- 2,099
- icelt
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So as most of us have assuredly seen already Codies has officially confirmed a patch is forthcoming:
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html
We don't know for certain how long it will take and what they can/cannot (or will/will not) fix but it seems likely to be an interesting process. Therefore in my mind it seems reasonable to have a dedicated thread for tracking and discussing the patch as news and developments occur.
Also here is the link to the stickied thread for reporting bugs/glitches to CM for their consideration:
http://community.codemasters.com/fo...9298-unofficial-f1-2010-bugs-errors-list.html
-------------------------
Update... 02-11-2010
http://community.codemasters.com/fo...2010-v1-01-patch-changelist-per-platform.html
Ian 'Helios' Webster
Community Manager
F1 2010 v1.01 patch changelist per platform
Xbox 360
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
Corrected an issue where a Fanatec wheel would exhibit weak force feedback if the console was turned on using the wheel's Xbox button
Progress data for some of the achievements will no longer be lost when exiting a race in-between sessions and re-launching the title
PS3
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
A number of localisation issues have been resolved.
Added additional Force Feedback data for supported devices
Added support for Fanatec steering wheels
Added support for Thrustmaster steering wheels
Corrected an issue where force feedback would remain applied when restarting a session with full wheel lock used
Progress data for some of the trophies will no longer be lost when exiting a race in-between sessions and re-launching the title
PC
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times
invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
A number of localisation issues have been resolved.
Added benchmark mode from graphics menu
Added native support for the Leo Bodnar SLI-Pro steering wheel controller circuit board
Added support for AMD Eyefinity / Nvidia surround multiple monitor modes
Added support for crossfire / SLI and multicore GPUs.
Added support for DirectX 11
Added support for Intel SandyBridge processor and graphics
Added support for the Thrustmaster GT Experience steering wheel
Additional (D-Box) motion platform support during pit stops
AI cars now correctly reduce speed when damaged
Changed default laps of fuel in practice and qualifying sessions to 10 and 5 respectively
Corrected an issue where (D-Box) motion platform would stop functioning after using a flashback
Corrected an issue where drivers of ghost cars became solid at certain camera angles
Corrected an issue where force feedback would remain applied when restarting a session with full wheel lock used
Corrected an issue where the driver head would bob extremely violently on certain machines
Enabled access to the Advanced Wheel Options for all users
The replay file can now be saved as an external file and played back within the game
-------------------------
Update... 26-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html#post6666905
-------------------------
Update... 18-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html#post6638431
-------------------------
Update... 05-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html
Update... 27-09-2010
CM recommendation to work around/with the "save data corruption" bug.
http://community.codemasters.com/fo...orrupted-saved-game-potential-workaround.html
Corrupted Saved Game - Potential Workaround
-------------------------
Update... 30-09-2010
Caution, there are no sources quoted in the following information. See follow up post for the Official CM Response.
F1 2010″: PC review, the fake AI controversy and details on the first patch
Official CM AI Issues Response
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html
Caldera
Community Representative
Default F1 2010 Patch News
Hi everyone.
We can confirm that we intend to create and release a patch for F1 2010.
This thread will be updated with information as we move through development, testing and release. It will take some time, and sometimes there will even be no news while work is going on, but we'll do our best to keep you as updated as we can. We do appreciate your patience - and your feedback to date.
Current Status:
The development team is currently investigating, going through feedback, and looking at reported issues.
Caldera.
(Locking this for ease of reading and clarity.)
Last edited by Caldera; 27-09-2010 at 05:55 PM.
We don't know for certain how long it will take and what they can/cannot (or will/will not) fix but it seems likely to be an interesting process. Therefore in my mind it seems reasonable to have a dedicated thread for tracking and discussing the patch as news and developments occur.
Also here is the link to the stickied thread for reporting bugs/glitches to CM for their consideration:
http://community.codemasters.com/fo...9298-unofficial-f1-2010-bugs-errors-list.html
-------------------------
Update... 02-11-2010
http://community.codemasters.com/fo...2010-v1-01-patch-changelist-per-platform.html
Ian 'Helios' Webster
Community Manager
F1 2010 v1.01 patch changelist per platform
Xbox 360
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
Corrected an issue where a Fanatec wheel would exhibit weak force feedback if the console was turned on using the wheel's Xbox button
Progress data for some of the achievements will no longer be lost when exiting a race in-between sessions and re-launching the title
PS3
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
A number of localisation issues have been resolved.
Added additional Force Feedback data for supported devices
Added support for Fanatec steering wheels
Added support for Thrustmaster steering wheels
Corrected an issue where force feedback would remain applied when restarting a session with full wheel lock used
Progress data for some of the trophies will no longer be lost when exiting a race in-between sessions and re-launching the title
PC
"Pit-in" OSD indicator now appears after the player is advised to pit to repair car damage
A number of shadowing improvements have been added
Amended the time trial penalty system so that only players cutting the final corner on certain tracks will have their subsequent lap times
invalidated
Balanced the effects of the drying line created by cars when in a wet race
Balancing improvements have been made to AI drivers to prevent unexpected race results
Corrected an issue AI cars would not attempt to move out of the player's way when under a blue flag on an in / out lap during practice and qualifying session
Corrected an issue where ABS would become enabled when selecting to "drive out" out of the pit lane in a race weekend
Corrected an issue where AI cars would fail to respond appropriately when cars were either side of them in a corner
Corrected an issue where AI cars would not be required to pit in a mandatory pit race after the use of a flashback
Corrected an issue where AI times were being reported incorrectly on the first lap
Corrected an issue where AI were being disqualified during wet races in Montreal
Corrected an issue where car driving style was defaulting to "Wet" in network sessions
Corrected an issue where damage to AI cars was being inconsistently applied
Corrected an issue where disqualified AI cars would cause network races to end prematurely
Corrected an issue where disqualified drivers were displayed in the incorrect order in the online race results screen
Corrected an issue where flashback would become disabled after resetting to track
Corrected an issue where incorrect race positions were reported in a network race after terminal damage had occurred
Corrected an issue where lap and split times would be displayed incorrectly after flashing back to before the start/finish line
Corrected an issue where pit engineer would fail to remind you to pit on mandatory pit stop races
Improvements have been made to the pitting process to prevent the player getting stuck.
Corrected an issue where positions of AI cars in a network race would be incorrectly displayed after a player quit the session
Corrected an issue where punctured tyres would be carried across to subsequent sessions in a race weekend
Corrected an issue where race strategy would fail to update correctly after the player manually selected a different starting tyre choice
Corrected an issue where research path choice was not being carried over to subsequent season
Corrected an issue where save data is reported corrupted
Corrected an issue where sessions in progress would appear on the server list after quitting a network session
Corrected an issue where some AI cars using a single-stop strategy would not pit during a mandatory pit stop race
Corrected an issue where the dynamic racing line would not display correctly if the grip conditions changed
Corrected an issue where the incorrect car name could be displayed above cars in the Grand Prix menu after completing a Time Trial race
Corrected an issue where the player is told to copy their team mate's car setup
Corrected an issue where the player was able to pass through other cars after restarting a session
Corrected an issue where yellow flags would continue to be displayed for cars that had been removed from the race in network sessions
Corrected an issue where user would be penalised for overtaking pitted AI cars when under yellow flag
Made penalties less likely to be awarded after spinning out on the track
OSD now displays time gap between cars on the sector and lap split times
Reduced the frequency of penalty warnings given for minor collisions
Reduced the frequency of punctures received from standard tyre wear
Sector times for the car on pole position is now shown in the split times on the OSD
Tuned the grip properties of the tyre compounds in different weather conditions
A number of localisation issues have been resolved.
Added benchmark mode from graphics menu
Added native support for the Leo Bodnar SLI-Pro steering wheel controller circuit board
Added support for AMD Eyefinity / Nvidia surround multiple monitor modes
Added support for crossfire / SLI and multicore GPUs.
Added support for DirectX 11
Added support for Intel SandyBridge processor and graphics
Added support for the Thrustmaster GT Experience steering wheel
Additional (D-Box) motion platform support during pit stops
AI cars now correctly reduce speed when damaged
Changed default laps of fuel in practice and qualifying sessions to 10 and 5 respectively
Corrected an issue where (D-Box) motion platform would stop functioning after using a flashback
Corrected an issue where drivers of ghost cars became solid at certain camera angles
Corrected an issue where force feedback would remain applied when restarting a session with full wheel lock used
Corrected an issue where the driver head would bob extremely violently on certain machines
Enabled access to the Advanced Wheel Options for all users
The replay file can now be saved as an external file and played back within the game
-------------------------
Update... 26-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html#post6666905
Ian 'Helios' Webster
Community Manager
Update: The team have been hard at work and as a result we have now completed all internal testing on the patch.
The patch is now in submission with Microsoft and Sony for all 3 platforms, and once this process has been successfully completed the patch will be released, ready for you to download. Keep an eye out on the forums, facebook, and twitter, as well let you know as soon as its ready to download.
-------------------------
Update... 18-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html#post6638431
Ian 'Helios' Webster
Community Manager
Hi everyone,
Its 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. Weve 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 were 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 arent 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 Weve improved exit logic so that it isnt 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 weve also made improvements to the game based on your forum feedback:-
1. OSD changes showing split times rather than gap to leader Weve 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 AIs 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 players 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, well 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.
-------------------------
Update... 05-10-2010
http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html
-------------------------05-10-2010, 10:21 AM
Caldera
Community Representative
Update: The team have been working through a masterlist of issues, and are making good progress. Various issues have been through the preliminary testing process, and once the patch is complete a build will go in for siginificant testing time.
As soon as I have more news, it'll get posted here.
Caldera.
Update... 27-09-2010
CM recommendation to work around/with the "save data corruption" bug.
http://community.codemasters.com/fo...orrupted-saved-game-potential-workaround.html
Corrupted Saved Game - Potential Workaround
Caldera
Community Representative
Hi everyone, I'm updating this thread with a potential workaround:
I can confirm that this issue is with development, will be addressed in the patch, and we'd like you to try the following workaround:
After a practice session where you complete an R&D objective and unlock a new upgrade make sure you then load in to the following qualifying session before exiting the game.
And also, as our technical support FAQ now says:
We believe this only occurs if, after completing an R&D objective, you...
- Retire to the paddock via the Engineer (in the garage).
- Terminally damage your car and select retire to paddock.
- Get disqualified and select retire to paddock.
As long as you progress to the qualifying session before quitting the game this problem will not occur.
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Update... 30-09-2010
Caution, there are no sources quoted in the following information. See follow up post for the Official CM Response.
F1 2010″: PC review, the fake AI controversy and details on the first patch
F1 2010″: The first patch
Interestingly, Codemasters referred to the forthcoming update as the first patch, suggesting there are more in the pipeline.
Among the changes in the first patch are various modifications to the artificial intelligence of rival cars.
These are likely to include changes to the racing lines, such as the problem with turn 19 at Valencia which was noted in the review. The team say they have a list of corners where the rival cars are too slow.
Improvements to the rival cars behaviour in the pits are expected including fixing one bug where rival drivers fail to pit and another where the players car is held in the pits too long.
Codemasters added the time spent working on patching F1 2010″ will not affect the time spent developing next years version of the game.
Full details on the patch for F1 2010″ are expected later today and will be posted here.
Official CM AI Issues Response
Caldera
Community Representative
Hi everyone.
As you are aware work is on-going towards a patch for the game, and we will release details on this as we move through the patch creation process. Your constructive feedback has been invaluable in helping us both identify and work to resolve issues with the game, and we appreciate your detailed posts.
Some of the identified issues have led (understandably) to people making assumptions about the game that are not accurate, so we felt that in order to reassure you and explain better the process which we are going through at the moment, wed address a few common queries, in particular relating to AI. In putting this post together, we spoke to various people from across the development team, including the leads and specialists who are working directly on addressing the issues that have been raised.
The AI system implemented in F1 2010 is very complex, and is certainly not scripted in any way. Every AI driver is trained with a series of race behaviours such as overtaking, defending a position and slipstreaming etc. On top of these behaviours we have a unique set of characteristics. These characteristics are defined per driver so youll notice some subtle differences. Some drivers are better at race starts or are better at overtaking (they look for narrower gaps), or are better in the rain, or are more aggressive, or are better around certain race tracks. We also have a system which can make certain drivers have a particularly good or bad race depending on a number of factors. All of this driver variance is of course combined with the cars themselves also having varying levels of performance.
Its also important to note that in order to make the tracks as richly detailed as they are, we use far more textures than the consoles can physically hold. As with many games, we actively stream in and out textures based on the position of the player. This, plus the fact we don't simulate many visual effects on the far side of the track from the player - a "level of detail system employed to save valuable processor time - would mean there would be a significant pop or delay if we were to allow you to switch cameras between drivers on track.
Practice & Qualifying AI
In practice & qualifying (P&Q) there are two fundamental issues which have meant that we had to make some implementation decisions for the AI in F1 2010. These two issues are our jump-to-sector feature and the fast-forward feature that is available on the car monitor in the garage.
The jump-to-sector feature necessarily simulates teleporting a car instantly to a position while the fast-forward feature allows the player to speed up time. The latter prevents us from simulating the actual AI travelling around the track 100% of the time as we cannot accurately simulate 24 cars where we have accelerated the passage of time by as much as a factor of 30. An F1 car can move at over 200mph. With 30 times speedup, we cannot simulate car physics at 6000+mph without losing some fidelity. F1 cars obviously cannot move this fast. We therefore implemented a system whereby the AI times in such circumstances are calculated based on a football management style simulation model. Using this model all of the race factors, such as the car, driver, weather, tyres, engine, track conditions, traffic are all taken into account and a lap time is produced. These generated times are well considered and guided by a huge amount of data; they are not randomly generated. Nevertheless they remain simulated approximations using this model.
For P&Q sessions we spent a long time experimenting with flipping back and forth between this simulated system and actual AI physical timing, as the fast-forward is engaged and disengaged, but it lead to the potential for subtle exploits which we were not comfortable with. Therefore all AI times in these P&Q sessions use this simulation method.
Race AI
As none of the above feature restrictions are relevant in the race itself, we DO NOT use any other systems in the race other than the AI cars all physically driving the race just as the player does. Other factors also contribute to the AI lap times and the variation in their race pace. These include race start behaviours, their ultimate race pace which takes into account elements such as fuel and tyre degradation, weather, conserving / cooling engines etc, their in and out laps in the pit stop phase and their finishing pace.
We have seen several email and forum threads which suggest that an AI cars performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isnt the case.
Based on some of the feedback weve received we are looking into the variation of AI race pace, as well as working hard to address as many of the following issues as possible in the upcoming patch, which arent AI specific but are adding to the assumptions that we are using fake or scripted AI:
Pit Stop
Several pit stop issues have been reported;
* The AI not making a mandatory pit stop during a dry race of 20% or more
* The player being forced to wait in the pits before being released
* The player or AI cars becoming stuck in the pit lane
* The use of flashback breaking the AI pit strategies
Were currently investigating each of these issues and recognise that these would have a significant impact on the way that the race pans out. As ever with fixing these issues its a case of finding out how to repeat the problem so that we can track the issues down and fix them.
Split times
A few of you have correctly spotted that the race leader isnt always the quickest on the first lap of the race. This is an issue whereby the start line is resetting the AI lap timings rather than everyones time being taken from when the start lights go out, which of course should be the case on the first lap.
Its important to also note that the lap times displayed on screen in F1 2010 are compared to the gap to the leader, rather than being split times to the car in front or behind. They are calculated on the time difference within sectors, on a lap by lap basis. For example, the players lap and individual split times on any given lap is compared to the race leader only.
Track reset
There are a few videos and threads where the AI have been seen to spin off and then teleport around the track. Again this isnt an intentional component of the AI systems. We have a retrieval system that will reset cars to the track if they manage to get out of the world which is intended for use in a number of scenarios such as violent collisions. In these cases it appears that this retrieval system has fired off by mistake.
Race engineer speech
There are a few issues whereby the information which the race engineer is feeding you in relation to gaps to the car in front seems to be at odds with what is happening in the race. Again this isnt tied into the AI at all. Its purely speech logic and triggers.
Fuel simulation and tyre degradation
This has been implemented for both players and AI cars. Well investigate the drop offs and see if the numbers need tweaking as part of the patch.
As ever your feedback really helps us track down these issues so many thanks to everyone who has taken the time to post up as many details as you have. We have already made significant advances against some of the issues thanks to those of you who have contributed a clear and comprehensive account of problems. We will let you know the full details of what the patch will include and when you can expect it as soon as possible.
Rest assured that we do read the forums and your feedback is extremely important to us.
Last edited by Caldera; 30-09-2010 at 04:53 PM. Reason: (Stickied and Locked for clarity. Please discuss in other threads.)
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