore gamers
have abandoned the game, sticking to the modded rFactor
The UK developer's new racing game will hit stores on September 23 for PS3 and Xbox 360, with Sony NGP and Nintendo 3DS SKUs also in development and due at a later date. However, there has been no mention of a PC version from the publisher - a format on which F1 2010 won many fans.
They can keep it for themselves. First one proved that it wasn't anything special and this installment seems like a small tuned-up version of it with fixes and improvements here and there.
Though, however, this piece of news can be a little alarming since Codies might decide releasing their future games on consoles with an unspecified date for the PC versions.
The sales on PC must have been very disappointing , and it's not surprising since the game was clearly unfinished/bugged as hell and definitely too arcade oriented for the sim fans.
The physics files were also rather "unmoddable" (this aspect pissed-off many people) and the consolish multiplayer part didn't help to save the game from the fail
I didn't even download F1 2010 . Had a problem when it was released with my internet if I remember right and when it was fixed I couldn't care less about even trying that game.
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The sales on PC must have been very disappointing , and it's not surprising since the game was clearly unfinished/bugged as hell and definitely too arcade oriented for the sim fans.
i didn't play much the 2010, is it that bad even with wheel?
It's not bad. But it's not good either, and I think that was the most frustrating thing about F1 2010, it was so mediocre it was intolerable. And the hilarious bugs didn't help either.
Yea, I agree. It really liked driving engine, it was fun and still good enough to make you feel like in a proper F1 car. Teleporting AI and weird difficulty on other hand were just too bad. I had absolutely no joy in season mode and driving against AI. A shame really because just driving around doing quicklaps in different cars was fun.
I'm still hoping they make 2011 for PC. Bug fixes, working AI and some fun with DRM and KERS could be enjoyable
...for couple of days.
two new tracks, improved handling, oscillating bodywork, improved damage, revamped pit stops, 2011 rule additions, enhanced garage visuals, a new press feedback system and a dynamic cloud system
Codemasters have already announced that their second PC & Next Gen F1 title will include many features that had to be dropped from F1 2010 due to time constraints, including mechanical damage and the much-requested safety car.
The thing that this game would need the most is a proper (and fully scalable) physics engine, with the possibility for the player to choose the favourite level of realism, just like happened in F1 Challenge 99-02, the last good F1 game.
Unfortunately it seems Codemasters aren't able to do that, therefore we'll very probably have the same hybrid arcadesim that will disappoint almost everyone.
Has anyone come across the situation that codemasters are talking about
where there are both human players and ai in an online race
using p2p protocol
16 players and 8 ai to make up 24 car grid ?
ie any other game ever do this
The thing that this game would need the most is a proper (and fully scalable) physics engine, with the possibility for the player to choose the favourite level of realism, just like happened in F1 Challenge 99-02, the last good F1 game.
Unfortunately it seems Codemasters aren't able to do that, therefore we'll very probably have the same hybrid arcadesim that will disappoint almost everyone.
F1 99-02 was great but F1 CE (PS3) is still the best F1 game.
F1 2010 is still a fun game.AI problems were nearly solved with the patch.It's not a sim but it's not so arcadey either.
so stuff like grand prix legends did anyway on the suspension
codemasters even hasd that shit in the damage system in the ancient toca games back in the ps1 games... like your car would get a damaged bumper hanging half off and it would have an animation like it was shaking about in the wind
THANKS FOR THESE AWESOME FEATURES CODEMASTERS KEEP UP THE
The thing that this game would need the most is a proper (and fully scalable) physics engine, with the possibility for the player to choose the favourite level of realism, just like happened in F1 Challenge 99-02, the last good F1 game.
Unfortunately it seems Codemasters aren't able to do that, therefore we'll very probably have the same hybrid arcadesim that will disappoint almost everyone.
F1 99-02 was great but F1 CE (PS3) is still the best F1 game.
F1 2010 is still a fun game.AI problems were nearly solved with the patch.It's not a sim but it's not so arcadey either.
Yep, F1 2010 wasn't completely arcade (a sort of hybrid) but the handling was nowhere as realistic as the developers claimed it to be, imo. Maybe I'm too harsh since I'm used to rFactor+mods, but I didn't find the driving model satisfying at all :/
“I often feel as though [cockpit view is] chasing a particular market that’s potentially popular at the moment saying, ‘oh I really want crazy g-forces on the camera and my vision being blurred,’” Hood said in an interview with CVG.
“But I’m still sitting in front of a games machine and some people like that and some people don’t.
“What we hate doing is having all these scalable options where people can say, ‘I’ll have the head bobbing on but I won’t have the blurred vision on…’ they kind of create their own weird game and we can’t be sure of the quality of that at the end of the day. So we’ve tried to create something that’s quite defined, that everybody’s going to enjoy.”
Hood seemed to suggest that options usually considered realistic are actually better off in arcade-like experiences rather than sims.
“When you get the drivers in, the first thing they turn off in those games is all those kinds of effects – they absolutely hate them. What I like to do is take their extreme of, ‘this is what it’s like to drive the car’, and, ‘this is what the player wants’ and find that core middle-ground where things are quite subtle.
“We have got the camera movement under breaking so you get that sense of g-force, but they’re quite subtle, where as I think other racing games at the moment are dialling up to 11 to go, ‘look what we’ve got!’
“It looks really good in a five minute presentation but when you sit down to play it… do I want all of that? Probably not.”
F1 2011 is due on 3DS, PC, PlayStation 3 and Xbox 360 in Septmeber, with a PS VIta version to follow.
Personally I'm not a fan of exaggerated blurred visions and g-forces effects (like Shift 2's helmet cam for example). Let's see what they have in mind, no words about the driving model though :/
Personally I'm not a fan of exaggerated blurred visions and g-forces effects (like Shift 2's helmet cam for example). Let's see what they have in mind, no words about the driving model though :/
I always turn off all those things.They look good in a clip, but when playing, you feel nauseated after a few minutes.
Each to their own. I, for one, LOVE helmet cam in Shift 2 and have played with it for hours. It just gives you a better sense of acceleration and breaking than any other game, and once you get used to it it can really help you with corners.
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