Codemasters releases F1 2010 patch

Codemasters’ has finally gotten around to releasing that much awaited patch for its simulation racer, F1 2010. Despite releasing to a lot of praise from fans of the genre, the die hard enthusiasts who notice every little mistake within the game found a ridiculous amount of issues within the title and being the great developers that they are, Codemasters started to go to work on fixing some of the more glaring issues as well as things behind the scenes.

On the official forums, Codemasters’ Community Manager posted a list of the console-specific fixes that we’ve included below.

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.

Readers Comments (5)

  1. I don’t have the game, but I read in the comments on another site that, according to posts on the CM forums, this patch doesn’t actually fix many of the issues it claims to. Bizarre.

  2. Wow, really? That’s kind of weak.

  3. Going to go home and check it out tonight. Had the pit glitch happen to me on the 4th race of my first season, then had it every pitstop since (including online when AI was involved). This pretty much ruined the game for me so keen to see if they have fixed it.

  4. The only one out of those I’ve noticed working is the yielding AI. A friend told me the pitting problem was still ongoing (!) but, like me, he got around around it by pitting a lap later than you’re asked to.

    My Driving Force GT wheel feels a bit off now too. The deadzone’s set to zero but it’s incredibly loose for a about 10 degrees either way before you get any kind of feedback.

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