***Official Formula One 2011 Thread***

[TW]Fox;20030245 said:
What happened to expansion packs? Why isn't this 'F1 2010 the new season' addon for 15 quid or something?

I agree. At the very least offer a discount to 2010 owners but they are so fill of themselves they think the game is great.

Apparently there is a long list of new features that make it more than just a season update. I am waiting for reviews and user feedback on it. Might wait until it is £15 anyway :) - probably after a couple of months.

They do not deserve my money after the con they pulled last year.

Am giving my money to the Hard Reset devs instead.
 
"Ferrari are getting ready for a pit stop, it looks like Alonso"

<When your in 24th in a HRT and no where near Alonso>

"Bruno is faster than you in all three sectors, perhaps you should look at your setup"

<When your 15th fastest and Bruno is 21st>

"Great overtaking!"

<When going along the start finish straight and other cars are pitting>

None of these render the game unplayble but they do break the immersion and enjoyment of the game.
 
List of updated features for those interested:

MAIN FEATURES

KERS and DRS avaiable and full manual
IMPROVED HANDLING (more reactive , you "feel" the car into corners )
FLEXIBLE BODYWORK (body , wings , mirrors can flect)
IMPROVED DAMAGE (increased damage sensivity)
MECHANICAL FAIULURES (engine , drs , kers , brakes)
NEW A.I (more challenging and realistic drivers , brake late into corners)
24 CARS ONLINE (16 players+8 bots)
SPLIT SCREEN
OSD: the osd is vastly improved and more complete
CO-OP ONLINE CAREER MODE (Play throughout a season online with a friend)
PARC FERME AND VICTORY ANIMATIONS
DAY/NIGHT TRANSITION
CUSTOM WHEELS FOR EACH TEAM
SEMI-MANUAL PITLANE DRIVING
CLEANER AND DETAILER GRAPHIC
SAFETY CAR
CAREER MODE REWORKED AND MORE IMMERSIVE
FULL DYNAMIC WEATHER SYSTEM WITH DYNAMIC CLOUDS
IMPROVED RACE ENGINEER COMMUNICATIONS
TRACK MARSHALLS OUTSIDE THE TRACK WAVING FLAGS
ADVANCED TYRE WEAR AND SMOKE UNDER HEAVY BRAKING
INTERACTIVE TYRE WALLS
RACE DIRECTOR MODE

Some good vids in the thread too - http://community.codemasters.com/fo...ussion-1403/467246-f1-2011-deluxe-thread.html
 
did anyone get annoyed at how cold tyres and brakes had no effect on the game?

All you needed to was brake once and they went from blue to green.

f1 2002 was better than what CM gave us last year
 
Insightful write-up:

First of all, I would just like to thank everyone at CM for making us feel welcome. It was a fantastic day, and we all left wanting more!

I will write some of my thoughts about my time with the game, and then hopefully answer questions that people may have.

We arrived at 11:30 and were promptly taken to the depths of CM's studio. Within a nice dark room were about 15 Xbox 360 dev kits and a nice big projector, all mixed with wheels and controllers.

After a small introduction slideshow and Q&A (More detail later) we were all let loose on the final build. First thing that was immediately apparent was the very nice paddock menu. It showed a lovely area with people walking around, carrying parts etc. We had about half hour to do our own thing.

I jumped straight into a grand prix at Melbourne. The menu loaded up and I made sure I put all assists off, damage to full, dynamic weather and Safety car ON! The loading screens have a nice montage of your stats similar to other CM titles like Dirt, which shows you details like your fastest speed, best position etc. One downside I did notice were the loading times. They were a little long, but I am just nitpicking.

Melbourne loaded up. Again this looked fantastic with the new lighting. There were some nice new panning shots of tracks this year showing fans walking around etc. Because I went straight into a race it showed me getting into my car and settling in for the race. The before race prep is almost identical to last year, so most people will be right at home flicking through their tire choice, pit strategy etc. I quickly jumped through it and headed for the track.

The same grid fly through happens before a race to show the leader, your team mate and your position on track. I cant emphasise how much better it looks this year with the new lighting.

I started at about 18th. The lights went out and we all went flying down to turn one. The AI was very aggressive and took up any space that could be found into turn one. Of course the first thing that happened was I went careering into the gravel as the new tire simulation really makes itself known. Cold tires are hard work this year. I pulled myself out of the gravel, and onto the track in last. Foot on the throttle, and no sooner was I back on the track I was facing the other way again.

I am happy to say that the cars this year are a real handful. We are all going to have a lot of fun getting to grips with the cars.

This was pretty much the story for me for the first half hour of play. Getting to grips with the new handling is tough, some may say very tough, but it is very rewarding. Linking some corners together feels fantastic and you really fight the car for every inch. At every corner the car wants to spin you round, and not in a bad way. If you drive with no assists you will really have to be patient with the car and understand how it works.

The AI are a good challenge this year and they will force you to make mistakes, overtake you and not look back. They are also affected by everything the player deals with; tires, fuel, damage, failures, penalties and mistakes. They dont weave or make strange movements across the track this year, and on the whole act believably.

After we all had a go at feeling the new handling, we broke for a quick lunch and started some multiplayer races. I will say at this point I am not a good wheel racer. I will go as far as to say I hate it. I did stick with the wheel for a while and found myself getting quicker but eventually went to a pad to see if the game felt as good. As much as I can say the wheel grew on me and it was very fun and immersive, I am also happy to say people using the pad will still have a great experience. Most importantly you will also be just as competitive as wheel users.

I'll stop rambling now and get onto something most people want to know about ...... SAFETY CAR!

The safety car was deployed a few times in the multiplayer races. The mechanics of it are simple. The safety car comes out and waits for the leader. Upon collecting the leader, every car from then on has to stay in that order (Even if they are a lap down). One thing I noticed which has been debated is how long the safety car stays out. I dont think there is a set time, it is simply when all cars are collected behind it. When this happens, the safety car signals to come in and the leader takes responsibility for the pack. When they pass the safety car line overtaking is aloud and racing continues.

Now I noticed the AI cars that were involved in the multiplayer race were not very quick at getting away after a safety car. They were only set on intermediate so hopefully it was to do with difficulty settings. This in no way is a problem, I just felt they could have done more to bunch up and get a jump at the start.

A couple multiplayer races in and we had a rainy race. Rain looks Incredible this year. At one point I looked at someone else's screen as they tried Eau Rouge. You couldnt see anything. Making passes in the rain this year and driving competitively will be a real challenge.

On a side note, we all got to go off in groups to have a go on the d-box running F1 2011. Holy ****, the game is something else playing it on a d-box!!

I am shattered after the long drive to and from CM today but I will stop rambling and help answer questions people have. I know me and Willsb tried to get in forum questions at the Q&A, aswell as throughout the day. Hope this has been an interesting read and I might try and write something more detailed tomorrow.

Thanks,
LoftyMan
 
Certainly sounds like a fun feature after watching the coop video. Have agreed to start a co-op campaign with Anuraj when he gets the game, but until then I might be up for it :)

 
http://community.codemasters.com/forum/7140145-post42.html

Not sure where is stands now.

From T4RG4 (F1 2011 Chief Games Designer):

I try to give priority to those asking questions on Twitter if I recognise them from the forum. But some people have completely different names

Broadcast Replay Cameras - We did a sweep and included all the proper Broadcast Cameras but some of them are not suitable for the game (showing areas we don't put much detail in/areas with too much detail causing frame rate issues etc) and then altered some of them to overcome these issues. I'd say it's definitely more of a broadcast feel than last year but I've yet to go through and review all the tracks.

Pad versus Wheel - Same as last year really. If you play long races the wheel will always be easier to use because it is built for purpose Seeing as F1 is such a fast sport, this difference is further emphasised. Most people in the office still play with a pad though!
 
Frame rate issues on Consoles, maybe, on PC's, I doubt it.

Just proves what they say about being developed independently a crock.
 
Received an email from Shopto about my preorder saying that there is a ticket regarding my F1 2011 preorder but I cant find the ticket. Has anyone got a similar email from Shopto?
I think they have decreased the preorder price down to under 20 quid though so thats probably what its about.
 
Well F1 2010 was about as close to F1 as riding a unicycle so lets hope they can do a bit better this time around - however Codemasters have proven time and time again they know very little about car physics and handling.
 
Received an email from Shopto about my preorder saying that there is a ticket regarding my F1 2011 preorder but I cant find the ticket. Has anyone got a similar email from Shopto?
I think they have decreased the preorder price down to under 20 quid though so thats probably what its about.

yes,
 
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