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 Post subject: F1 2017
PostPosted: Thu May 18, 2017 6:30 am 
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https://www.motorsport.com/sim-racing/n ... rs-907072/

Nice to see the classic cars back. I'm looking forward to this after F1 2016 being a solid foundation for the next gen games.

All I wish for I'd that the career mode helmets allow for sponsors depending on what team you're driving for. Plus better design options.

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 Post subject: Re: F1 2017
PostPosted: Fri May 19, 2017 1:29 pm 
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Yeah it looks pretty good, looking forward to the classic cars, there's still 9 to be announced as well, I'm hoping that a 2007/8 car is in there (arguably not classic I know but it would be nice to have one from that era with those crazy looking cars).

Apparently there is going to be shorter version of tracks in this game too, so you'll be able to chose to race the Silverstone national circuit for instance in a custom race/online race.


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 Post subject: Re: F1 2017
PostPosted: Fri Jun 09, 2017 1:13 pm 
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At least they've finally come to their senses and are doing a summer release instead of a September release. Hopefully they'll release it sooner next time.

Edit: Just realized they are releasing it at the end of August. Just don't get why they do this.


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 Post subject: Re: F1 2017
PostPosted: Tue Jun 20, 2017 3:32 pm 
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Some footage coming out of the E3 show last week. I'm guessing the build is the same as 2016 so this might be improved for release.

So far they have the Ferrari 1995, 2002, 2004 and 2007, the Red Bull 2010, Williams 1992 and McLaren 1988 as classic cars. Should be good.

I've been having a think of what would be the perfect F1 game CM could make. Some ideas may be as far from possible as, well, possible - but for me I think we're at a stage in the gaming world where people want to completely immerse themselves in whatever they're playing.

Here's what I think should be included:

1. A better helmet creator. Options for adding your own designs or mixing and matching designs, plus choosing which manufacturer you wish to use (Schuberth, Bell, Arai etc.)
2. Sponsors to be allowed on all career helmets
3. A face/avatar creator - 2016's options were awful! Football games allow this so there's no excuse not to include this
4. Different options for how the drivers' hands hold the steering wheel - pedantic I know but different drivers have different styles
5. Official F1 timing graphics to be shown during qualifying and the race
6. Career mode - the hardest difficulty should disable flashbacks and session restarts if you crash your car or suffer any mechanical issues. If you're out, you're out
7. Get rid of the poxy driver rivalries and team objectives. Instead, just base your career on your final WDC standing and whether you have outperformed your team mate, and also number of incidents during the season
8. Press conferences - as in F1 2010, any answers you give will either warm you to the team and fans, or not... this should have more bearing on your career than the current race-by-race objectives or pre-selected driver rivalries
9. Options to approach teams yourself and not leaving it until you get offers at the end of the season. This should also have an effect on your current team's morale and fan perception of you (if you choose to approach everyone by mid-season, for example, then nobody will want you)
10. Choose your own cap style and even add your own signature - the PS4 controller will allow this
11. Allow players to drive the slow-down lap after the finish. Add a button for waving to the crowd (again - this should affect your fan base rating)
12. More mechanical failures - I've played the game for months and have only suffered one puncture mid-race
13. Stop the engineer asking to switch strategies every few laps. Enable the pause function to allow you to change strategy or confirm any changes. The current way is confusing and can lose you lap time
14. Allow an in-season helmet change (home race?) and options for changing the design for the following season and how it will look in the car that you're driving

And finally, for me at least - have past seasons in career mode so it actually feels like a career rather than run the same season over and over again! CM has been doing F1 since 2009 so there's no excuse not to bring this in now. I'd take this over the classic car content any day.

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 Post subject: Re: F1 2017
PostPosted: Wed Jun 21, 2017 1:27 pm 
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I just wish they'd extend the career mode to allow you to start in F2/GP3. Considering they are able to include classic cars, I don't see why it would be so difficult to add two more cars (after all, both are spec series). Both series race on tracks already in the game, so nothing else needs to be added there. Sure, there would be some other elements they would have to work on, but again, if they can add classic F1 cars... besides, it would be so much better to be able to have a realistic career. In an ideal world, performing well in F2/GP3 would attract:

a) opportunities to graduate to F2 (or even directly to F1) from GP3, and into F1 from F2
b) sponsorship opportunities, which perhaps could allow the opportunity to pay your way into F1, or into a stronger F2/GP3 team
c) opportunities to join a team's young driver programme, giving you access to test sessions, FP1 appearances, and potentially a direct route to either that team or one of the teams it supplies engines to

Even if they simply introduced F2/GP3 as places to start your career, and kept it as simple as doing well in either gives you the chance to move up the ranks and ultimately into F1, it would be such an improvement. I would buy that game on day one...

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 Post subject: Re: F1 2017
PostPosted: Wed Jun 21, 2017 8:55 pm 
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@ mistavega 23,

i agree with 1,3,5,6,7,8,9,11,12,13,14. I would add
The following.

A - allow us to see teammates set up. ( lets face it everyone struggles at some point and seeing your teammates set up would help.)

B - be able to upload real race stats after a race is completed to allow you to race that gp with actual telemetry as if you were there.

(To clear it up what i mean is your doing a season and going at the same pace actual f1 is going at and you race the same track as the actual race wkd. Now What if a few hours after the race your able to update your game with real time telemetry and race the same gp now with all the stats of what you saw. Cars will race at the same pace and youll feel as if you were actually in that gp. For different difficulty levels they'll add 2sec, 4 sec, 6 sec etc to model each difficulty level properly. It can be done Nba live 09 had a feature called nba live 365 with updated your game just like this and your opponent played at that same level you saw on tv.)

C- add the shoey to the podium celebrations

@ jenson understeer
I agree with having a feature where you come up through the ranks like karting, then you have to earn your super license , f2 then f1. Something along those lines would make you wanna play a few seasons.

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 Post subject: Re: F1 2017
PostPosted: Sat Jun 24, 2017 10:16 am 
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Classic cars released so far then:

- 1988 McLaren MP4/4
- 1992 Williams FW14B
- 1995 Ferrari 412 T2
- 1996 Williams FW18
- 2002 Ferrari F2002
- 2004 Ferrari F2004
- 2007 Ferrari F2007
- 2010 Red Bull RB6

4 more still to come too.


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 Post subject: Re: F1 2017
PostPosted: Sat Jul 01, 2017 11:37 pm 
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The biggest improvement to this game would have to come from Liberty Media's end: A much more flexible license. It's the biggest hurdle CM has right now. There's so many things we want that they also want but can't do because of license restrictions. Bernie was always so strict on that (probably for good reason, for all I know), but hopefully the many restrictions are removed in the future.

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 Post subject: Re: F1 2017
PostPosted: Fri Jul 07, 2017 2:44 pm 
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 Post subject: Re: F1 2017
PostPosted: Thu Aug 03, 2017 4:01 pm 
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The F1 career is going to get more intensive. Excerpts from the article below:

'There are more than four times as many R&D options available in the career compared to last year, meaning 115 individual upgrades are possible.

Efforts have been made to slow down the rate of progress too, making it harder for players to take a team from the back of the grid to the front so quickly.

Codemasters has also introduced the possibility for upgrades to fail, meaning progress is not always guaranteed when new parts arrive from the factory.

All of these features can be influenced by the player, with decisions required on whether to focus on producing updates quickly (with potentially a higher risk of failed parts) or aiming for a slower development rate that is more consistent and reliable.

Alongside the improved R&D features, the management of car components through a season has also been brought in to reflect the real world.

Players will have to manage usage of all of the individual components that make up a Formula 1 power unit, as well as gearboxes, with grid penalties being issued if a season's allocation is exceeded.'

Quite anxious for the game to release. Worth the buy.

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 Post subject: Re: F1 2017
PostPosted: Thu Aug 03, 2017 9:51 pm 
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I'm looking forward to it. Much like TRL_Limitless, I'm one of those who found the handling model of 2016 almost impossible to drive, and as a result I've gotten very little play in on it. I'm liking the stuff I see about 2017 so far! :thumbup:

We should make a PF1 F1 2017 league once the game comes out. Or is that so crazy it's doomed to failure?

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 Post subject: Re: F1 2017
PostPosted: Thu Aug 03, 2017 11:15 pm 
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Exediron wrote:
I'm looking forward to it. Much like TRL_Limitless, I'm one of those who found the handling model of 2016 almost impossible to drive, and as a result I've gotten very little play in on it. I'm liking the stuff I see about 2017 so far! :thumbup:

We should make a PF1 F1 2017 league once the game comes out. Or is that so crazy it's doomed to failure?

I'm on Xbox and I'm down.

Do you play on the pad? I've been following various league racers including Limitless and I get the impression Wheel > Pad on 2016 whereas it seems a bit more equal on the 2017 Beta. I'm on a wheel personally and I loved the handling on 2016.

Must say I don't have anything to compare it to really though as pre 2015 I was on a pad and tbh I barely played 2015 so 2016 is the first F1 game I've played properly with a wheel.


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 Post subject: Re: F1 2017
PostPosted: Thu Aug 03, 2017 11:31 pm 
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Black_Flag_11 wrote:
Exediron wrote:
I'm looking forward to it. Much like TRL_Limitless, I'm one of those who found the handling model of 2016 almost impossible to drive, and as a result I've gotten very little play in on it. I'm liking the stuff I see about 2017 so far! :thumbup:

We should make a PF1 F1 2017 league once the game comes out. Or is that so crazy it's doomed to failure?

I'm on Xbox and I'm down.

Do you play on the pad? I've been following various league racers including Limitless and I get the impression Wheel > Pad on 2016 whereas it seems a bit more equal on the 2017 Beta. I'm on a wheel personally and I loved the handling on 2016.

Must say I don't have anything to compare it to really though as pre 2015 I was on a pad and tbh I barely played 2015 so 2016 is the first F1 game I've played properly with a wheel.

I use a wheel, but I still find the feel to be very floaty and strange, and I have some of the turn-in lag that Limitless has highlighted that he gets on a pad (although nowhere near as bad!). I went straight from 2013 to 2016, and I feel like the 2013 feedback was much better; on 2016, I just can't feel when the car is about to lose traction, and it's very frustrating for me. I don't know if it's something about my wheel in particular (Fanatec) or my settings, but I haven't been able to resolve the problem.

Do you know if 2017 is going to have cross-platform support? I play on the PC.

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 Post subject: Re: F1 2017
PostPosted: Fri Aug 04, 2017 12:12 am 
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I see so you are one of the PC master race, one day I may get there! Erm I haven't seen anything saying it will have cross platform support so I think it's safe to assume it won't unfortunately.

I use a Thrustmaster TX and I found the default settings to be more or less fine, maybe it's wheel specific. I know what you mean by floaty though, I found having the Force feedback a bit higher than I would for Project Cars/Forza helps with the feel for that.


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 Post subject: Re: F1 2017
PostPosted: Thu Aug 10, 2017 12:11 am 
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https://youtu.be/hRcirZNQ-DU


Some gameplay at last! Codemasters haven't uploaded the raw footage so the above is from an F1 game YouTuber but it was recorded by Codemasters.

Good points
- Difficulty slider :thumbup:
- The mirrors look awesome, definitely fully raceable in cockpit cam
- AI seem pretty racey, Sainz not backing out in 130r for example where I feel 2016 AI would have

Bad points
- AI still struggle to get though T1. I think if you want a realistic T1 you have to do some of the work tbh, brake earlier than you need to and not go for that massive dive up the inside and overtake 5 cars at once.

- AI still do that stupid thing where they jump out of your way and slow down if you get your front wheel alongside in a corner (see 16:20 into the hairpin)

All in all though I must say it looks like a solid improvement on 2016 which I felt was their best game in a while so I'm definitely hyped up for the release :D


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 Post subject: Re: F1 2017
PostPosted: Thu Aug 10, 2017 6:55 am 
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Black_Flag_11 wrote:
Good points
- Difficulty slider :thumbup:

This is a huge one for the non-godlike players who do career mode. If you aren't at AOR pace - in which case you can just race on Ultimate and feel good about yourself - you're likely to fall somewhere in between the enormous speed gaps between categories. I'm hoping the slider fixes that, and makes it easy to find AI that will actually give you the experience you want out of the game! :thumbup:

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 Post subject: Re: F1 2017
PostPosted: Tue Aug 15, 2017 4:17 am 
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Check out this 49 minute gameplay video of Ocon at a changeable Spa track:
http://www.gpupdate.net/en/videos/9407/

I saw the entire length & enjoyed every bit, including pitstops, safety car periods etc.

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 Post subject: Re: F1 2017
PostPosted: Wed Aug 16, 2017 12:54 pm 
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New Gameplay vid - 25% race distance in Singapore (Rain):


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