F1 23: Deep Dive for Gameplay Features Released


Not much had been shared about F1 23 ahead of its June 16th release. The comeback of the Braking Point story mode, improved handling on gamepads in particular and the new F1 World hub were the few news given alongside the addition of red flags. Now, the first of five deep dive videos has been released, highlighting gameplay mechanics.

Image Credit: EA Sports

EA Sports has officially announced F1 23 on May 3rd and revealed a few details about select features. Since then, pricing information has also surfaced on the online stores of Steam, Microsoft and PlayStation, revealing raised prices in comparison to F1 22's launch.

The first deep dive video did not reveal any news regarding the gameplay elements, but rather explained how improvements were made and how certain mechanics work. Here are the main points of the video.


Handling​

Physics calculations for the tire slip have been updated, and interaction with car inertia has been improved based on feedback from real F1 teams, which results in better feeling for both aerodynamic and mechanical grip.

This is supported by a more realistic throttle response, which models the engine's torque response in a more progressive manner relative to the selected gear and the driver's throttle input. Work has also gone into how the car's underfloor influences the handling, especially over kerbs.

For gamepad racers, the new Precision Drive system aims to improve the controller steering and deliver more precision while also promising a more rewarding experience which can be adjusted depending on different driving styles.

35% Race Distance​

The introduction of 35% race distance has its roots in F1 Esports competitions. It is supposed to factor in strategy and tire wear while avoiding the time commitments that full distance races would imply.

Red Flags​

Virtual Safety Car, Safety Car, and now, Red Flags: Sessions can be stopped in F1 23 depending on on-track incidents, debris on the circuit, or extreme weather conditions. The system monitors the circuit and reacts accordingly, calling either a VSC, SC or Red Flag to the session. AI cars will be able to trigger these stoppages as well.

This influences race strategy as well, which can be adjusted during Red Flag periods. According to real F1 rules, tires can be changed, and some damage may be repaired.

F1 23 WIP Screenshot of Max Verstappen leading Charles Leclerc & George Russel at the Lusail I...png

Image Credit: EA Sports

New Circuits​

The additions of Las Vegas and the Lusail International Circuit in Qatar as well as the inclusion of Shanghai, Portimao and Paul Ricard, which are no longer in use on the F1 calendar, had already been confirmed. Their creation processes are explained, though not in too much detail. The deep dive underscores that F1 23 is going to be the first opportunity for both fans and drivers to familiarize themselves with the all-new Las Vegas street circuit before the race in November.

Your Thoughts​

Highlighting the gameplay elements that are going to be new or reworked for F1 23 was the first of five deep dives. Episode 2 is scheduled for May 19th on the EA Sports F1 YouTube channel. What do you think about the insight provided? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

My dream is for a game that lets me set up a series of tracks in a championship with practice, qualifying and races that are all configurable without having to put up with a story, cut scenes, characters, or a pretend career. lounge suite , apartment or a devil span EA logo...

So for me, its all about the in car experience with some competitive structure so AMS 2 all the way.

With skin packs of course.
You can do that in F1 2022 and also 2023.
 
Isn't that the exact point!?!? F1 games don't simulate F1 either!
Cars that look like F1 cars and the track list, that's all it takes?
I don't think it's too much to ask for something under the bonnet.
I'm just not content settling for minimum effort maximum profit games.
I don't have a clue what you are on about. All the F1 race sims simulate F1. From Geoff Crammonds Grand Prix series to F1 2022 (I have them all). If they are not simulating F1 then they must be simulating cooking or surfing? :cautious: We don't have a single race car simulator that is the same as the real thing so what is your point? That are all computer games.
 
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Not sure why they are bringing in a 35% race distance, when the game is screaming out for 75%.

25% and every lap is a sprint . 50% and it is always a S-M / M-S strategy. 35% just falls in between these two and doesn't solve any problems, with S-M still reigning supreme and cars going more or less flat out.

100% (+ some excellent mods on here) is the only way to see variation in tyres and offset strategies.
 
Not sure why they are bringing in a 35% race distance, when the game is screaming out for 75%.
I mean, properly this would be solved with arbitrary distances and tire wear and fuel usage multipliers.

BTW, which mods do you mean? I'm a noob in regards to F1 modding.
 
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I mean, properly this would be solved with arbitrary distances and tire wear and fuel usage multipliers.

BTW, which mods do you mean? I'm a noob in regards to F1 modding.
I use 3 mods, although only 2 actually affect game play - they're all on here and really simple to install. Should point out I still play F1 2021 because F1 '22 is junk so not sure these have been copied over.

Mod 1 - F1 Radar - single player & multiplayer - by theboat:
It's an overlay that sits on top of your game and tells you about surrounding cars. Really helps me a lot in not knocking cars out through corners.

Mod 2 - F1 2021 realistic failures, punctures, engine & overtake mod - by andyandy989898:
Does what it says on the tin, although I've never actually had a puncture. The best bit about this mod is that the window for overtaking under DRS is much more realistic, which means you can end up having DRS but struggling to overtake like in real life.

Mod 3 - BETA TyreTempMod - by andyandy989898:
This one completely changes your game. The 19 AI drivers will now run 1, 2 or 3 stops and stop at different times. So Max runs a 2 stopper, Charles runs a 3 and you're holding on for dear life on a 1 stopper.

It also affects tyre heat, so a medium is not better than a hard at every track. And the Hard may be undriveable at one track but the perfect tyre at another. And driving carefully will extend tyre life, not the vanilla game of "I drive like a grandma for 15 laps and it doesn't matter because the tyres still fall off at the same point".
 
Premium
@aasasd I can’t remember if it was F1 21 or 22 that finally ditched the gamepad centric feel of the cars when using a wheel, but that’s gone now. I’m really curious how the new version drives. Hopefully some actual sim racing influencers will get to drive it before release instead of gaming channels.
 
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