F1 2010 Impressions (PS3, 360, PC) -
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Anyone with the 360 version know how you can see all three sector times on the garage TV during practice/qualifying? In my first GP I was seeing my best/recent S1 and S2 time but nothing for S3.
Also do you know where you can see splits or time behind/ahead for the two cars in front and behind you during the race? I see numbers flashing up in the left hand corner next to drivers names occassionally but not sure what they mean.
is it me being blind or isnยดt there a seaon mode ? Not career, but season (1 season, free choice of team)
Definitely should be in there, ideally with an ability to choose which course to race and which not (so f.e. doing only a 10 track season)
Grand Prix mode-
You can add a whole season, add all the drivers, choose your difficulty, short weekend, long weekend. It will keep points over the course the season, and you can quit and come back....and the it will save your season where you left off. If you notice when you pick a track, you can add numerous tracks, the developers let you create your own season, or run a full season with all the 2010 cars, drivers and teams, and race at the correct venues.
Love it so far. Being both a huge motorsports fan (from F1 to BTCC, V8 Supercars and ALMS) and having played multiple sims including Rfactor and GTR 2 etc, this still stands up with them by having a great sense of the atmosphere of the real sport, and by having AI drivers that feel human.
It may not be the best technical 'driving' simulator out there, but it's one of the best 'racing' simulators because it captures the efforts, frustrations and rewards of trying to build a series of blindingly fast laps in an effort to catch the guy in front. Make one mistake, miss an apex or spin out, and you spend the next ten laps trying to build up to being close to him again.
You can add a whole season, add all the drivers, choose your difficulty, short weekend, long weekend. It will keep points over the course the season, and you can quit and come back....and the it will save your season where you left off. If you notice when you pick a track, you can add numerous tracks, the developers let you create your own season, or run a full season with all the 2010 cars, drivers and teams, and race at the correct venues.
Glad itยดs just me being blind will check it out tomorrow, thanks for the quick response
The game really is great and thanks to the nature of F1 (like Blackcats said, 1 mistake and youยดre gone + the immense difference between top teams and bottom feeders) will be challenging for everyone, no matter how good on the virtual wheel
Also do you know where you can see splits or time behind/ahead for the two cars in front and behind you during the race? I see numbers flashing up in the left hand corner next to drivers names occassionally but not sure what they mean.
I have yet to play the game (won't be able to until tonight), but according to the Codies forums, it's apparently not there:
Anyone with the 360 version know how you can see all three sector times on the garage TV during practice/qualifying? In my first GP I was seeing my best/recent S1 and S2 time but nothing for S3.
Also do you know where you can see splits or time behind/ahead for the two cars in front and behind you during the race? I see numbers flashing up in the left hand corner next to drivers names occassionally but not sure what they mean.
First off, I love the game. I think there is a bug of sorts when it comes to S1, S2 and S3 times on the 360 version. I get the same thing...blank time on a certain sector. This also carries over to multiplayer qualifying...where I managed to break the land speed record at Spa with a 1:23 lap (I think it had a blank section and just added the S1/S2 and counted it as my time). I have seen this screwed up time now a few times in Multiplayer Qualifying (Spa, Monza). Hopefully they can patch it.
Anyone with the 360 version know how you can see all three sector times on the garage TV during practice/qualifying? In my first GP I was seeing my best/recent S1 and S2 time but nothing for S3.
Also do you know where you can see splits or time behind/ahead for the two cars in front and behind you during the race? I see numbers flashing up in the left hand corner next to drivers names occassionally but not sure what they mean.
Unless I am missing something you can't see the split times. Pretty hard to know when you have to push the car ( delta time) or know that you have no chance to catch the car ahead of you and just save your engine.
Without a Pit Board I do not see how you can't have split times? I just hope that I am missing something.
Edit: Looks like we have no split times (sometimes verbal though).
How much of a difference does it make which team you sign with? I signed with Virgin for 3 years. Are there some teams that are a LOT better, or what is the significance? Trying to decide if I made the right choice.
codemaster forum post, few questions answered; pace car, car failures, etc.
"During production of this game many people have asked me why we didn't include X, Y or Z features. I've been told so many times that X is a vital ingredient only for the person next to them to disagree. There is no ideal feature list that'll gain unreserved approval from everyone. We simply cannot include everything in our first game and tough decisions have to be made. We didn't include mechanical failures (for example) because I would like us to do this properly. For starters I don't like random failures so straight off it'll take us longer to implement a system whereby wear and tear on the car feeds into the likelihood of systems shutting down. I want the player to be able to work around them if spotted early enough. For the older gamers out there, think of the crack that'd appear at the top of the screen as your car took a pounding in Crammonds wonderful Stunt Car title. Why no Safety Car? That became quite a topic of conversation in the office! The SC issue is quite black and white, even amongst the community. Yes, it's quite cool in real life because it sparks a lot of activity, change of strategy and brings the cars closer together but I want all those elements in our game not just a car that trundles around the track when an accidents occurred. We want to include things that we have time to do justice to and that proved extremely tough with the game you'll soon have in your possession let alone anything on top of that. We built this game from the ground-up and everything took a great deal of planning and effort. We pushed the development period as far as we could... we're always very aware of what's being called for. Sometimes I feel as though the gap between F1 games has played against us because people have had so long to imagine all the features they'd love to have in their ideal F1 title."
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