Video lap of the Circuit of the Americas in Codemasters’ F1 2012

2012 United States Grand PrixPosted on | Author Keith Collantine

A virtual lap of the Circuit of the Americas is shown in this video of Codemasters’ forthcoming Formula 1 game.

The video shows three laps of the circuit in a development version of F1 2012, giving insight into both the configuration of the track and the current look of the game.

The 5.5km (3.4-mile) Hermann Tilke-designed track is currently under construction in Austin, Texas. It will hold the United States Grand Prix for the first time on November 18th.

F1 2012 is due for release in September. Codemasters also revealed two new images from the game today.

Austin F1 Track Map

2012 F1 season

Browse all 2012 F1 season articles

86 comments on “Video lap of the Circuit of the Americas in Codemasters’ F1 2012”

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  1. Now i know this F1 2012 Mclaren sound reminded me of something i’ve heard before.I went and found it,and here it is!

    1. yeah you are totatly right

  2. I think this track looks more interesting on paper than in the game & I fear there will be only one opportunity for overtakes which is into T12. I think they should have had an alternative layout which bypassed T8 & T9 with a connecting smoother radius from T7 to T10 which i think would have aided overtaking into T11.

    As for the game, it is nice to see an on board brake bias option however it would have been nice to incrementally move bias like you do in rFactor instead of having only 3 options. Its better than nothing though. Not that i race on this view but it also be nice if they used the real life F1 tacho overlays & correct TV points for replays etc… I think there should be more emphasis on the driver in the pit stops as well so drivers can incur a penalty for speeding or loose time for missing there pit box…

  3. The graphics look amazing. The physics, with the driver able to throttle-brake-throttle-brake in mid-corner and the car staying completely balanced, well that just looks silly.

  4. The track suffers the same problems most Tilke tracks do…it just goes on for far too long. If the lap was 20 seconds shorter it’d be perfect…but it just seems to go on forever, and not in a charming way. The lap starts really well but bu the time you hit the second twisty bit (by the “vending area” on the map) you loose interest.

    1. For me it also feels like they put a tad too much into the track. For me the worst of it is having that stadium section, then another supposedly fast (lets see about that) Turkey turn 8 clone and then another short straight before we finally get to the end of the lap (not likely to give much overtaking on start finish is it?) really stretches the attention span.

      But lets wait and see, at least its not straights and chicanes connected by 90 degrees turns.

  5. Turn 3 – 11 is going to be very challenging and fun for the drivers

  6. Did anyone notice how incredibly realistic the tyre smoke is from the lock up at turn 1 on the first lap? it looks real.

  7. This is a Tilke circuit!? This is by far the best Tilke track there is, this Circuit of the Americas has quickly become one of my favourite circuits ever!

  8. Awful track.

  9. The circuit looks good. I think the borrowed ideas from other tracks works really well actually. The long right-hander modelled on Turn 8 looks a little tamer (not complaining, I’m terrible at the corner!) but the quick left-rights modelled on Silverstone look fun and very unlike Tilke. Great elevation change as well.

  10. The DRS activation point is not in the place I imagine it will be. The problem with DRS before a slow corner, is that you could get the advantage and then overtake them into the corner and still be able to use DRS. So maybe the DRS activation point should be after the hairpin and the zone should be alot shorter, because also the zone being longer will increase the chance of an overtake long before the corner at the end of the zone. I know this problem shouldn’t apply with KERS, but after Abu Dhabi 2010, I think we know all slow corners leading on to a long straight, slipstreaming and passing is alot harder because the guy ahead will have got onto the throttle half a second ahead.

  11. Interesting to see this “combine interesting corners from various tracks” idea being revisited. It’s obviously on a whole different scale than Magny-Cours was for 1991.

    The first thing I immediately liked was the uphill run into Turn 1. It rarely happens with race tracks, and when it does, it works nicely against expectations — the Red Bull facility at Spielberg is one example, but you can see it even more drastically with Infineon Raceway (Sears Point) in the United States, or Cadwell Park in the UK. The onboard lap of the simulation shows the challenge of having a corner like that at the beginnign of the lap, as you’re coming at it with top speed going uphill, knowing you can brake later than if t was flat, the temptation is great to outbreak yourself and miss the apex.

    From what this looks like, the sequence of fast corners should deliver what is expected from it, as well. It was important that they worked gradient changes into it. It will be a good opportunity to show off the amounts of downforce the cars produce. And as a driver, you’ll need to know spot on where you are in the sequence, because every apex is different, and the decision to tighten up the last bit of the complex before it goes downhill means you can’t just blast through this at full speed, but have to set yourself up to be just on the line as you reach the end.

    I think the “stadium complex” is quite apparently a compromise on the circuit’s layout with the primary intention of having a spot where you can put lots of spectators as close to the track as possible, which with modern F1 design and safety demands means a slow corner sequence. That, inevitably, has the propensity to look interesting in TV pictures and photos (and from the grandstands), but leave the drivers a bit flat on excitement.

    Elevating the tempo right after that once more fits in well, though. In that combination, the straight and the stadium complex can provide some breathing room for the drivers…

    Also, as awe-inspiring it might be to just have fast corners, the issue of being able to overtake with cars the way F1 produces them these days had to be addressed some way. No matter what is being said, there’s no guarantee people will choose to utilise the “DRS” type solution for the next twenty or thirty years, which, in my opinion, would be a realistic timeframe for using a circuit built now.

  12. track really looks nice and fun to drive, got some overtaking spots, should be a nice GP
    and about the game: downshifting sound like moped… tyres squeak like road ones…

  13. nice track, poor driver. 3 laps and he can´t improve times. Without tyres in one lap?

  14. The only redeeming features of the Codemasters F1 games are the contemporary circuit layouts and indeed new circuits. Everything else is utter garbage.

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