F1 2017 The Game (Codemasters)

Paul Jeffrey

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F1 2017 Gameplay Preview 1.jpg

Have a look at our first thoughts from the upcoming Formula One 2017 videogame, due to release on Xbox One, PlayStation 4 and PC this August 25th.

Thanks to having early access to the most highly anticipated Formula One game in the history of the series, RaceDepartment have taken the opportunity to get our hands dirty and give the game a thorough test prior to its public debut later this month.

Taking the McLaren Honda McL32 through its paces in career mode, RaceDepartment's own @Joseph Wright gives us his thoughts on how the game has progressed since 2016 as he has a look at the Practice and R&D sessions, right the way through to the main feature race at the season opening Australian Grand Prix at Albert Park, Melbourne.

Following our run in the modern Grand Prix offering from Woking, we enjoy a quick invitational 'Classics' race using the Renault R26 of Fernando Alonso fame, tempting this historic beast with some gung ho driving as we get under the skin of the fine nuances between these very different cars.

Some technical stuff.

For those of you who are interested, Joseph is using the following equipment and settings during the making of this video -

Game Settings

25% Race Distance (15 Laps)
Simulation Damage
No Flashbacks
Normal Cutting
Full Qualifying

Graphic Settings

F1 2017 Graphics Settings.jpg
F1 2017 Graphics Settings 2.jpg


The Rig


Graphics Card
: GeForce GTX 1060 6GB
Processor (CPU): Intel® Core™i5 Quad Core Processor i5-6400 (2.7GHz) 6MB Cache
Motherboard: ASUS® Z170-E: ATX, LG1151, USB 3.1, SATA 6GBs
Memory (RAM): 16GB HyperX FURY DDR4 2133MHz (2 x 8GB)
Processor Cooling: Corsair H55 Hydro Cooler w/ PCS Liquid Series Ultra Quiet Fans

Gaming Chair: GT Omega PRO Racing Office Chair - Black Leather
Racing Wheel/Pedals/Gear Shifter: Logitech G29
Headset: Professional Gaming Headphone 7.1 Channel Surround Stereo Customized Noise Cancelling Extreme Base with microphone


Formula One 2017 releases Friday August 25th on Xbox One, PlayStation 4 and PC.

F1 2017 Gameplay Preview 2.jpg


If you like your Formula One games then get yourself over to the Formula One 2017 sub forum and join in the discussion! We will be having Club and League racing once the game goes live, mods, car setups, news and chat, all for you to enjoy! Join in, have fun and go discuss!

Did you enjoy our feature video? Looking forward to F1 2017? Want to see more of this type of content? Let us know in the comments section below!
 
After hearing so many good things about F1 2016, I gave it a go, but was shocked at how terrible the car feels. The understeer was just the most horrible unrealistic feeling of any sim car I've ever driven. Only way to counter-act it a bit was doing a stupid setup like max ARB on back, min on front, high front wing AND reducing steering rotation to make it more twitchy. And even then it still sucked.
It was so bad for me it's almost like I had some radically wrong initial controller setup or something, but by then I was running out of time for refund period , so i didn't bother investigating further and just refunded. Does this echo anyone else's impression? For this reason I am not in the least excited about F1 2017.
Same thing happened to me, some sims come with some layers of understeer baked in the default setups, F1 2016 had the entire cake.
Never struggled with it and I wouldn't say I'm particularly bad at the game or anything. If you're using the wheel, you're probably messing up the weight transfer by not flicking the car in and then staying smooth (or you're driving cars like the Renault or McLaren which are extremely bad when you push them - the Renault in particular is by far the slowest car in the game despite its stats). Keep the weight ballast maxed out, keep the rear suspension ~1 tick softer than the front (as real teams do) and balance the car out with the ARB, keep the front wing 1 tick higher than the rear (as real teams do) and you'll be completely fine. If anything, after playing AMS for a few more hours, the default-setup-induced oversteer there (complete with ISI-powered death slides) is much less realistic - little surprise that the Formula Ultimate WR holder at Interlagos uses a massively understeery setup.

With the pad it makes a lot more sense though, as 2016 has 2014's innate traction control and an absolutely atrocious way to steer (something which, judging from the content put out so far, is going to be present in 2017 as well). CM have no excuse on that front, and even then, in pushing conditions the pad should be faster because of the TC.
 
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