1. Forum
  2. F1 2010

Re: F1 2010

Endurance = 8 ronden :') :') :')!
  • Endurance = 8 ronden :') :') :')!
  • 22 september hebben de winkels hem, als er geen boete op een vroege verkoop staat heb ik hem ook die dag.
  • Heb je hem al RS? Als het goed is, is er voor deze game geen verplichte releasedate.
  • Met de Wii versie kan je trouwens splitscreen spelen met 22 auto's.

    Uiteraard heeft de 360 versie geen splitscreen…

    Echt heel sociaal dat Xbox Live. Ahum.
  • Oke want in de game had ik al grote moeite om wat mee te komen met de meeste assists uit. Naja heb de game maar besteld en morgen kijken of het wat is voor me kan altijd nog ruilen of verkopen.
  • Codemasters:

    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, we’d 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 you’ll 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.

    It’s 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 car’s performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isn’t the case.

    Based on some of the feedback we’ve 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 aren’t 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
    We’re 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 it’s 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 isn’t 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 everyone’s time being taken from when the start lights go out, which of course should be the case on the first lap.

    It’s 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 isn’t 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 isn’t tied into the AI at all. It’s purely speech logic and triggers.

    Fuel simulation and tyre degradation
    This has been implemented for both players and AI cars. We’ll 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.
  • Ja dat hoop ik ook, maar denk dat het wel zo gaat lopen dat er een paar patches gaat verschijnen om echt alles aan te pakken.

    Nou, dan kunnen we tegen de tijd dat F1 2011 eraan komt optimaal genieten van F1 2010. ;)
  • Ja dat hoop ik ook, maar denk dat het wel zo gaat lopen dat er een paar patches gaat verschijnen om echt alles aan te pakken.
  • Niet gespeeld meer eigenlijk wat ik doodzonde vind. Maar ben zelf te verslaafd aan BFBC2. Wel de patch ff gebruikt, maar moet het echt weer gaan oppakken. Had er plezier genoeg mee iig..
  • Hebben jullie de game nog gespeeld na de patch? Ik heb er geen tijd voor gehad. Ben atm te verslaafd aan Naruto UNS2 en Black Ops. Wil de game wel weer gaan spelen, dus vraag me af of hij nu een stuk beter is na die patch? Mensen die de game nog spelen kunnen hier wel antwoord op geven, denk ik. Laat maar horen of hij beter is nu na de patch. :D
  • Hmm. We zullen zien. Dank.
  • Ergens Patch Notes te vinden of ?.

    Niet bij hun post zelf.
    Maar op 18-10 poste ze het volgende:

    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.
  • Ergens Patch Notes te vinden of ?.
  • The patch is now available for XBox 360, PS3 and PC. Please feel free to leave us constructive feedback in the forums. Thank you for your patience.
    Dus…
  • Nu alleen nog F1 2010 :P
  • Ik heb het origineel gekocht. Ja ik vond het ook een groot bedrag, maar ik ben dit jaar niet op vakantie geweest en heb de hele zomer gewerkt. Daarnaast ben ik een echte race games liefhebber en speel ik ze op de PS3, PC en 360. Verder is het vergeleken met een G27 op zich niet eens zo heel veel duurder. Een G27 is rond de 250 euro en voor 100 euro meer heb ik de Turbo S kunnen kopen die ook geschikt was voor de 360.

    Wanneer ik twee losse stuurtjes had gekocht, Microsoft wheel voor de 360 en G27 voor PS3/PC was ik evenveel kwijt geweest en had ik voor de 360 een veel minder stuurtje gehad en voor de PS3 een redelijk gelijkwaardig stuurtje.

    Vandaar dat ik voor de Turbo S heb gekozen. Overigens heb ik er wel een jaar over nagedacht, want een dergelijk apparaat voor 350 euro koop je niet zo maar even <img alt=":P" src="/plugins/sceditor/emoticons/tongue.png" />

    Ow ja die W810i is omdat mijn Xperia voor de zoveelste tijd weer eens kapot is…

    Ja, als je op veel verschillende platformen speelt is het dus logisch. Wel awesome :'D
  • Ik heb het origineel gekocht. Ja ik vond het ook een groot bedrag, maar ik ben dit jaar niet op vakantie geweest en heb de hele zomer gewerkt. Daarnaast ben ik een echte race games liefhebber en speel ik ze op de PS3, PC en 360. Verder is het vergeleken met een G27 op zich niet eens zo heel veel duurder. Een G27 is rond de 250 euro en voor 100 euro meer heb ik de Turbo S kunnen kopen die ook geschikt was voor de 360.

    Wanneer ik twee losse stuurtjes had gekocht, Microsoft wheel voor de 360 en G27 voor PS3/PC was ik evenveel kwijt geweest en had ik voor de 360 een veel minder stuurtje gehad en voor de PS3 een redelijk gelijkwaardig stuurtje.

    Vandaar dat ik voor de Turbo S heb gekozen. Overigens heb ik er wel een jaar over nagedacht, want een dergelijk apparaat voor 350 euro koop je niet zo maar even :P

    Ow ja die W810i is omdat mijn Xperia voor de zoveelste tijd weer eens kapot is…
  • Het is enigszins best wel erg dat ik dit spel nog altijd niet heb gekocht, maar sinds ik mijn Turbo S heb is Forza 3 weer heel erg verslavend geworden en heb ik het er niet voor over om dit spel full price te kopen op dit moment.

    Maar ik race normaal gesproken op deze manier:



    De Fanatec Porsche Turbo S i.c.m. 6+1 shifter, die ik natuurlijk niet ga gebruiken met F1 2010 en een RennSport Wheel Stand.
    Wat mij betreft echt de perfecte setup om mee te racen. Ik heb heel erg nagedacht om een Playseat te kopen, maar ten eerste zijn die twee keer zo duur en heb ik er op mijn studentenkamertje niet echt de ruimte voor.

    O ja mijn excuses voor de kwaliteit van de foto. Mijn W810i is niet echt geschikt om foto's mee te maken in het donker..

    W810i \0/
    Maar heb je het stuur originele gekocht? Of overgenomen van Marktplaats? Want mij wastie iig iets teveel. Er staat voor 3/400 euro daar in de kamer?
  • Het is enigszins best wel erg dat ik dit spel nog altijd niet heb gekocht, maar sinds ik mijn Turbo S heb is Forza 3 weer heel erg verslavend geworden en heb ik het er niet voor over om dit spel full price te kopen op dit moment.

    Maar ik race normaal gesproken op deze manier:



    De Fanatec Porsche Turbo S i.c.m. 6+1 shifter, die ik natuurlijk niet ga gebruiken met F1 2010 en een RennSport Wheel Stand.
    Wat mij betreft echt de perfecte setup om mee te racen. Ik heb heel erg nagedacht om een Playseat te kopen, maar ten eerste zijn die twee keer zo duur en heb ik er op mijn studentenkamertje niet echt de ruimte voor.

    O ja mijn excuses voor de kwaliteit van de foto. Mijn W810i is niet echt geschikt om foto's mee te maken in het donker..
  • Oja, ik had gisteren tijdens de race in bahrein het gevoel dat er wat haperingen waren tijdens het rijden.

    Hij liep zeker niet vloeiend, hoe is dat bij jullie?

Plaats reactie

Wanneer je een reactie plaatst ga je akoord
met onze voorwaarden voor reacties.

Log in om te reageren