1. EVERYONE (even Sutil) has said the handling is very close to the real thing. To each their own, and this isn't a knock on sim fans, but a racing wheel and **** game is no closer to the real thing than a controller and great game. And there won't be a demo for F1 2010 due to time constraints.
Id have to disagree with you there Dustin ,On virtualr A german posted a translation of an interview with Sutil and a german interviewer and Sutil mentioned that he plays sim games on pc and he considered F1 focused towards arcade.
The demo doesn't cut any ice either as Gamescon had a demo ,and while you might make an arguement that it wasnt finished code every demo i have played comes with a disclaimer that it is unfinished code and may not represent the finished article.
They could still update the Gamescon demo with what ever code they are updating the final release for it to go gold, and release that as a demo within the next week or two.
Any comment on the tire debate that is going on on virtualr or codies forums ?
What im trying to figure out is that just an animation issue(animation not tied to physics)or is their physics backwards and the animation following that. any ideas anyone ? because if i remember correctly they were saying a lot about this advanced tire model they had developed especially for F1 compared to previous games.
The damage system seems to be a cut down version of what was promised as well.
Codemaster quote approx march of this year
"Codemasters have promised the most sophisticated damage model in gaming history, and the early signs are promising. Debris really does shatter into thousands of pieces, and running over debris in the game will give you a puncture, forcing you to nurse the car back to the pits.
If you have a low-speed crash at, say Monaco the tyre will remain attached to the car by a wheel tether, but if the crash is at high-speed, the tyre will be separated from the car. The damage model has been based upon the visual explosion that was Robert Kubica horrific crash in Canada, 2007.
Codemasters studied over 500 pictures of that one crash and saw how the pieces of the car would separate from a different area of the car, and the huge crash at the start of the 2009 Spanish Grand Prix was also studied for how the carbon fibre did literally explode on that occasion."
Pity the rear wing cant come off
taken from a blog of one of their fervent supporters
http://michaelgriffinonf1.wordpress.com/2010/03/18/be-the-driver-live-the-life-f1-2010-review/
Ant Davidson im sure is an okay guy ,but what has he been testing the handling with ,its taken until today to get a wheel list and it dosent look any bigger than what any other racing game would support ,the impression that was given i was expectiog 30 to 40 wheels on the list and how come he didnt spot the tire issue deforming in the wrong direction.
Realistically even if he did tell them there was something wrong in the handling what are codemasters going to do if they believed that implementing his suggestion might make it too difficult to drive for the average user.Im not saying this happened but he only knows the hardest way to drive an F1 car,do it for real.Codemasters keep telling us real is not the market they are aiming at so any suggestion he would make has to be altered by codemasters to fit their sales profile.
Id disagree , a wheel is the closest thing we can get to real as that is what is used in real life apart from the argument of the type of game,a controller is a jack of all trades and master of none,the game has been designed so that wheels get only a very little advantage over controllers,so for a hypotical test if we connected the wheel from my g27 to an F1 car and a console controller to another and got an F1 driver to test both cars any guesses to the outcome
over a lap
David they are not developing a sim ,they have said that ,Its an (not arcade ,not sim , but has sim elements)its just they are kinda vague on what elements are what that is probably causing a lot of the discussions.