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F1® 2018 - More Than Just a Game

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Hi all! As always, you can check out this Dev Diary on our blog as well.



With 15 days to go until F1® 2018, the official videogame of the 2018 FIA FORMULA ONE WORLD CHAMPIONSHIP™, is released, it’s time for the third developer diary! Today we’re detailing how F1® 2018's authentic F1® car handling simulation is the best ever seen in the franchise with Senior Car Handling Designer David Greco. You can watch today’s developer diary below, or over on our YouTube channel here:

https://youtu.be/s4nn2KTZ0FQ 

 The third of the four part series reveals that F1® 2018's car simulation and handling has significantly advanced this year, with revamped suspension and chassis physics, the addition of real world F1® data for unprecedented accuracy, new “tyre carcass” temperature for the first time, as well as manual deployment of the ERS system. The ultimate result of these enhancements is that you’ll be able to experience the pure sensation of the tyres tearing into the track surface, and therefore giving a realistic and relatable feeling of grip, under all wear, compounds and weather conditions.

 

 “I believe F1® 2018 is a massive step up, because we’ve introduced so many more simulation aspects that I believe will be very well received by all the players,” commented David Greco, Senior Car Handling Designer on F1® 2018. “To choose which one is the most important and advanced is quite hard, but I would probably say it is the expanded system which enables us to simulate the tyre temperature more realistically than we have ever done before.” He continued: “This year, the way the car feels, with the ‘Force Feedback’, and how it all works together, we are very close to what I want from a simulator. In over 20 years of my career between sim racing and real motorsport, I have always come across questions like: ‘one title is more simulator than another title, because it's very difficult to drive?’ With my real motorsport experience, I can say that real racing cars are made to have a lot of grip. To me, a simulator is not how easy it is to drive or how easy to make it spin. To me, a simulation is how many real-life, physical components we simulate, and especially this year, there are not many features that I can think of that we don't simulate. To just call it a game to me is not enough anymore.”



 We couldn’t resist this opportunity to go more in-depth with David Greco, F1® 2018’s Senior Car Handling Designer, for more:

As Senior Car Handling Designer for the F1® games, could you tell us what you’re responsible for?
“As the Senior Car Handling Designer, I’m constantly working with our physics coders, with engineers from FOM - my sole objective is to get as much real data as possible from real F1® cars to make sure the driving experience is authentic. I set up everything regarding the cars, from the tyre model, to the engines, to the aerodynamics and suspension.”

ERS is being introduced to F1® 2018 – could you explain to us briefly what ERS is?
“ERS is the Energy Recovery System. This system recovers energy under during braking and coasting, otherwise all that energy would be lost. It’s then deployed by the power unit to have more power - a peak of an extra 160 HP. It is, of course, very complicated and has with many pages of rules and we followed these rules to give an experience to our audience as authentic as possible.”

How does ERS work in F1® 2018?
“ERS in F1® 2018 works pretty much just like in the real sport. If the player has battery left, then they’ll be able to deploy the extra power available from the hybrid system. We look at the real rules and implement the 4 megajoules limit of deployment per lap and of the battery, as well as implementing the limit of 2 megajoules of harvesting per lap by the MGU-K. We then implemented different levels of deployment, from the lowest one that uses no energy, therefore it does not deplete the battery, to the highest setting, which gives the player the most power, but also uses up a lot of the battery, to a point that the players can also use all the 4 megajoules available to them before the end of a single lap, becoming very vulnerable to an overtake as a result of no hybrid power.”

How can you harvest and deploy whilst on track?
“The harvesting is directly reflected by how much you brake and/or lift and coast. The harder you brake, the more energy the you’ll recover. The more lift and coast (used also for fuel saving) the more energy you’ll harvest. Deployment is available through the MFD, and the player is able to select which setting to use, to the most conservative to the most aggressive setting we have.”

How can using ERS change your race?
“ERS is fundamental in this game. Players will find themselves losing over a second per lap if they don’t use the extra energy in the right way. Moreover, it’s also important to keep some energy, just in case you want to overtake or defend a position.”

 What are you most looking forward to players experiencing in F1® 2018?
“I really want to see the reaction from the players about the new ERS feature, what they think of the new tyre carcass temperature, how the new suspensions feels and if they think that F1® 2018 is not just about pure pace, and that ERS and Tyre temperatures are very important to get right in order to nail the strategy and get the ultimate reward.”

 F1® 2018 features all the official teams, the drivers and all 21 circuits of the thrilling 2018 season, including Circuit Paul Ricard and the Hockenheimring. As well as the current season’s offerings the game includes 20 iconic cars from the history of the sport. F1® 2018 will release onto PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and Windows PC (DVD and via Steam) worldwide on Friday 24th August 2018.




 Want to pre-order F1 2018? You can here! Keep it here on the Codies blog for all the F1 2018 news, and follow us on Twitter and Facebook, Instagram and YouTube to get the scoop first.

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Awesome, now that's a developer diary! Really nice to hear David talk in such detail about actual handling changes, improvements and development info about the data etc. Hope to see more like this in the future :) 

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How about you guys start simulating a proper Safety Car? :* <3 

Otherwise, nice diary! Looking forward to drive those new cars in the game.

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Good video - with some very positive developments. Glad to see the focus on simulation!

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Nice video. I hope this time tyre temperature makes a real difference and not only one temperature more. In 2017 i didn't really feel a difference between the rigth temperature compared to cold or hot tyres.

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@Faya Have you guys ever thought of doing a live stream of Greco playing the game and letting twitch users ask him questions about the physics of the game, how setups work, etc? 

I think this would be really awesome and even more informative.  It would also give us a little insight as to what thoughts are going into the game that the broad audience may miss or are not being marketed.

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@Faya

What about random terminal mechanical failures? 

Like oil leaks, water leaks, hydrolic problems, electrical problems, engine problems and stuff like that? 

Is it still "Dont crash = finish" like the previous games? 

We need failures in this game. 

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Is it possible for me the get the f1 2018 beta on my xbox one?
Not now because the games about to come out in a couple of weeks you're too late.

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if they can get the grip and feel of tyres on, or off, the track, I'll be impressed... so I hope so.
(I had to adjust the fanatec wheel last night to get it to turn the same as the cockpit driver, which is important. why I had to do that for just another race at another track and what changed there from the previous good setting   I know not, but that is important for steering. more than just a game, it always is.)

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NickDahy said:
@Faya Have you guys ever thought of doing a live stream of Greco playing the game and letting twitch users ask him questions about the physics of the game, how setups work, etc? 

I think this would be really awesome and even more informative.  It would also give us a little insight as to what thoughts are going into the game that the broad audience may miss or are not being marketed.
Yes, I'd really like that! The Project Cars 2 developers did something like this before their launch and I really enjoyed watching that.

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NickDahy said:
@Faya Have you guys ever thought of doing a live stream of Greco playing the game and letting twitch users ask him questions about the physics of the game, how setups work, etc? 

I think this would be really awesome and even more informative.  It would also give us a little insight as to what thoughts are going into the game that the broad audience may miss or are not being marketed.
https://www.youtube.com/watch?v=0W0an8ZF1B0 Well there you have it! F1 2018 Live stream.. Didn't see it advertised anywhere around here yet so thought I'd share.

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Cheers @Worntoathread.

​I still don't understand why teams with the same engine can develop their engines independently. Williams can't upgrade their bearings unless Mercedes do it. It's a bigger oversight than people seem to be making out.

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is it me or it seems that in career mod if you go onto your 2nd season Clair will ask you same questions at the beginning as if you where a rookie and just arrived in F1.
this needs to be corrected at least to remove these type of questions as it won't feel like there is an actual continuity in your career. 

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Cap10 said:
is it me or it seems that in career mod if you go onto your 2nd season Clair will ask you same questions a the beginning as if you where a rookie and just arrived in F1.
this needs to be corrected at least to remove these type of questions as it won't feel like there is an actual continuity in your career. 

I haven't noticed that myself.

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NMND said:
I have seen that, too, this needs to be fixed...
yeah saw it on the live stream @ 30:45. they are showing how the regulations change rule affect the following season and Claire is asking same question as if he is making is debut in F1.

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I expect the interview questions and answers to be extremely repetitive. I mean, what do you guys really expect from this feature? Should Codemasters hire the writers and quest designers from Witcher 3's development team? From what I've seen, the interview system is extremely simple and 1-dimensional under the hood:
  • you're either in a team that prefers i) showmanship or ii) sportsmanship, 
  • all interview answers lean more or less to either of these styles,
  • you get rewarded for answering questions in the style preferred by your team.
End of story. There's nothing more to it than that. I doubt there are more than 50 questions in total. I don't understand why people are so excited about this feature.

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