time trial @ catalunya: http://www.facebook.com/video/video.php?v=447595216247
This post has been edited by Invince_Z: Oct 17 2010, 03:28 PM
Racing CODEMASTERS formula one game, F1 2020 out now
Racing CODEMASTERS formula one game, F1 2020 out now
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Oct 17 2010, 03:27 PM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
time trial @ catalunya: http://www.facebook.com/video/video.php?v=447595216247
This post has been edited by Invince_Z: Oct 17 2010, 03:28 PM |
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Oct 19 2010, 10:01 AM
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Moderator
9,276 posts Joined: Jan 2005 From: KL. Best place in Malaysia. Nuff said |
Bug fixes:
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. Improvements: 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. PC-specific improvements: 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. The patch is currently still in the works as the patch will likely include more changes than listed below, tt will take another few weeks until the download is available. |
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Oct 19 2010, 02:00 PM
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Senior Member
6,238 posts Joined: Sep 2005 From: Kuala Lumpur |
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Oct 19 2010, 07:51 PM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
QUOTE(linkinstreet @ Oct 19 2010, 10:01 AM) Bug fixes: 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. Improvements: 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. PC-specific improvements: 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. The patch is currently still in the works as the patch will likely include more changes than listed below, tt will take another few weeks until the download is available. |
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Oct 19 2010, 11:30 PM
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All Stars
11,265 posts Joined: Jul 2005 |
is the patch out dy???i tot still not releasing yet
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Oct 20 2010, 04:00 AM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
owh one more, the replay (instant, after race), extra function to navigate lap by lap should be added. it is pita to fast forward all laps if play on 100% distance
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Oct 22 2010, 10:05 AM
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Newbie
1 posts Joined: Aug 2009 |
QUOTE(Invince_Z @ Oct 17 2010, 02:27 PM) what controller u use??? |
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Oct 22 2010, 11:51 AM
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Moderator
9,276 posts Joined: Jan 2005 From: KL. Best place in Malaysia. Nuff said |
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Oct 22 2010, 08:19 PM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
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Oct 23 2010, 08:01 AM
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Newbie
1 posts Joined: Aug 2009 |
ok2 i see..your drive damn smooth..tq..
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Oct 23 2010, 03:54 PM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
chan27: smooth? haha..not smooth enuff for me. last time i play with gamepad. some corners can enter at faster speed using gamepad than wheel
edit: i hate closed circuit (singapore and monaco) This post has been edited by Invince_Z: Oct 23 2010, 10:59 PM |
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Oct 25 2010, 12:35 PM
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Newbie
1 posts Joined: Aug 2009 |
Invince_Z:hehehe.. that is really smooth already..i just use joystick only USB Xbox wireless controller..cant smooth like u..hehe...
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Oct 25 2010, 01:05 PM
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All Stars
11,265 posts Joined: Jul 2005 |
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Oct 26 2010, 05:21 AM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
skylinelover: not try yet. so far only race at sepang, catalunya, monaco, monza amd singapore. singapore is very bad, cant even finish a lap without bumping on walls
chan27: this is smooth --> http://www.facebook.com/video/video.php?v=...17288344&ref=mf This post has been edited by Invince_Z: Oct 26 2010, 02:21 PM |
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Oct 26 2010, 11:58 PM
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Moderator
9,276 posts Joined: Jan 2005 From: KL. Best place in Malaysia. Nuff said |
QUOTE(Invince_Z @ Oct 26 2010, 05:21 AM) skylinelover: not try yet. so far only race at sepang, catalunya, monaco, monza amd singapore. singapore is very bad, cant even finish a lap without bumping on walls Singapore lolchan27: this is smooth --> http://www.facebook.com/video/video.php?v=...17288344&ref=mf |
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Oct 27 2010, 04:25 PM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
linkinstreet: dem ko punye gile smooth. terasa ke-noob-an aku terserlah pulak
This post has been edited by Invince_Z: Oct 27 2010, 06:18 PM |
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Oct 29 2010, 03:14 AM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
i got 1:47.475 in valencia after 24 laps. easier than singapore. valencia doen't hv many blind corner (3 only) compared to singapore.
This post has been edited by Invince_Z: Oct 29 2010, 03:14 AM |
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Oct 29 2010, 10:25 AM
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Senior Member
8,635 posts Joined: Jun 2006 From: Jeonju/Jeollabuk-do |
Hi.
Let's time trial Sao Paolo, Brazil. I got 1:12:XXX. Gamepad + tv view; cockpit view requires steering wheel, mine sold already This post has been edited by Raikkonen: Oct 29 2010, 10:28 AM |
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Oct 29 2010, 10:43 AM
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Senior Member
2,748 posts Joined: Sep 2006 From: 1337 1@nD Y(",) |
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Oct 29 2010, 10:53 AM
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Senior Member
8,635 posts Joined: Jun 2006 From: Jeonju/Jeollabuk-do |
Steering wheel made it easier to turn the car on corners etc.
I'm sure you guys with steering wheel can go faster; manual transmission + throttle input on those tight corners. With a gamepad = Guys, you're making the video using Fraps correct? This post has been edited by Raikkonen: Oct 29 2010, 05:02 PM |
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