Whether you’re a car fan who enjoys tinkering with settings or you just want to have a quick race with your friends, the feeling of driving a car in an F1 game is key. After all, in both cases, what you want is to experience the same sensations that the likes of Max Verstappen or Lewis Hamilton enjoy when cornering quickly and charging down the straights.
What have we had the chance to see lately? EA Sports F1 24is the latest game in Codematers’ long-running series, which has to be delivered with a hands-off preview. And, at least in theory, it sounds like the changes should satisfy both die-hard fans and those who are primarily in it for high-speed drama.
iGamesNews
During the preview, Codemasters’ senior creative directors Lee Mather and Casey Ringley (the latter of whom also serves as the game’s senior game designer and vehicle handling lead) discussed F1 24’s “EA Sports Dynamic handling model” – a series of tweaks designed to be “The culmination of several major updates to the series.”
The whole ethos behind the way cars drive in the game is based on blending, giving players more control over the driving feel that affects the car, while also aiming to provide a more accurate simulation of the “feedback loop” a driver goes through when crashing. trail of. Lots of changes – such as new suspension physics, an improved tire model that makes tire heat and wear more of a factor in how you drive, and the ability to change the way the car recuperates energy, etc. Probably the most interesting for those who can adjust the suspension heave and roll values independently.
That said, it does sound like they’ll have a lot of obvious implications for those of us who are just interested in driving, such as the tire model’s goal of allowing “each player’s driving style to significantly affect tire performance and wear.” Then, I’ll probably make more frequent pit stops. While these tweaks are fun, the changes the team made to the game’s aerodynamic model may be the most important for those who aren’t into engineering, as they sound like they could have a bigger impact on racing compared to real life. Than, the overall feeling is more accurate.
In addition to making ride height a key factor in adjusting the setup, Ringley also outlines the “DRS effect [are] There is now a closer link to rear wing drag levels, giving a natural response when changing downforce levels and providing subtle differences from team to team. “So, yes, it sounds like you won’t be able to escape Red Bull’s powerful DRS now in the virtual world either.
Likewise, Linley said extra effort is being made to ensure the “authentic character” of each team’s cars. “For example, Williams last year was a good example of how they performed on the track with low pressure,” he explained, adding: “We’ve seen a similar difference this year, with the Ferrari looking very good at high speeds. Efficient, the Red Bull and the McLaren are like rocket ships in mid-speed corners, and those are the differences you feel in the cars this year.”
We’ll have to see how much of a role this actually plays in changing the pecking order depending on which track you’re on, but between that and the aforementioned ability to switch how you collect and deploy power units depends on energy What do you want to do strategically in the moment, and it sounds like the game’s competition may be more dynamic than in previous years.
Interestingly, when asked which of the previous games in the “F1 24” series has the closest control feel, Ringley said “it’s hard to compare” and then chose “F1 2020”, adding that he thought it was “a Very, very well balanced” and a good “reference point when it comes to how the car responds to the player”. So if you like the feeling of driving an F1 2020 car, you might be in for a treat this year.
EA Sports F1 24 will be released on May 31 on PC, Xbox and PlayStation.