Codemasters' F1 game discussion

Posted by Rodrigo007 
Re: Codemasters' F1 game discussion
Date: October 17, 2010 10:21AM
Posted by: gav
Wow... and I thought online would be the saving grace.

Say what you like, but this is where iRacing pays for itself over and over again. Admittedly it's expensive and yes there are still a few idiots in the lower classes, but this is one of the exact problems iRacing aimed to eradicate, and for the most part it does.

The only other solution for other games are private servers, and it seems few are willing to stump up for them outside of leagues (which is understandable, but you can't expect something for nothing).
Re: Codemasters' F1 game discussion
Date: October 17, 2010 11:56AM
Posted by: SpaceAce
I played with a couple of English folk and we were racing really well.
Until i made a slight mistake and made him spin. He started going off his head.
Until he realized I'd stopped just down the road to let him past and take the win.
He was thankful and it was good.



GPGSL WDC Season 4
Re: Codemasters' F1 game discussion
Date: October 17, 2010 12:39PM
Posted by: harjinator
that sounds like a bible extract... lol

_______________________________________________________

Team Japan Owner - GPGNC
Re: Codemasters' F1 game discussion
Date: October 17, 2010 01:16PM
Posted by: Fincent
We should set up a GPG race sometime, that way there's no escape if someone drives like a tool ;)



Circuit Thermalito

Liverpool Waterfront Circuit (WIP)
Re: Codemasters' F1 game discussion
Date: October 17, 2010 07:22PM
Posted by: Ferrari_Fuhrer
For all the mud being slung at this game, I think the only annoyance I've suffered is the stupid quali times and the odd muppet online. Oh, and the occasional half-second freeze too. But I've not had endless punctures, people failing to pit or anything like that. Have I just been really lucky, or are there less problems on the xbox version?

[Website]
Re: Codemasters' F1 game discussion
Date: October 17, 2010 07:34PM
Posted by: Jithendra
i haven't had much problems either... playing it on ps3, the only issues i have faced is with the pitstops and some ghost cars. otherwise the game has been quite entertaining with some wheel to wheel racing. defiantly miss the celebration on the podium.. something codies should have included.

Re: Codemasters' F1 game discussion
Date: October 17, 2010 09:22PM
Posted by: Morbid
Fincent Wrote:
-------------------------------------------------------
> We should set up a GPG race sometime, that way
> there's no escape if someone drives like a tool ;)

You wish! Prepare for the unwarranted bragging in quals, and the endless cries for restarts after the T1 pile-ups.



It's only after we've lost everything, that we are free to do anything.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 03:20AM
Posted by: Fincent
That's a good point Morbid. I'd forgotten about Gui...



Circuit Thermalito

Liverpool Waterfront Circuit (WIP)
Re: Codemasters' F1 game discussion
Date: October 18, 2010 09:29AM
Posted by: Anonymous User
just tried online for the first time. just me and three other guys. people crash lots. I did about five races and managed to win at Monaco by a country mile, not sure how cause I was getting thoroughly beaten elsewhere. this one guy was just driving into anything that moved until I took him out. then he complained and left.

it's quite good though.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 11:50AM
Posted by: LS.
private races are the only way forward, the open ones are full of wreckers, idiots!




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: Codemasters' F1 game discussion
Date: October 18, 2010 12:51PM
Posted by: marcl
I do not know why but I can no longer win online, yet my other half.

I drive with no aids apart from TC and they have all the aids on including auto braking. I just find it so strange as I am not making any errors lap on the pace and yet cannot win.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 02:13PM
Posted by: zapppa
Why we don't create a gpg hamachi room?



Edited 1 time(s). Last edit at 10/18/2010 02:13PM by zapppa.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 02:25PM
Posted by: Ho3n3r
So just for the sake of competitiveness, how is everyone's laptimes looking? I do not play online at all so I wouldn't have a clue about the leaderboards...

I have TC, ABS on due to my no-feel Logitech Formula Vibration Feedback pedals...

Did in a race at Bahrain 1m53.0xx with MS in a Mercedes. Is that at all competitive?(waiting for people slating me to even post a presumably embarrasingly slow laptime... :P)

EDIT: Fuel sim off for obvious reasons... Tyre sim on though.



Edited 1 time(s). Last edit at 10/18/2010 02:31PM by Ho3n3r.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 02:34PM
Posted by: SchueyFan
I've been getting more and more punctures recently - both online and in career mode. Very frustrating!



If anyone's interested in some online racing there's a PS3 league going on over at [www.f1gamers.com] Races every Sunday.





X (@ed24f1)
Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:32PM
Posted by: Ho3n3r
Patch Update News from F1 2010 forum:

Hi everyone,

It’s been a while since we last updated on the forthcoming F1 2010 patch so here is where things are at currently…

The team are hard at work, and have been since launch, building the patch. We’ve focussed on both fixes to the game and a number of gameplay improvements based on your feedback. Once the process has finished, we can then release the patch for submission which will take an additional couple of weeks until it is available for release. Here is a quick overview of the main issues which we’re addressing:


1. Corrupt Save Games - We have identified an over-zealous anti-cheating check that manifested as falsely identified corrupt saves, specifically the ones relating to practice and R&D upgrades, the save-games should now load without issue. However if any of you are experiencing corrupt saves outside of this then please continue to send your PS3 save game files to us (Xbox360 & PC saves aren’t of any use to us) and we can test these against the latest patch to see whether all instances of this issue have now been fixed

2. AI not pitting in dry races where a mandatory pit stop was required (20% or more) – This has been fixed.

3. Player held in pit-stop too long – We’ve improved exit logic so that it isn’t too cautious in holding players during a pit-stop.

4. Puncture frequency reduced – The likelihood of players suffering punctures has been reduced.

5. Pit-stop lock-ups - Fixed several instances which caused the pit crew to lock-up and not be able to service the cars.

6. Automatically updating race strategy – Selecting prime tyres from the tyre menu (over default option) now updates the strategy so that the pit-crew assign options during the pit stop as opposed to re-attaching another set of primes (in a dry race of 20% or more).

7. First lap calculates correctly – The lap time for the first lap of the race now calculates correctly, from the lights going out as opposed to the cars crossing the start line.


In addition to these fixes we’ve also made improvements to the game based on your forum feedback:-


1. OSD changes – showing split times rather than gap to leader – We’ve changed how the OSD timing information functions so that split times are now displayed on the OSD, showing race time and race time differences to the other cars – I.e. how far ahead/behind are at a sector boundary.

2. AI affected more by damage received – Damage sustained by an AI’s car will have a greater effect their handling characteristics, effectively slowing damaged AI down more. AI cars that cannot maintain a racing speed will naturally yield to faster cars & come into the pits for repairs. As before, If they receive too much damage, they will retire from the race.

3. AI yielding to other cars when not on flying lap in qualifying - Improved AI behaviour to move off the racing line or out of the player’s way when the player is on a flying lap.

4. Increased wheel support – Increased wheel support and force feedback tweaks (where applicable) for the following wheels; Thrustmaster Ferrari F430 Force Feedback (officially supported), Thrustmaster Ferrari GT Experience (officially supported), Thrustmaster RGT Force Feedback Pro Clutch (not officially supported but will work), Fanatec Porsche 911 Turbo S & GT3 RS2 (both officially supported).

5. Wet weather improvements - Rebalanced graphical and handling effect of cars driving on a wet track - the level of wetness has been increased as well as tyre trails being made more prominent.

6. Improved Damage Modelling – Tweaks to the damage system so that more damage is visible / received during lesser impacts.

7. Next lap invalidated time trial logic - In time trial the next lap is no longer invalidated for any offence committed in the 3rd sector. It is calculated per track and is predominantly based on the final corner.

8. AI: Driver Behaviours - Addressed some issues in driver behaviour balancing that were causing occasionally unrealistic finishing positions.



There have also been several PC specific improvements as well:-


1. PC 'replay saving' and playback – You will be able to save out the files to replay them later or share them with others.

2. DX11 – The F1 2010 patch will enable the game to run on DX11. All of the graphical improvements are configurable from graphical options when in DX11. Specifically, "ultra" settings for 'shadows' and 'postprocess'. (These options require a lot of processing power, and are only recommended for high-end graphics cards.

3. Eyefinity Support – F1 2010 now supports 3 x 1 or 3 x 2 monitor display setups (minimum requirement of 3 x monitors)

4. Optimisations – We have made better use of multi-core processors in general, which will lead to better framerates on higher end machines.

5. Additional Support - Support for SandyBridge processors, which also adds support for currently available 'modern' processors, like Core i7, which wasn't correctly detected previously.


This list is not exhaustive of the issues being addressed in the patch but a snap shot of the key improvements. Please keep your feedback coming though as it is invaluable both for the work on the patch and for the design of F1 2011.

Once the patch goes into submission, we’ll try to give you guys a heads up as to when it will be live and ready to download as soon as we know.

Thanks for your continued support & feedback.

The F1 2010 Development Team.


Looking good, hope they fix the AI Fuel simulation as well. This one is important.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:37PM
Posted by: Incident 2k9
Ah, awesome. I haven't encountered most of these problems myself but it all seems good.

I'm still enjoying the game regardless. :)



GPGSL: S6 - TafuroGP Tester (14th) /// S7 - ART Tester (6th) /// S8 - Demon Driver (13th) /// S9 - Demon/Snake Driver (13th) /// S10 - Snake Driver (???) ///]
"My ambition is handicapped by laziness" - Charles Bukowski
Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:41PM
Posted by: DaveEllis
Nothing about the AIs elastic properties there.

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Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:43PM
Posted by: DaveEllis
7. First lap calculates correctly – The lap time for the first lap of the race now calculates correctly, from the lights going out as opposed to the cars crossing the start line.

That wasn't the f**king problem. Jesus, these guys are incompetent.

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SportsCarArchives.com
Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:48PM
Posted by: Ho3n3r
If they can fix all of that and the Fuel Sim this game will be awesome + 1!

And it will be a MASSIVE step in working on new stuff on F1 2011, which is the approach they've no doubt taken.
Re: Codemasters' F1 game discussion
Date: October 18, 2010 05:49PM
Posted by: msater
The whole AI thing will be fixed in 2011 I think. Can't do it in a patch, because it would invalidate F1 2011, as the patch would take so long to implement.



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