Formula 1 World Championship 2014 Season Discussion


  

81 members have voted

  1. 1. Who do you think will win the 2014 World Driver's Championship?

    • Sebastian Vettel
      4
    • Daniel Ricciardo
      0
    • Lewis Hamilton
      53
    • Nico Rosberg
      10
    • Fernando Alonso
      6
    • Kimi Raikkonen
      1
    • Romain Grosjean
      0
    • Pastor Maldonado
      1
    • Jenson Button
      3
    • Kevin Magnussen
      0
    • Nico Hulkenberg
      1
    • Sergio Perez
      1
    • Adrian Sutil
      0
    • Esteban Gutierrez
      0
    • Jean-Eric Vergne
      0
    • Daniil Kvyat
      0
    • Felipe Massa
      1
    • Valterri Bottas
      0
    • Jules Bianchi
      0
    • Max Chilton
      0
    • Kamui Kobayashi
      0
    • Marcus Ericsson
      0
  2. 2. Who do you think will win the World Constructor's Championship?

    • Infiniti Red Bull Racing
      2
    • Mercedes AMG Petronas F1 Team
      59
    • Scuderia Ferrari
      7
    • Lotus F1 Team
      0
    • McLaren Mercedes
      11
    • Sahara Force India F1 Team
      0
    • Sauber F1 Team
      0
    • Scuderia Toro Rosso
      1
    • Williams Martini Racing
      1
    • Marussia F1 Team
      0
    • Caterham F1 Team
      0


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I'm quite shocked by Caterham, I checked the Crowd Cube at around 11am today and they were at 57%, just saw an article saying they will make it to Abu Dhabi and they are at 80%!

 

I wonder who they are going to get to drive for them, Ericsson cut his ties earlier (bet he's kinda wishing he hadn't) now. I know there was talk of Barichello making a one race comeback but I assumed that was for Brazil and it being his home turf.

 

Jules Bianchi has been transferred to a French hospital and is no longer in an induced coma, the injured French Formula 1 driver's family said in a statement on Wednesday.

 
Seven weeks after Bianchi suffered serious head injuries in a crash at the Japanese Grand Prix, his family has revealed that there are encouraging signs of progress.
 
Although he remains unconscious and is still in a "critical" condition, he is now breathing unaided and doctors agreed he was able to be moved from hospital in Yokkaichi to Le Centre Hospitalier Universitaire de Nice.
 
The statement said: "Jules is no longer in the artificial coma in which he was placed shortly after the accident, however he is still unconscious.
 
"He is breathing unaided and his vital signs are stable, but his condition is still classified as 'critical'. His treatment now enters a new phase concerned with the improvement of his brain function.
 
"Jules' neurological condition remains stable. Although the situation continues to be serious, and may remain so, it was decided that Jules was sufficiently stable to be repatriated to his native France.
 
"We are relieved, therefore, to confirm that Jules was transferred aeromedically last night from the Mie Prefectural General Medical Center in Yokkaichi, Japan, to Le Centre Hospitalier Universitaire de Nice (CHU), where he arrived just a short time ago.
 
"Jules is now in the intensive care unit of Professors Raucoules and Ichai, where his care will also be monitored by Professor Paquis, Head of Neurosurgery Service."
 
Bianchi's family said they were thankful that, after nearly two months in Japan, the next phase of his recovery would be taking place closer to home.
 
"We are thankful that the next phase of Jules' treatment can continue close to home, where he can be surrounded and supported by his wider family and friends," added the statement.
 
"We have nothing but praise for the outstanding care provided by the Mie Prefectural General Medical Center since the accident.
 
"We owe the medical staff there an enormous debt of gratitude for everything they have done for Jules, and also for our family, during what is a very difficult time for us.
 
"In particular, we would like to extend our thanks to Doctors Kamei and Yamamichi, and also to Mr Ogura, all part of the team of personnel caring for Jules in Japan."

http://www.autosport.com/news/report.php/id/116834

That seems like great news!

 

I can't remember exactly but I'm sure Shumacher remained in an induced coma for a lot longer than Jules seems to be. I'm sure there is still a long way to go in the recovery but this is positive :)

27497.3.jpg

 

Ferrari has confirmed Sebastian Vettel will join its team on a three-year deal to drive alongside Kimi Raikkonen next year.

 

Vettel's move to Ferrari has been public knowledge since Red Bull announced he would be leaving in early October, but the deal was only officially announced on the Thursday ahead of the Abu Dhabi Grand Prix. The four-time champion joins the team after a lacklustre year for Ferrari and replaces Fernando Alonso, but he is optimistic he can build Ferrari into a winning team again.

 

"The next stage of my Formula One career will be spent with Scuderia Ferrari and for me that means the dream of a lifetime has come true," he said. "When I was a kid, Michael Schumacher in the red car was my greatest idol and now it's an incredible honour to finally get the chance to drive a Ferrari.

 

"I already got a small taste of what the Ferrari spirit means, when I took my first win at Monza in 2008, with an engine from the Prancing Horse built in Maranello. The Scuderia has a great tradition in this sport and I am extremely motivated to help the team get back to the top. I will put my heart and soul into making it happen."

 

Team principal Marco Mattiacci is hoping Vettel will be able to reinvigorate his team after such a disappointing season.

 

"Scuderia Ferrari has decided to put its faith in the youngest multiple champion in the history of Formula One" - commented Scuderia Ferrari Team Principal, Marco Mattiacci. "In Formula One terms, Sebastian Vettel is a unique combination of youthfulness and experience and he brings with him that sense of team spirit which will prove invaluable when, together with Kimi, they tackle the challenges awaiting us, as we aim to be front runners again as soon as possible.

 

"With Sebastian, we all share a thirst for victory as well as enthusiasm, a strong work ethic and tenacity; key elements for all the Scuderia members to write a new chapter in the history of Ferrari."

Read more at http://en.espnf1.com/ferrari/motorsport/story/184583.html#WBd7biTIOMSgqtfb.99

I was just coming in here to post that video... Absolutely brilliant reaction!

Here's another gem from the conference...

https://www.youtube.com/watch?v=E2owl66mgb0

Watch Jensons eyes at Nico's comment;

 

http://www.bbc.co.uk/sport/0/formula1/30134015

 

And then that moment of realisation from Jenson when he realises that camera caught it :D

 

Romain Grosjean will be relegated 20 places on the grid for the Abu Dhabi Grand Prix and will have to carry out further penalties during the race if he is unable to serve it in full.

 
The Lotus driver will use his sixth internal combustion engine, turbocharger and MGU-H this weekend. He therefore earned three grid penalties of ten, five and a further five places for the infractions, giving him a total grid penalty of 20 places.
 
The stewards also ruled that if Grosjean is unable to serve the entire penalty this weekend ? which is certain as there are only 20 cars in the field ? he will serve other penalties during the race instead as follows:

Remainder of grid penalty - Race penalty
1-5 places - Five second time penalty
6-10 places - Ten second time penalty
11-15 places - Drive-through penalty
16-20 places - Ten second stop-go penalty

http://www.f1fanatic.co.uk/2014/11/21/grosjean-given-20-place-grid-penalty/

Smaller gap then their was in FP1 but Hamilton is looking good at the moment. He has a pretty good track record here so I'm expecting him to maybe get pole (we know how good Rosberg is at grabbing the smallest advantage) but I definitely think he'll Win the race.

Smaller gap then their was in FP1 but Hamilton is looking good at the moment. He has a pretty good track record here so I'm expecting him to maybe get pole (we know how good Rosberg is at grabbing the smallest advantage) but I definitely think he'll Win the race.

 

hamliton can only beat himself by over- and outdriving. the car itself is so good, it probably would finish 2nd even starting dead last as overtaking is easy in abu dhabi. really technical issues aside, hami has the title. if that means he should take the risk to beat rosberg no matter what, i am not sure. 

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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