PEK 2 291 Napisano March 17, 2010 Share Napisano March 17, 2010 Bolj eyecandy kot kaj drugega...no upam da me presenetjo, tako kot z Dirt2... Citiraj Link to post
FBR18 112 Napisano March 18, 2010 Share Napisano March 18, 2010 Codemasters claim “F1 2010″ will be “a departure for F1 games”. F1 fans have been waiting four years for a new official F1 game for the latest generation console formats. In the last 12 months we’ve had hundreds of comments on this site discussing what should be in the game. F1 Fanatic put your questions to Codemasters at their launch event in London today – and was among the first people to play an early version of “F1 2010″. Handling Senior producer Paul Jeal promised “F1 2010″ would offer “authentic, predictable and consistent handling.” I sampled a ‘pre-alpha build’ (’early version’ in non-gamers lingo) of the game to put that claim to the test. Even in this early version the handling feels more convincing than the decidedly arcade-style “F1 2009″. Stamping the throttle and throwing the car around do not work here. Drop off a Monza kerb with the accelerator down too far and you pirouette in an instant. But nor did the game feel punishingly difficult. I quickly got a feel for how the car behaved and got into a satisfying rhythm within a couple of laps. This is not a bleeding-edge hardcore simulation – it feels more like “Gran Turismo” or “Forza” than “Grand Prix Legends”. It’s easy to pick up but requires a bit of concentration to master. They have toned down the realism when it comes to following closely behind another car. The handful of videos Codemasters showed us of the game featured more overtaking than the whole of the Bahrain Grand Prix – and that’s probably for the best. You do have more control over the car settings than in previous games. The driver can alter engine management settings to get more power at the expense of fuel economy. Use up too much of your engine life an you risk falling foul of the faithfully-recreated limit of eight engines per season. And, of course, you can tweak the adjustable front wing. But I couldn’t find a button to control the drivers’ knee to operate the McLaren’s infamous F-duct. Rain and rubber Codemasters are especially proud of their track simulation which they call ‘active track technology’. This re-calculates the grip levels on the surface for every 30cm the players’ car travels, taking into account build-up of rubber, marbles from the tyres and, of course, the weather. This has a clear effect on your car’s handling. Not only do your tyres pick up dirt if you go off the track, but braking off-line is trickier. Go out on the track in the first minutes of Friday practice and you’ll find it’s ‘green’ – low on grip – making your lap times slower. You’ll have to pay attention to how the track develops to pick the best moment to set a time in qualifying. When rain falls the track gets greasy and eventually puddles develop. If the rain stops a dry line begins to emerge and you’ll have to look after your tyres by seeking out damp patches of track. We saw some video of the rain effects and they look genuinely impressive. Clouds of spray billow off the cars and reflections shimmer in the puddles on the track. Damage Codemasters promises a more sophisticated car damage model than we’ve seen on previous games. As well as knocking off wings and wheels you can damage your suspension which unbalances your handling. Debris from collisions can land on the track and cause more damage. Some of this can be fixed with a quick visit to the pits but make sure you stop on your marks – one video they showed us featured a car knocking a team member down. Your driving style can provoke damage too. Repeatedly lock a wheel and you can see blisters and flat-spots develop on the rubber. Keep punishing your tyres and they’ll eventually burst. Rivals Artificial intelligence is one area where F1 games have fallen down in the past, with drivers either weaving across the track absurdly or making no attempt to defend their position at al. In “F1 2010″ cars defend their positions and try to break your tow. Interestingly, the team say they’ve tried to model the characteristics of individual drivers, so some are better in the wet than others, and some do better at certain tracks, such as Felipe Massa at Istanbul. Your relationship with your team mate plays a bigger role in “F1 2010″ than in previous F1 games. No longer is he just the guy in the other car – you have to fight and beat him to get the team on your side. Finish ahead often enough and you’ll have access to performance upgrades before he does – just like in real life. The paddock Codemasters’ brand manager Paul Waters believes “F1 games have always done having the cars on track very well”. He explained the team set out to do more than just simulate F1 racing, but allow players to take control of their virtual career in a way they’ve never been able to before. In career mode, your time outside of the car plays an important role in the game. You’ll go inside your garage and the team trucks – which are modelled for the first time in an F1 game, they say. How well perform is reflected in how many journalists are camped outside your motorhome waiting to ask questions, and how many fans turn up to your autograph sessions. You can even criticise your team in press conferences which will do you no favours if you’re a struggling up-and-comer. Multiplayer and more So what’s missing? The team admitted that the safety car – one of the most requested features in the comments on F1 Fanatic – will not feature in the game. According to Codemasters it added to little to the playing experience to merit inclusion. However the full range of warning flags will be simulated including red flags for race stoppages. Nor will players be able to drive the formation lap – again the team said they felt it added too little to the game compared to other aspects. However this feature and the safety car is being considered in the 2011 version of the game. Because of license restrictions you can only play with the 2010 season cars and tracks. Codemasters say they looked at adding feeder series to the game but decided it would take too long to do. The timing of the game’s release means it will be on the shelves before the cars have raced at the new Korean circuit, meaning that track will have to be built without data from the race weekend. However the team are confident that can build it accurately and have no plans for a post-Korea patch to improve the simulation. Up to 13 people will be able to play at once in online multiplayer. Curiously, the team said they had been advised by FOM to leave the slot for a 13th team free in case one appears later this season. The version of the game we played today which you can see in the pictures below is still in the early stages of development. Although some of the aspects fans might want to see won’t appear in the game the early signs are very encouraging. But we won’t know for sure how good it is until the game finally arrives this September. No, smo prišli do odgovora... semi simulacija ... kot smo predvideli... za nadrkavat bo, za kaj več pa imamo ostalo Ne vem zakaj se ne bi enkrat uporabil kkšn Rfactor ali Race engine... pa bi bla magar zadeva za preklapljat med simulacijo in arkado.. samo tega ni nikjer več... al je grafika al je pa simulacija... obojega skupaj ni... Citiraj Link to post
mAxL 1 106 Napisano March 18, 2010 Avtor Share Napisano March 18, 2010 Monza Monza (including pitstop) Citiraj Link to post
mAxL 1 106 Napisano March 18, 2010 Avtor Share Napisano March 18, 2010 Monza (Mark Webbe) Monza (Wet) http://www.youtube.com/watch?v=K0pdLiazwDw Citiraj Link to post
PEK 2 291 Napisano March 18, 2010 Share Napisano March 18, 2010 Že vidm... GRID s formulcam. Citiraj Link to post
gregor vodicar 476 Napisano March 18, 2010 Share Napisano March 18, 2010 Huda grafika, ampak fizika pa že na pogled bedna..isto k need for speed shift, filmska grafika a fizika za skozlat.. Citiraj Link to post
T7ank 16 Napisano March 18, 2010 Share Napisano March 18, 2010 Preview To hvalikanje se mi ne sliši najbolje. Bodo pa imeli do sedaj najboljši vpliv vremene -HAHA Citiraj Link to post
Oxy 11 Napisano April 9, 2010 Share Napisano April 9, 2010 Ja saj slike so res hude ni kaj ampak kaj ko bo treba kišto menjat za tole igranje. Citiraj Link to post
gregor vodicar 476 Napisano April 23, 2010 Share Napisano April 23, 2010 Ja kok ga hvaljo, k pa pokaže pol ingame pa k mu mal rit odnese je pa kr neki.. Upanje umre zadnje pravjo. Citiraj Link to post
mAxL 1 106 Napisano May 5, 2010 Avtor Share Napisano May 5, 2010 http://www.youtube.com/watch?v=JGPQ1BV58so Citiraj Link to post
mAxL 1 106 Napisano May 9, 2010 Avtor Share Napisano May 9, 2010 V prihodnje naj bi popravljali tudi barve v igri, saj so sedaj obupne Neuradna predelava slik... Citiraj Link to post
mAxL 1 106 Napisano May 31, 2010 Avtor Share Napisano May 31, 2010 Znanega do sedaj Overview Formula 1 2010 will launch on Xbox 360, PC, and PS3 in September 2010, colliding with the Singapore Grand Prix. It will feature all the drivers, teams, cars, and tracks from the 2010 FIA Formula One World Championship season. There will be no Beta. 2009 cars will not be included in the game due to licensing reasons and extra development time. There will be six Developer Diaries in total, ending in July. Developer Diary 3 will launch first, exclusively on F1Podcast on YouTube. You create a Profile at the start of the game which is taken into multiplayer. Gameplay There will be no Safety Car. There will be no Formation Lap. There is a full flag system with the exception of red flags and races can't be stopped. There will be Tyre Deformation and Tyre Wear, so looking after your tyres is a key part of the game. Race strategy will be very important. There is a full team radio. There is no commentary. There is a full dynamic weather system, so weather can change during races. Weather will affect the track and your tyres accordingly. When you win a race you will be able to celebrate with your fists and arms. There is a cockpit view, along with other views you will expect in a Formula 1 game, such as the TV onboard view. There is a full damage system, following on from previous Codemasters racing games that have used the Ego engine. Not only will parts fall off, but the car will get deformed accordingly. Some track objects are moveable and breakable. No mechanical failure, but AI can suffer it. Difficulty settings and assists to cater all players, so good for both the sim and arcade crowd. Slipstreaming is present and has the appropriate affect. There is engine wear. You can change your aero balance and engine power whilst racing. There is no helmet designer. The track surface changes accordingly, so how many cars have been on the track and the weather take affect, along with other aspects. During rainfall, for example, puddles will appear on certain parts of the track that is more open than other parts to allow the rainfall through. Marbles are on the track accordingly, and can be picked up by your tyres, and a dark line will start to appear when many cars have been on the track. Will use cars in the state they are created and approved by their teams. There will be the flashback feature and replays. Every steering wheel will be fully supported and the team are aiming to create a great experience for both controller and wheel use. Slipstreaming/dirty air/aero are major parts of the game. AI will challenge you and each driver has their unique driving style according to their real life counterpart. Oversteer, understeer, and wheelspin will be in the game accordingly. Previous F1 games have had too much understeer, F1 2010 sorts this out by bringing oversteer into the equation. Track condition will make an affect. There will be no Parade Lap. There will be no Parc Ferme. F1 2010 is using the Ego engine. This will be tweaked to provide the most realistic F1 experience as possible. Driving assists don't drive the cars for you, they help you, so there is still enjoyment in playing the game, so you will still get oversteer and understeer, etc etc. Driving line, automatic or manual, steering and braking assists are all present along with a lot of other assists to choose from. The game is running at 30fps. Car setups all have their advantages and disadvantages. When testing, you can skip to certain sectors of the track. Button mapping is present- so you can change all of the controls. There is no podium. Laser scanned grid girls are present. Modes Career Mode You compete in either three, five, or seven seasons, that is your choice. The longer the season, the harder it will be. So, if you do the full, longest Career mode of seven seasons, you will start off with the slower cars such as Virgin and Hispania. This is according to change, Codemasters will use the latest version of the car closest to release. You choose all of your settings and can change them throughout. You play a rookie driver. Your driver will replace the worst driver, in terms of stats, on a team, and that driver will either dissapear or swap for another driver who will dissapear. The tagline of the Career mode is Be the Driver, Live the Life. You have limited movement around your paddock area in order to ensure game navigation is quick. In the garage you will be able to adjust car setup, strategy and more, and you will be able to sit in the car in the garage and watch the screens. Around the paddock you will be interviewed by a character using David Crofts voice and have a variety of answers to choose for his questions. Likewise with Press Conferences (Holly Samos's voice is used during the press conferences). Be sure to choose your answers wisely because this affects you career. The questions you get asked won't be random, they will be about the race you have just participated in, so if you have a bad crash, that will be the main talking point. You get a variety of different answers to choose from. Your responses can have an affect on some AI drivers accordingly. You can also have arguments with your team. Limited amount of tyres each whole GP event, so all sessions. Sessions are skippable. 8 engines a year. Race Engineer chooses an engine each session though you can override. You cannot swap engine for every session though. The better you have done, the more media interest you get. Whoever is the best on your team will get new parts for the car first. Your and/or your team mate's car can be upgraded throughout the season with new parts. Team leader gets parts first. You have a female agent. Your Race Engineer is always the same person with the same voice, sounds apparently like Rob Smedley. This person updates you with all the latest news. Drivers don't change teams due to the license. There are different champions, not the same person and team all of the time. The number on cars cannot be changed due to the license. You will penalised for using flashback, for example less XP. The above means that you will earn XP for upgrades during the season. There is no pre season testing. You can choose from a limited amount of nicknames for your character. There is a rivalry system which also earns you extra XP if you beat a rival. You have a constant rivalry with your team mate. Upgrades aren't visual but affect performance and are physical. You can turn on/off the flag system. GP Mode (Single Race, Champ Season, Custom Season) You can only use licensed drivers in these modes. You choose absolutely everything, from race distance to track to driver. Some settings can be changed in this mode. Limited amount of tyres each whole GP event, so all sessions. Sessions are skippable. You choose an engine each session. In Championship Season you have a limit of 8 engines for the whole season. You can turn on/off the flag system. Multiplayer (LAN, Online) You can only use licensed drivers in this mode. There is no Split Screen, but there is a party play time trial mode. Split Screen is on their wishlist for their future games. LAN play is present. There is an online mode. Private matches are present. ALL MP modes are 12 players max (this is 99% since 7th April 2010.) In the Custom Grand Prix mode you can choose some settings, including whether or not you want an equal grid or a realistic grid of cars. You can turn on/off the flag system. Modes include: Pole Position- a Q3 session where the player with the fastest time wins. Sprint- a short 3 lap race with simulation options turned down to minimum, starting grid is decided randomly, the winner is the first player to cross the line. Endurance- a 7 lap race with tyre wear and track evolution simulation turned on, at least one pit stop, starting grid is decided randomly, the winner is the first player to cross the line. Grand Prix- a 7 lap race with tyre wear and track evolution simulation turned on, at least one pit stop, the starting grid is decided through a 10 minute qualification session, the winner is the first player to cross the line. Custom Grand Prix- this is the mode where the host can choose some options, this can be private or public. Like Career Mode, there is an XP system, probably used to rank up. Probably no car upgrades can be made, but this is unconfirmed. For all modes, there are no mid-race saves. Autosaved between sessions (e.g P1, Save, P2) The PC version of the game will use Games for Windows Live. Some examples of the pit radio below. “We've fitted a set of scrubbed tyre's you should be able to push a little earlier once they're up to temperature.” “Lap times are dropping, looks like track conditions are starting to improve.” “You're losing a lot of time through sector 1.” “It looks like we might see some light rain this session, just be aware of the conditions and try to pick the best moment to put a lap in.” “Your brakes are in the optimum temperature zone.” “The weather situation seems to be improving slightly, we could take a chance and switch you to inters if you want.” “Alonso's out-pacing us, we need to put in some quick laps.” “Looks like one of the McLarens is about to pit, their crew are getting ready.” “Waved yellows in sector 3. Yellow flag conditions apply, watch out for debris.” “Drive through penalty, drive through penalty for overtaking under yellow flag conditions.” “You're way out in front, time to think about conserving the engine.” “The track seems to be drying out, look for the drying line.” “Great job! G-r-e-a-t job! What a win! Congratulations, 25 points!” Codemasters are aiming to put in as much official merchandise as they can. This means caps, flags etc etc. The game will run at 720p on consoles. The weather options are: Dynamic, Clear, Light Cloud, Overcast, Light Rain, and Heavy Rain. Your Race Engineer will update you on other drivers pit stops, with information on what tyres they have put on. Each track has a different weather system, so for example Bahrain will always be hot and sunny and Spa unpredictable. Not only will tarmac be affected by weather, but kerbs will as well. So, for example, running the kerbs a lot when it is wet is very risky. AI does not follow other drivers tyre decisions but are likely to do the same thing if it works out well. Marbles form off the racing line, so when driving on this you will lose grip. Citiraj Link to post
zamex23 1 242 Napisano May 31, 2010 Share Napisano May 31, 2010 Nekaj dobrih nekaj slabih stvari, vsekakor mi ni všeč da ne bo kroga za ogrevanje. 2 Citiraj Link to post
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