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Autore Topic: Formula 1 2010  (Letto 2141 volte)

MarcoC

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Re: Formula 1 2010
« Risposta #30 il: Ottobre 01, 2010, 15:12:14 »

Arrivato anche a me. Si sapeva che il gioco non era un mega simulatore, ma secondo me il modello di guida comunque è convincente e diverte. Peccato per qualche bugs di troppo, ma gia sono al lavoro sulla patch.
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Joe

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Re: Formula 1 2010
« Risposta #31 il: Ottobre 01, 2010, 15:17:47 »

Ho cominciato a fare pratica sul circuito del Bahrain (dopo aver staccato un po' di tempi in Monza e SPA), azzo se è difficile come pista. :chebotta:
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Joe

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Re: Formula 1 2010
« Risposta #32 il: Ottobre 01, 2010, 15:18:55 »

Peccato per qualche bugs di troppo, ma gia sono al lavoro sulla patch.

A tal proposito, posto per tutti il messaggio dello sviluppatore sulle future correzioni:

Citazione
Hi everyone.

As you are aware work is on-going towards a patch for the game, and we will release details on this as we move through the patch creation process. Your constructive feedback has been invaluable in helping us both identify and work to resolve issues with the game, and we appreciate your detailed posts.

Some of the identified issues have led (understandably) to people making assumptions about the game that are not accurate, so we felt that in order to reassure you and explain better the process which we are going through at the moment, we’d address a few common queries, in particular relating to AI. In putting this post together, we spoke to various people from across the development team, including the leads and specialists who are working directly on addressing the issues that have been raised.

The AI system implemented in F1 2010 is very complex, and is certainly not scripted in any way. Every AI driver is trained with a series of race behaviours such as overtaking, defending a position and slipstreaming etc. On top of these behaviours we have a unique set of characteristics. These characteristics are defined per driver so you’ll notice some subtle differences. Some drivers are better at race starts or are better at overtaking (they look for narrower gaps), or are better in the rain, or are more aggressive, or are better around certain race tracks. We also have a system which can make certain drivers have a particularly good or bad race depending on a number of factors. All of this driver variance is of course combined with the cars themselves also having varying levels of performance.

It’s also important to note that in order to make the tracks as richly detailed as they are, we use far more textures than the consoles can physically hold. As with many games, we actively stream in and out textures based on the position of the player. This, plus the fact we don't simulate many visual effects on the far side of the track from the player - a "level of detail” system employed to save valuable processor time - would mean there would be a significant pop or delay if we were to allow you to switch cameras between drivers on track.

Practice & Qualifying AI
In practice & qualifying (P&Q) there are two fundamental issues which have meant that we had to make some implementation decisions for the AI in F1 2010. These two issues are our jump-to-sector feature and the fast-forward feature that is available on the car monitor in the garage.

The jump-to-sector feature necessarily simulates teleporting a car instantly to a position while the fast-forward feature allows the player to speed up time. The latter prevents us from simulating the actual AI travelling around the track 100% of the time as we cannot accurately simulate 24 cars where we have accelerated the passage of time by as much as a factor of 30. An F1 car can move at over 200mph. With 30 times speedup, we cannot simulate car physics at 6000+mph without losing some fidelity. F1 cars obviously cannot move this fast. We therefore implemented a system whereby the AI times in such circumstances are calculated based on a ‘football management” style simulation model. Using this model all of the race factors, such as the car, driver, weather, tyres, engine, track conditions, traffic are all taken into account and a lap time is produced. These generated times are well considered and guided by a huge amount of data; they are not randomly generated. Nevertheless they remain simulated approximations using this model.

For P&Q sessions we spent a long time experimenting with flipping back and forth between this simulated system and actual AI physical timing, as the fast-forward is engaged and disengaged, but it lead to the potential for subtle exploits which we were not comfortable with. Therefore all AI times in these P&Q sessions use this simulation method.

Race AI
As none of the above feature restrictions are relevant in the race itself, we DO NOT use any other systems in the race other than the AI cars all physically driving the race just as the player does. Other factors also contribute to the AI lap times and the variation in their race pace. These include race start behaviours, their ultimate race pace which takes into account elements such as fuel and tyre degradation, weather, conserving / cooling engines etc, their in and out laps in the pit stop phase and their finishing pace.

We have seen several email and forum threads which suggest that an AI car’s performance is determined by where they are positioned currently in the race, or where they are in relation to the player which absolutely isn’t the case.

Based on some of the feedback we’ve received we are looking into the variation of AI race pace, as well as working hard to address as many of the following issues as possible in the upcoming patch, which aren’t AI specific but are adding to the assumptions that we are using fake or scripted AI:

Pit Stop
Several pit stop issues have been reported;
The AI not making a mandatory pit stop during a dry race of 20% or more
The player being forced to wait in the pits before being released
The player or AI cars becoming stuck in the pit lane
The use of flashback breaking the AI pit strategies
We’re currently investigating each of these issues and recognise that these would have a significant impact on the way that the race pans out. As ever with fixing these issues it’s a case of finding out how to repeat the problem so that we can track the issues down and fix them.

Split times
A few of you have correctly spotted that the race leader isn’t always the quickest on the first lap of the race. This is an issue whereby the start line is resetting the AI lap timings rather than everyone’s time being taken from when the start lights go out, which of course should be the case on the first lap.

It’s important to also note that the lap times displayed on screen in F1 2010 are compared to the gap to the leader, rather than being split times to the car in front or behind. They are calculated on the time difference within sectors, on a lap by lap basis. For example, the players lap and individual split times on any given lap is compared to the race leader only.

Track reset
There are a few videos and threads where the AI have been seen to spin off and then teleport around the track. Again this isn’t an intentional component of the AI systems. We have a retrieval system that will reset cars to the track if they manage to get out of the world which is intended for use in a number of scenarios such as violent collisions. In these cases it appears that this retrieval system has fired off by mistake.

Race engineer speech
There are a few issues whereby the information which the race engineer is feeding you in relation to gaps to the car in front seems to be at odds with what is happening in the race. Again this isn’t tied into the AI at all. It’s purely speech logic and triggers.

Fuel simulation and tyre degradation
This has been implemented for both players and AI cars. We’ll investigate the drop offs and see if the numbers need tweaking as part of the patch.

As ever your feedback really helps us track down these issues so many thanks to everyone who has taken the time to post up as many details as you have. We have already made significant advances against some of the issues thanks to those of you who have contributed a clear and comprehensive account of problems. We will let you know the full details of what the patch will include and when you can expect it as soon as possible.

Rest assured that we do read the forums and your feedback is extremely important to us.
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Shuren

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Re: Formula 1 2010
« Risposta #33 il: Ottobre 01, 2010, 19:05:33 »

io senza abs e controllo trazione (parziale) mica riesco a fare una gara.
Qualificazioni si, anche abbastanza bene, ma in gara (faccio il 30%) non riesco proprio a tenere la macchina, sopratutto dopo 3-4 giri.

buothz

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Re: Formula 1 2010
« Risposta #34 il: Ottobre 01, 2010, 20:24:43 »

io senza abs e controllo trazione (parziale) mica riesco a fare una gara.
Qualificazioni si, anche abbastanza bene, ma in gara (faccio il 30%) non riesco proprio a tenere la macchina, sopratutto dopo 3-4 giri.

che volante hai? L'ho giocato da un amico con il G27 e dipende anche molto da quanto sei abituato a stare in tensione e gestire l'auto, ad un certo punto mi è partita la scimmia ho iniziato a fare i giri migliori con le gomme andate, è anche molto una questione psicologica e di strategia.
Ricordo un giro record assurdo che ho fatto online a Live for Speed, all'ultimo giro gomme andate dopo aver fatto un errore al penultimo giro ho fatto anche un sorpasso, mi è partita una mega concentrazione... ricordo quando facevo i gp full 100% a GP2 d Crammond, credo di aver imparato li la concentrazione :D mi manca il tempo se ne avrà giocherò un pochino meglio a F1 2010 magari lo rivaluto, gioco togliendo tutti gli aiuti per capire il carattere del gioco e ripeto secondo me alcuni comportamenti erano riprodotti meglio in giochi di 8 anni fa (vedi F1 99-02)
« Ultima modifica: Ottobre 01, 2010, 20:28:46 da buothz »
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Shuren

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Re: Formula 1 2010
« Risposta #35 il: Ottobre 01, 2010, 22:12:29 »

io senza abs e controllo trazione (parziale) mica riesco a fare una gara.
Qualificazioni si, anche abbastanza bene, ma in gara (faccio il 30%) non riesco proprio a tenere la macchina, sopratutto dopo 3-4 giri.

che volante hai? L'ho giocato da un amico con il G27 e dipende anche molto da quanto sei abituato a stare in tensione e gestire l'auto, ad un certo punto mi è partita la scimmia ho iniziato a fare i giri migliori con le gomme andate, è anche molto una questione psicologica e di strategia.
Ricordo un giro record assurdo che ho fatto online a Live for Speed, all'ultimo giro gomme andate dopo aver fatto un errore al penultimo giro ho fatto anche un sorpasso, mi è partita una mega concentrazione... ricordo quando facevo i gp full 100% a GP2 d Crammond, credo di aver imparato li la concentrazione :D mi manca il tempo se ne avrà giocherò un pochino meglio a F1 2010 magari lo rivaluto, gioco togliendo tutti gli aiuti per capire il carattere del gioco e ripeto secondo me alcuni comportamenti erano riprodotti meglio in giochi di 8 anni fa (vedi F1 99-02)
:look: il pad della 360!

Joe

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Re: Formula 1 2010
« Risposta #36 il: Ottobre 04, 2010, 09:59:32 »

l Bahrein mi sta facendo sudare come pochi altri circuiti. :bua:

Chi lo ha preso in versione PC?
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MarcoC

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Re: Formula 1 2010
« Risposta #37 il: Ottobre 04, 2010, 10:27:07 »

Io, ma gia lo sapevi  ;D
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Shuren

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Re: Formula 1 2010
« Risposta #38 il: Ottobre 04, 2010, 17:26:07 »

l Bahrein mi sta facendo sudare come pochi altri circuiti. :bua:

Chi lo ha preso in versione PC?
io pc, ma per ora non posso giocare in multi altrimenti mia moglie mi caccia di casa :chebotta:

Il Barhein che numero è? La prima?

Joe

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Re: Formula 1 2010
« Risposta #39 il: Ottobre 04, 2010, 17:28:08 »

l Bahrein mi sta facendo sudare come pochi altri circuiti. :bua:

Chi lo ha preso in versione PC?
io pc, ma per ora non posso giocare in multi altrimenti mia moglie mi caccia di casa :chebotta:

Ouch  :-X

Citazione
Il Barhein che numero è? La prima?
Sì ma al momento mi sto limitando a girare in Time Attack, quindi se ti va ci scambiamo i nostri tempi con annesse ghost cars. ;)
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Shuren

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Re: Formula 1 2010
« Risposta #40 il: Ottobre 04, 2010, 18:28:04 »

l Bahrein mi sta facendo sudare come pochi altri circuiti. :bua:

Chi lo ha preso in versione PC?
io pc, ma per ora non posso giocare in multi altrimenti mia moglie mi caccia di casa :chebotta:

Ouch  :-X

Citazione
Il Barhein che numero è? La prima?
Sì ma al momento mi sto limitando a girare in Time Attack, quindi se ti va ci scambiamo i nostri tempi con annesse ghost cars. ;)
non hai colto il problema!

Vazkor

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Re: Formula 1 2010
« Risposta #41 il: Ottobre 04, 2010, 21:41:33 »

Oh ma è bellissimo 'sto gioco. Minchia la scimmia mi è arrivata addosso.
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Joe

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Re: Formula 1 2010
« Risposta #42 il: Novembre 03, 2010, 09:26:40 »

E' finalmente stata rilasciata la prima patch che corregge una sfilza di cose molto importanti:

Citazione
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


La potete scaricare da qui: http://it.codemasters.com/downloads/ per PC oppure tramite Windows/Xbox live/PSN.
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Ziggybee

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Re: Formula 1 2010
« Risposta #43 il: Novembre 03, 2010, 12:17:04 »

:D
Sembra una patch di World of Warcraft!
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Matteo Anelli

Vazkor: "Altro che Apple TV"
 

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