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.