Formula One 2010

Xbox controller is a must IMO.

Its great for most games* especially Driving games, with very little faffing needed to get it working. :)

*Just not FPS as they must be played with the KB & Mouse.
 
Just had a quick squizz on Amozon for an xbox controller. Figure I will give that a try first before splashing out on a wheel. Had a look a some and prices are pretty scary. So might go for xbox controller first. Hope Game has them in, and hopefully at a nice price to
 
What the game can look like and not the 'muddy brown' tinge it has at the moment...

Couple of mods + DX11 hack (only work on a few tracks as you get light issues/bugs.

All maxed @ 1920x1200

2a8nwy9.jpg
 
Patch update if anyones is interested. :)


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.
 
Patch for this incoming soon too!


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 we’ll let you know as soon as it’s ready to download.


http://community.codemasters.com/forum/f1-2010-game-1316/432050-f1-2010-patch-news.html
 
Patch IS OUT! Seems fine here, will give it a good go later today.

New benchmark mode now!

Benchmark results:

All maxed out with 8x QCSAA...

k00k1u.jpg
 
Hi V_R,

I cant seem to get your link to work on how to enable direct x 11 in F1 2010.

Well the game install the update next time I play it or do I need to download the patch and install it?


Edit - Managed to get the link to work
 
Dont need the DX11 workaround with the patch, Just up all settings to Ultra and it enables it :)
 
http://www.codemasters.com/downloads...s.php?id=41016


PC Changelog:

Changelog


・"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 鏑eo 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
 
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