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Racing CODEMASTERS formula one game, F1 2020 out now

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Invince_Z
post Oct 17 2010, 03:27 PM

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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
linkinstreet
post Oct 19 2010, 10:01 AM

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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.
karhoe
post Oct 19 2010, 02:00 PM

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QUOTE(linkinstreet @ Oct 15 2010, 08:42 AM)
I macro'ed my keyboard to do that
*
What software do you use to macro?

Can I assign another button on my wheel to macro wing adjustment? biggrin.gif
Invince_Z
post Oct 19 2010, 07:51 PM

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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.
*
rclxms.gif
TSskylinelover
post Oct 19 2010, 11:30 PM

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is the patch out dy???i tot still not releasing yet laugh.gif doh.gif
Invince_Z
post Oct 20 2010, 04:00 AM

!M4 !3eY0nC! 1337!!!!
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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 biggrin.gif even 20 laps oso bored
chan27
post Oct 22 2010, 10:05 AM

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QUOTE(Invince_Z @ Oct 17 2010, 02:27 PM)
what controller u use???
linkinstreet
post Oct 22 2010, 11:51 AM

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QUOTE(karhoe @ Oct 19 2010, 02:00 PM)
What software do you use to macro?

Can I assign another button on my wheel to macro wing adjustment?  biggrin.gif
*

G15 got macro function maa

Invince_Z
post Oct 22 2010, 08:19 PM

!M4 !3eY0nC! 1337!!!!
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QUOTE(chan27 @ Oct 22 2010, 10:05 AM)
what controller u use???
*
g25, 180° rotation
chan27
post Oct 23 2010, 08:01 AM

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ok2 i see..your drive damn smooth..tq..
Invince_Z
post Oct 23 2010, 03:54 PM

!M4 !3eY0nC! 1337!!!!
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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) sad.gif

This post has been edited by Invince_Z: Oct 23 2010, 10:59 PM
chan27
post Oct 25 2010, 12:35 PM

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Invince_Z:hehehe.. that is really smooth already..i just use joystick only USB Xbox wireless controller..cant smooth like u..hehe...
TSskylinelover
post Oct 25 2010, 01:05 PM

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QUOTE(Invince_Z @ Oct 23 2010, 03:54 PM)
edit: i hate closed circuit (singapore and monaco) sad.gif
*
haha how about valencia then icon_idea.gif
Invince_Z
post Oct 26 2010, 05:21 AM

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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 sad.gif

chan27: this is smooth --> http://www.facebook.com/video/video.php?v=...17288344&ref=mf rclxms.gif

This post has been edited by Invince_Z: Oct 26 2010, 02:21 PM
linkinstreet
post Oct 26 2010, 11:58 PM

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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 sad.gif

chan27: this is smooth --> http://www.facebook.com/video/video.php?v=...17288344&ref=mf rclxms.gif
*

Singapore lol

Invince_Z
post Oct 27 2010, 04:25 PM

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linkinstreet: dem ko punye gile smooth. terasa ke-noob-an aku terserlah pulak blush.gif

This post has been edited by Invince_Z: Oct 27 2010, 06:18 PM
Invince_Z
post Oct 29 2010, 03:14 AM

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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
SUSRaikkonen
post Oct 29 2010, 10:25 AM

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Hi.

Let's time trial Sao Paolo, Brazil.

I got 1:12:XXX.
Gamepad + tv view; cockpit view requires steering wheel, mine sold already biggrin.gif

This post has been edited by Raikkonen: Oct 29 2010, 10:28 AM
Invince_Z
post Oct 29 2010, 10:43 AM

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QUOTE(Raikkonen @ Oct 29 2010, 10:25 AM)
Hi.

Let's time trial Sao Paolo, Brazil.

I got 1:12:XXX.
Gamepad + tv view; cockpit view requires steering wheel, mine sold already  biggrin.gif
*

sure r?
SUSRaikkonen
post Oct 29 2010, 10:53 AM

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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 = sweat.gif

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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