seems that EASports have'nt been sitting on their laurels with F12002

Posted by LS. 
this is taken from gamespot.co.uk




interview with the producer of F12002

Although the game is definitely an evolution of previous incarnations, fan feedback, among other things, was a guiding influence on the 2002 season changes.



Well I think we've got the most comprehensive garage and setup options of any F1 game and for the gearheads we've added in some new options like radiator size, rev engine limits - you can have a different rev limit for qualifying than you do in the race.



Two things we've added to the physics modelling this year are real brake and engine temperature modelling which basically means the more revs you run, the greater the chance of blowing your engine up. If you hit that zone, your race engineer will tell you to lift off to keep the engine under control, but it's going to cost you time. It's a real balancing act with the engine. We also have brake duct size in here as well. We've added some options that the real F1 teams have, which none of the other F1 games have done to date. We've also introduced a symmetrical setup option, so that you can balance both sides, or ends of the car at the same time, which is a bit more convenient. We've added a bit more slickness to vehicle setup management as well, now you can just drag and drop setups in from a file system. It all makes it a lot easier to tune your car.


You'll hear a few new sound effects like the engine starting in the garage and spinning up. We're going to do different running sounds as well for at least the top four engines. We've done some work on the cockpit instrumentation too and added a few new things like the launch control sequence. Launch control is great, you'll see your instruments go into cycle mode, kind of like Knight Rider. Launch control is held on a single button and works by balancing your brake and throttle and you get a wheel-spin free start. Launch control stays active until your first gear change and then the lights revert back to their normal function. We've worked quite hard on that with the teams, to understand launch control and how it works with their cars. Starts are really different now and it might surprise a lot of people who played last year's game, where you were artificially held in place on the grid. If you hit your accelerator before the lights go out now, you will jump the start. It's to encourage people to use the launch control feature. We've worked on making the game a little bit easier as well, especially using the braking and steering help. We've revisited quite a lot in terms of making the game more playable on digital controller devices, and I think we've succeeded in making F1 2002 very playable on a gamepad



We're using multi-texturing primarily for the tarmac, gravel and grass textures - which gives things a pretty different look. I don't know if you remember last year's circuits, but even in the amount of time we've had, the circuits have really come on again.

Another thing you'll see is the shadows around the car. Last year was the first time we did dynamic shadows but this year you'll see a lot more resolution. They look really crisp, we might just want to make the textures a touch darker, but that's a final polish really



Traction control override is something you can now assign to a button, which went hand in hand with the improvements for digital controllers. We've also changed the gear shifting assistance in line with what the drivers can really do. Instead of manual or automatic shifting you can now let the car shift up or down for you. Most real drivers seem to have the car shift up automatically, but manually control the downshifts themselves and we wanted to give players the opportunity to do the same because it seems to work better and keeps the braking distances down.


We've got more character animation overall and some new pre-race presentation sequences as well. When you're on the grid you'll find more cameras around the track - plus grid girls! You'll find shorter races are more action-packed, with more failures and retirements and stuff like that. Engine fires are new this year as well and when they blow, you'll be able to actually see it. We've added high-resolution collision physics as well, so that now as parts come off, you'll be able to see them fly around the track and hit other things as they really would do. It's interesting now, when someone loses a wheel, as it bounces around and can be a real hazard. We've also balanced the wheels so you can flip them and bounce them around with your car, it's real fun


Well a lot of the new features have come directly from feedback from people who played last year's game. The vehicle setup management stuff and the tweaks we've done at Silverstone were a direct result of meeting with a bunch of guys known as Team Redline who are big fans of the game. They pointed out some things and we made some changes. It is a key factor in terms of the game - we look at what people said worked and what they're asking for as well. Telemetry was certainly one of the biggest requests.





seem that the developers value the feedback from the games buying public, shame we never here this from the crammond company






LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
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