WabeWalker
Supreme [H]ardness
- Joined
- Sep 3, 2007
- Messages
- 4,508
It's still better to pit in after everyone else - obviously, don't pit in while your team mate is being serviced or you'll be the laughing stock of the pit row.
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I would, but with tire simulation on, the two sets of tires last exactly as long as the race itself (which seems suspicious also).
Thing I don't like are punctures, that shit is so random. Can happen in the middle of the track. I play on the setting with 2 replays and try to save them for flats, cause the tire doesn't pop again if I rewind.
I seem to get them every 2nd race playing at 20% race length. More often when I touch a kerb with my outer tires, never going off the track, but I thought you are supposed to use them???Ive only experienced punctures when ive lightly tagged something, or wore my tyres out. Ive yet to have just a random puncture.
Do the tires just suddenly die on you? In most racing games you have maybe a 3 to 4 lap window where the tires slowly start going until they're near undrivable, and you can delay it if you drive slightly more conservatively.
Its certainly not very good if they just die suddenly, we've seen in the real F1 this year people using one set of tires for the best part of a race and getting away with it.
Anyone with aG25 want to comment on how the accelerator pedal travel is? I'm think part of my problems are stemming from the fact that it seems like I'm getting about 95% of the throttle setting in the first inch of pedal travel, so it is too easy to over-rev the engine and spin the tires coming out of the turns. I've tried playing with the settings, but nothing seems to work - it just feels like the full throttle range does not equate to the full pedal travel range (even though Windows game controller page shows it calibrated correctly). I'm wondering if the G25 is a worthwhile investment over my Momo.
I use a g25. I am not having 95% throttle that quickly. I am using the default pedal settings in game. But i have been using the g25 2yrs+ now and race pretty much nonstop so i may just be used to it.
And everyone else, you all playing online? Haste and I havent see hardly any of the other 'hardcore' F1 guys on here racing on GFWL. Lets do this. add pl1ght on gfwl
I use a g25. I am not having 95% throttle that quickly. I am using the default pedal settings in game. But i have been using the g25 2yrs+ now and race pretty much nonstop so i may just be used to it.
And everyone else, you all playing online? Haste and I havent see hardly any of the other 'hardcore' F1 guys on here racing on GFWL. Lets do this. add pl1ght on gfwl
How's the lag playing on line? I haven't tried it yet, but being in Hawaii I doubt it'll be playable for me.
Off topic, but how do they supply electrical stuff to Hawaii? Is there a cable running across the Pacific ocean to continental USA?
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.
Those pit stop related fixes will be much welcomed.
They ship in oil and run local power stations. It is crazy expensive. I can't understand why they aren't 100% renewable - there is sunlight a plenty, constant 15 mph winds, and an entire volcano to provide geothermal power - seems like the perfect situation for a "green" solution.
Erm... They do have a geothermal plant.
How's the lag playing on line? I haven't tried it yet, but being in Hawaii I doubt it'll be playable for me.
1. PC 'replay saving' and playback – You will be able to save out the files to replay them later or share them with others.
I seem to get them every 2nd race playing at 20% race length. More often when I touch a kerb with my outer tires, never going off the track, but I thought you are supposed to use them???
I do get them in the middle of the track for no reason sometimes too. Rewind and hit flashback and it doesn't happen again the rest of the race.
I just started playing this last night with my new Logitech Driving Force GT. Very fun I think. I like that I don't have to go super detailed on the cars setup to have a good time. I think I'm playing on like medium difficulty for AI. Not sure what my other settings are for driving assists off-hand though.
I will say it's not easy. I was playing for a few hours last night. I didn't realize at first how to play your career so I was off racing as some other dude.
How long do you guys set up races for? How many laps and stuff?
i do the minimum 20% for career mode. full weekend though. races usually last around 11-15 laps.
i have difficulty as high as it can go with no assists and im winning races and getting pole positions in my very first year driving with LOTUS!
maybe i should check my difficulty again, but im fairly positive i put it on the hardest setting after i got my career going...
Thanks. I haven't had much time to look through everything. I would like to cut down the practice time. An hour is a bit much.
you do know about the fast forward time option, right?
i do the minimum 20% for career mode. full weekend though. races usually last around 11-15 laps.
i have difficulty as high as it can go with no assists and im winning races and getting pole positions in my very first year driving with LOTUS!
maybe i should check my difficulty again, but im fairly positive i put it on the hardest setting after i got my career going...
you do know about the fast forward time option, right?
Nope. But like I said there hasn't been much time to mess around. I will check it out tonight. Thanks.
i do the minimum 20% for career mode. full weekend though. races usually last around 11-15 laps.
i have difficulty as high as it can go with no assists and im winning races and getting pole positions in my very first year driving with LOTUS!
maybe i should check my difficulty again, but im fairly positive i put it on the hardest setting after i got my career going...
Codemasters isn't known for doing great sim racing games, so that's not surprising. They don't model actual car performance differences and physics that well, and the AI is generally really weak in their games.
Traction control and ABS off, along with tire sim on? Color me impressed. Those settings kick my ass big time.
Traction control and ABS off, along with tire sim on? Color me impressed. Those settings kick my ass big time.
yes sir. forsaken and i are running same difficulty settings.
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Okay, sure, that might take some effort - but just because something is more difficult doesn't mean it's more realistic.
Man, I'd love to see a video of some racing laps. Maybe I can pick up on what is causing me so much trouble (besides my suspected accelerator range problem [my current excuse]).