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

2012 United States Grand Prix

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


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

  1. ~A~ said on 6th June 2012, 18:32

    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.

  2. steco (@steco) said on 6th June 2012, 20:26

    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…

  3. Oskar (@oskar) said on 7th June 2012, 15:32

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

  4. pSynrg (@psynrg) said on 7th June 2012, 18:43

    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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