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Old 15-03-2010, 06:06 AM   #1 (permalink)
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A CO representative has posted in this thread F1 2010 - What we know so far (PLEASE READ BEFORE POSTING!)

Quote:
Originally Posted by Pepsimax112 View Post
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.

From T4RG4:
Quote:
In this one you cannot steer, although we did have some plans for that originally. What people are after is the ability to screw up a stop, because there is no real point in steering when all that matters is speed in, stopping, exiting, using the limiters in time etc. Your entry along the access road is just as important as your exit and return to the race track and that is where you have steering control. I wouldn't rule out more pits control in the future though. We've learnt a lot this time out. It's fair to say those that nail the pits will have a bit of an advantage online in the longer races, and that's where it's going to be a lot of fun.
The above means you can hit the lollipop man if you overshoot a pit stop.
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.

I have re-posted Steve's list here because it seemed to have disappeared off of this thread. This is a good example of how useful backup copies are.

CONTINUED ON PAGE 35!
-Pepsimax112

Last edited by SynGamer; 11-05-2010 at 10:19 PM.
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Old 15-03-2010, 06:15 AM   #2 (permalink)
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Some choice quotes;
Quote:
Originally Posted by SynGamer View Post

What's Official
Quote:
  • Release date: September 2010
  • Platforms: PC, PlayStation 3, Xbox 360
  • Anthony Davidson has been helping tune the game for some time now
Regarding Arcade vs. Simulation
Quote:
I do not use the terms Arcade or Simulation, I think they're two extremes that do not sit well together. I class F1 2010 as an excellent and highly enjoyable F1 experience. Some of the things we've included are very, very 'hardcore' for want of a better word. This game will appeal to a variety of people, we've worked hard to make that the case but I'm certainly never forced to hold features back, cash-in, dumb-down or whatever else we're sometimes accused of In all honesty Codemasters allow us an awful lot of creative freedom and I applaud them for that. I wish more places were the same.

-T4RG4
Regarding Career Mode/Advancement Within the Game
Quote:
All the new teams are somewhat off the pace right now, but I dont imagine them to be so far off come our release. Some teams are running their cars for the first time this weekend. We've thought of and dealt with the spread of cars and expectations. You're definitely not expected to be finishing on the podium let alone winning races when driving for most teams. You still have something to achieve though, so you can stand out as being a very capable driver destined for greater things even if you're struggling to get into Q2.

In addition we too thought not all players would want to start with the new teams, so we've dealt with that

-T4RG4
Quote:
Yes, Michael Schumacher will be in the game

-Helios
Quote:
I know the team are doing their best to imbue the different drivers each with their own unique driving styles.

-Helios
Regarding Car Setups
Quote:
Yes, Car Setup is in the game. In reality we're told car setups provide around 0.5 seconds difference, on average. The teams go to tracks with a setup in place, because they have historical data.

-T4RG4
Quote:
Well, there is a control for it (front wing flap) yet it's not completely hooked up and working in-game at the moment. I'm taking an interest in how often its referenced this year. Chances are it'll be used a little more routinely as the cars balance changes dramatically as it consumes fuel.

-T4RG4
Quote:
10 km/h is a big speed difference. You'd be suprised at the horsepower difference up and down the field. Every little thing comes into play in real life, and indeed many are included in our game. Power, torque curves, gear shift speeds, mechanical grip, the way the tyres are worn, upgrade packages and yes downforce capabilities.

-T4RG4
Regarding the Formation Lap
Quote:
Formation Lap – Currently not part of the plan, for the same reasons as safety car. This is not to say we won’t look to add a little of what the formation lap provides!

-Helios
Regarding General Physics
Quote:
Slipstreaming (and the wide ranging effects of it) is going into the game at the moment.

-T4RG4
Quote:
Tyres are a big thing in the game, a major part of strategy and the effects on them look marvellous

-T4RG4
Regarding KERS

Quote:
Do you want us to finish this game? KERS isn’t being used by any of the teams, so it wont be available in the 2010 game (unless a team suddenly starts using it for a number of races). I liked the concept of KERS though, so we've factored something else into its place that all cars have access to...

-T4RG4
Regarding Multiplayer Mode (Local and Online)
Quote:
Split Screen – Some of you will have noticed this is not present in any recent Codemasters racing titles. Early on we established the huge amount of resources this feature would consume and, after weighing against our need to move the series in an original direction, made the tough decision that F1 2010 would not be the project to return Split Screen. We have included an interesting local multiplayer mode in its place and an extensive online multiplayer mode.

-Helios
Regarding Other Formula Series
Quote:
It's an F1 license, it doesn’t cover the other racing categories. Not to mention the fact it's not an inconsiderable amount of work to create other cars/handling behaviours/audio and logic to support this.

-T4RG4
Quote:
A Feeder Series – We’re at full-stretch creating an engaging Formula One experience. Including a feeder series is not part of the deal we have and code support alone would take too much away from the main game to prove worthwhile in 2010.

-Helios
Regarding the Safety Car
Quote:
Simply put it's because they are not as easy to implement as you are imagining, especially if you're to do them justice, which is the only way I'd ever want to tackle features. In addition the relative power of machines does not come into play here, it's all about the human development period. For the initial game we prioritise features the majority will want see and use, as that is the most efficient use of time. (By majority I emphasise those of us beyond the forum).

-T4RG4
Quote:
It really comes down me as to whether or not the SC, or any feature for that matter, is implemented. Its not 'CM' or the team, the buck stops with me and I accept that. Yes we have design discussions, yes the team voice their opinions and suggest many a great idea, yes we make decisions based on available time and resource, yes I read these forums. As a team we would like to implement absolutely everything. Reality makes this impossible. If you have the time to implement several features but have a wish-list of ten, you're going to disappoint someone somewhere, no matter what you do. Those that voice disappointment will claim the feature they wanted to be critical to the game. This is natural and, taking in-hand my previous comments on time and resource, makes the all too common request for 'make it an option' redundant. You still have to spend valuable time on something in order for it to be made available. When you start making something 'an option' you're just creating a multitude of games in one which leads to a diluted experience. Yes, many PC games provide a ton of options, but they rarely come with much else let alone appear on three formats. I personally feel the SC (if implemented the easiest way) does not offer as much to the majority as some of our other track side features. You will find out more about what is actually IN the game in due time, I don't think people will be unhappy.

-T4RG4

Thanks for posting. I missed some of these. You miss a day, you miss a lot!

Last edited by SynGamer; 01-04-2010 at 01:38 PM.
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Old 15-03-2010, 06:26 AM   #3 (permalink)
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for the f1 2010 game or any future f1 titles: has any consideration gone into the possibility of players being able to create a new team (13th team on the grid) for career mode? i think it would be cool to design a livery, choose an engine supplier, maintain a budget for various development aspects, ect. it would be awesome to start your career competing with hispania and after much hard work you could eventually have your created team racing for a constructors championship.
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Old 15-03-2010, 09:00 AM   #4 (permalink)
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That comment about the KERS concept intrigues me. Surely they are not going to implement that into the game in some way?
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Old 15-03-2010, 09:06 AM   #5 (permalink)
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Quote:
Regarding KERS

Quote:
Do you want us to finish this game? KERS isn’t being used by any of the teams, so it wont be available in the 2010 game (unless a team suddenly starts using it for a number of races). I liked the concept of KERS though, so we've factored something else into its place that all cars have access to...

-T4RG4
Hang on. I thought KERS was not in the 2010 rules & regs, I thought all teams decided to drop it...
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Old 15-03-2010, 09:52 AM   #6 (permalink)
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Quote:
Originally Posted by SuperOli View Post
Hang on. I thought KERS was not in the 2010 rules & regs, I thought all teams decided to drop it...
It is still in the rules so technically a team could use it but the teams agreed not to use it. However, after seeing yesterdays race I wouldn't be surprised to see it make a come back latter in the season if they are still finding that sitting behind the car in front is destroying their tires
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Old 15-03-2010, 10:04 AM   #7 (permalink)
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Yeah i do hope hope Mclaren pop up and starting using it again I mean come end of last season they were able to use KERS brilliantly (well hamilton did at least)
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Old 15-03-2010, 10:05 AM   #8 (permalink)
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Quote:
Originally Posted by commando_kock View Post
for the f1 2010 game or any future f1 titles: has any consideration gone into the possibility of players being able to create a new team (13th team on the grid) for career mode? i think it would be cool to design a livery, choose an engine supplier, maintain a budget for various development aspects, ect. it would be awesome to start your career competing with hispania and after much hard work you could eventually have your created team racing for a constructors championship.
Sounds a good idea but I doubt it would happen because of the licensing. You cant even change the sponsors/livery on the cars so I doubt they would allow player designed teams for a official licensed product.
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Old 15-03-2010, 10:07 AM   #9 (permalink)
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yeah totally agree i doubt somthing like that would have been included in the licence agreement with Formula 1
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Old 15-03-2010, 11:53 AM   #10 (permalink)
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KERS is permitted, but can not begin to use it because it will radically change the weight distribution and the car is very changed from last year

I want to play in September, so no need KERS
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