F1 22 | Physics Deep-Dive Video Released


F1 22 is scheduled to be released on the 1st of July, and Codemasters has released a video which gives fans a chance to learn more about the underlying physics of the title.

Senior game designer David Greco voiced a video released on the official YouTube channel of Codemasters F1 Games that gave us a technical deep-dive into the physics and handling behind the upcoming F1 22 game.

Greco spoke about how the new FIA regulations for F1, and the cars that resulted from the updated regulations, affected the game design and physics approach versus recent editions of the title.

Among the changes are a reduced ride height for the vehicles. Bottoming-out effects, how the cars take curbs, and aerodynamic effects were affected in kind.

When asked if the new handling and physics design could introduce scenarios that were previously unseen in the F1 series, Greco mentioned that it is now possible to "beach" the car on a sausage curb. He noted it would be a rare circumstance, but the new, lower ride height makes this a possibility.

Stiffer tire carcasses will also play a factor in the new F1 game, and players can expect sharper slip angle, more possibility of understeer, and staccato force feedback forces from taking curbs aggressively. This will introduce setup challenges as well, as tire pressures will affect the handling in a different manner than recent installments of the F1 game.

These handling and physics changes will also affect legacy setups. If you were hoping to copy your 2021 setup into this year's edition, you likely won't find much success.

The video concluded with tips for beginners, which you can listen to by watching the video linked above. There are also a lot of points covered by Greco that I did not include in this article, so be sure to give the video a watch if you're interested in the physics that will be implemented into this year's F1 title.

Let us know in the comments or on Twitter @RaceDepartment if any of these physics and handling changes have you excited to try the title when it is released on July 1st.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

D
No self proclaimed "Star social media influencer" on the grid walk, no buy.
 
Last edited by a moderator:
Reading this thread is just painful. Someone who has driven 20 hours of AC with a controller declares it to be the most realistic F1 simulator. Another person thinks the Codemasters games must be the most realistic because they produce roughly accurate lap times.

I have tried the various "Formula 22" variants available in different sims (AMS2, rF2, AC), and while the behaviour over kerbs and on throttle varies a bit, they all behave in a way that most self-appointed hardcore sim racers would term "simcade". None of them are particularly hard to drive below the limit once you get used to the precision required in braking and corner entry plus some basic throttle patience. I doubt any of those cars are based on real data, but somehow they all ended up in roughly the same conclusions.

Now I don't have any experience with the F1 series, but based on the developer's comments they indeed have cut a lot of corners in their models in the past and these are now being brought closer in line to other simulators. So I for one am now more interested in actually trying out this title for the first time.
 
Reading this thread is just painful. Someone who has driven 20 hours of AC with a controller declares it to be the most realistic F1 simulator. Another person thinks the Codemasters games must be the most realistic because they produce roughly accurate lap times.

I have tried the various "Formula 22" variants available in different sims (AMS2, rF2, AC), and while the behaviour over kerbs and on throttle varies a bit, they all behave in a way that most self-appointed hardcore sim racers would term "simcade". None of them are particularly hard to drive below the limit once you get used to the precision required in braking and corner entry plus some basic throttle patience. I doubt any of those cars are based on real data, but somehow they all ended up in roughly the same conclusions.

Now I don't have any experience with the F1 series, but based on the developer's comments they indeed have cut a lot of corners in their models in the past and these are now being brought closer in line to other simulators. So I for one am now more interested in actually trying out this title for the first time.
I have never said AC is the most realistic game. I said it feels better driving the car in AC than it is in F1 games in which I have many hours, so I think I can have an opinion on it. It is pretty sad tho seeing all of you ppl mock someone for their playstyle, because I play on a controller my opinion is irrelevant? And as someone who has never played the f1 codies game I am not sure why are u even giving an opinion at all. Have a nice day :)
 
Last edited:
has survived and thrived for years, so I bet it does what it should. Preordered this, last time I spent more than 30mins on an F1 game was ... Formula One 2000 :thumbsup:
51MM554V29L.jpg

f1-2000-02.png
 
I'll bet you can take an average driver and stick them in an F1 car and within one month of training they'll be doing times of around 95% of what the top drivers do - basically 5-6 seconds off the pace.

They are not difficult in themselves to drive, in fact they are designed to be relatively easy to drive with regards their required function, otherwise we would see far far more offs than we do. It's the skill of the driver that ekes out the performance of the car at the limit, not the car eking out the performance of the driver at the limit (although that may admittedly go hand in hand)

F1 cars, and all race cars, have to be controllable otherwise they don't finish, regardless of the driver at the wheel.
This is something many simracers refuse to accept and I don't know why. They feel like if they can stomp on the gas and the car doesn't go flying off the track into a death spiral, then it is simcade.
Race purpose built cars and especially tires are engineered to stick to the road. F1 drivers aren't these genetically engineered super driving elite, they are mostly just kids of rich dudes.
 
This is something many simracers refuse to accept and I don't know why. They feel like if they can stomp on the gas and the car doesn't go flying off the track into a death spiral, then it is simcade.
Race purpose built cars and especially tires are engineered to stick to the road. F1 drivers aren't these genetically engineered super driving elite, they are mostly just kids of rich dudes.
I know what you mean. There does seem to be this pervading attitude amongst hard-core sim racers where if the car doesn't try to kill you on every corner then it's not a sim, and really that could not be further from the truth.
 
I know they're pretty quick but the best engineers and designers design cars which are not only the quickest in the world but also the easiest to handle in the world at that speed. They should not be difficult to drive at all. But the limitation should be your reaction speed. I have heard so many real drivers say that sims are harder than the real thing.
YES... The old saying that sim may equal hard, but hard does not always equal sim
 
This is something many simracers refuse to accept and I don't know why. They feel like if they can stomp on the gas and the car doesn't go flying off the track into a death spiral, then it is simcade.
Race purpose built cars and especially tires are engineered to stick to the road. F1 drivers aren't these genetically engineered super driving elite, they are mostly just kids of rich dudes.
Well, one of these rich "dudes" kid, seems unable to just stomp on the gas

 
Well, one of these rich "dudes" kid, seems unable to just stomp on the gas

This thread is about modern F1 cars, not a 50 year old car that Charles was likely stepping into for the first time. 0/10 for trolling. The fact the throttle bit him a bit probably helps to prove my point about modern F1.
Now don't get it twisted, I'm not saying they are easy, I'm just saying they aren't trying to kill you either
 
They build the car - the 'platform' to be as quick as possible, then all the testing, all the data, all the feedback is used to make it as driveable as possible for their pilot. Because the easier it is to drive the faster the laps become.

The Merc this year is FASTER when it is porpousing but they can't drive it because it is unpredictable (and uncomfortable) so they have had to compromise their philosophy to make it easier to drive. Easier to drive = faster. Could I drive an F1 car at good speed in real life? No, I put 9 hours a day into a meaningless job. If I had spent my life racing karts and cars, why not?

Downforce, ground effects and the distractions these guys have to deal with - they deserve the credit they get and remember the easiest car to drive in the world means nothing if everyone is at its limit. F1 drivers are asked to push during races. Because unlike me they are able to comfortable do laps not on the limit for much of the race. Whereas I am always pushing with my ass on fire. They are putting in the laps, not on the limit, not fighting the car for much of a race.
 
Can't a sim games have a hardcore & simplified physics version? Our race sims already have huds, driver lines, assists, etc. you can turn on or off.

Realistic doesn't automatically mean hard.

No need for '95%' of the players to leave then. *aiming for a wider player base by turning down the sim knob has worked wonders for PC3 :)

So let them do whatever, I'll decide if it'll be for me or not. If people like different things, I'm perfectly fine with them enjoying it. Just a shame with how licensing works, keeping content out of games and keeping cars/brands/racing series exclusive to just a single game/studio at times.
 
Last edited:
Now worries guys! Codies delivered big time. We have road car challenges in an F1 game! We can let go of the realism/physics worries now!
 
F1 2022 is the best F1 ever made, thanks to EA, can't wait for the new WRC game from Codemasters, EA sport, it's in the game.
 

Latest News

Article information

Author
Mike Smith
Article read time
2 min read
Views
15,524
Comments
79
Last update

What is the reason for your passion for sim racing?

  • Watching real motorsport

    Votes: 176 66.9%
  • Physics and mechanics

    Votes: 114 43.3%
  • Competition and adrenaline

    Votes: 121 46.0%
  • Practice for real racing

    Votes: 48 18.3%
  • Community and simracers

    Votes: 71 27.0%
Back
Top