Multi F1 22 EA Sports

Respuesta: Formula 1 2010

Comunicado oficial de Codemasters sobre el tema IA:

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.
 
Respuesta: Formula 1 2010

que la IA no es falsa, el hecho de que los coches aparezcan y desaparezcan es por cuestión de no "dibujarlos" todo el rato y así evitar sobrecargar gráficamente el juego.

Según ellos todo lo raro de la IA son bugs que serán corregidos, no que todo sea una trampa. Lo de los pit stops también es un desastre que se corregirá. Que el ingeniero se invente las diferencias también es un error pero se corregirá.

En resumen que están en ello pero es evidente que el juego ha salido a la calle gravemente inacabado e injugable con un mínimo de seriedad.
 
Yo lo resumiría de otra forma:

"Bueno, pensamos que cualquier basura con licencia oficial F1 vendería, así que sacamos un mojón de juego, con estas chapuzas para no complicarnos mucho y hacer caja, pero nos pillaron."
 
Respuesta: Formula 1 2010

es triste pero así es.

Según se comenta la licencia de F1 les obligaba a sacar el juego durante la temporada en curso y es claro y cristalino que no les ha dado tiempo y se la han jugado sacando el juego en este estado y seguir el desarrollo mediante patches en plan a ver si cuela.
 
Respuesta: Formula 1 2010

Pues será para el 2011, que esperemos que no sea tan chapucero y metan las mejoras que todo deseamos: safety car, retrovisores, etc... mientras tanto, habrá que pilotar con el GT 5.
 
Respuesta: Formula 1 2010

Codemasters da señales de vida y acaba de publicar lo que arreglará / añadirá el Patch que aún tardará algunas semanas en llegar.

Soluciona cosas tan críticas que es casi como reconocer públicamente que el juego es un auténtico desastre en su estado actual. Si cumplen con esto que prometen no está mal:

Bug fixes:
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.
Improvements:
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.
PC-specific improvements:
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.
The patch is currently still in the works as the patch will likely include more changes than listed below, tt will take another few weeks until the download is available.
 
Respuesta: Formula 1 2010

El F1 2011 a nivel gráficos PS3 es vergonzoso. Pero vergonzoso. Juego de caja de galletas, la falta de nitidez y calidad es clamorosa.
 
Respuesta: Formula 1 2010/2011

Conan, por favor tu que estas metido en el mundillo ¡pronunciate!
 
Lo probé antes de ayer en pc y los gráficos están bien, pero tiene varios problemas de jugabilidad importantes...

Si puedo luego sigo, que estoy en cama por culpa de un kebab en mal estado...
 
La ps3 ya hace tiempo que tocó techo...

De todas formas los gráficos en juego de conducción no debería ser lo primordario. El gt5 le da 1000 vueltas en todos los sentidos eso sí.

En pc es super difícil encontrar una configuración natural para conducir con volante y eso ya cabrea desde el minuto uno. Pero prometo dedicarle algo más de tiempo para un veredicto definitivo. Por lo menos está mejor que el insulto a la inteligencia del año pasado.

Y sí, last kebab forever and ever.
 
Respuesta: Formula 1 2010/2011

Ya, pero esto no es que la Play haya tocado techo, es que es Play 2 casi.
 
Respuesta: Formula 1 2010/2011

Pues nada, el juego en PS3 es un bug, digno de caja de galletas a nivel gráfico. No le pido gráficos GT5, pero sí que parezca que estás jugando a algo propio de esta generación. No obstante, es divertido.
 
Lo he catado apenas unos minutos en pc y tiene buena pinta, mucho mejor que el 2010.
Eso sí, uno se va luego a ver los últimos vídeos e imágenes del rfactor2 que está a punto de salir y madre del amor hermoso... Creo que va a marcar un nuevo estándar en la simulación de conducción

Enviado desde mi HTC Desire usando Tapatalk
 
Llevo jugando un par de horas por fin con unos settings decentes para el volante g25 y un mod que retrasa la cámara del cockpit un poquito, que es como debería ser de serie y ya es otra cosa.

Es un juego digno y en modo experto nada fácil de dominar. Bastante gente se queja de que la parte de atrás se va demasiado y no de forma realista. No me atrevo todavía a juzgarlo a fondo.

De momento, en versión PC doy mi visto bueno, es mucho mejor que el 2010. Voy a darle un poco más y os cuento.

Por cierto es de heroes llevar un bicho de estos y además usar kers y drs todo el rato, de locos!
 
Respuesta: Formula 1 2010/11/12 A la tercera va la vencida!

Pues aunque parecía imposible, Codemasters por fin ha hacho un videojuego digno de F1.

Llevaba días leyendo opiniones contradictorias, pero el hecho de que Codemasters está encima corrigiendo errores (llevan 7 parches en PC) y que las físicas están un paso más allá respecto a los horribles años anteriores han hecho que me lanzara a la piscina.

Y sobre todo porque al ser juego "nativo" de Steam hay múltiples webs que venden claves legítimas a precios muy buenos. Me ha salido por 16€ en hispasolutions.

Por esos 16€ se obtiene mucha chicha por muy poco. Así da gusto y se les puede perdonar los fallitos que tiene.

La cuestión es que hemos avanzado bastante en las cuestiones clave y eso es lo más importante:

-No hay que volverse loco configurando los controles. Conectando mi volante G25 no he tenido que cambiar nada para disfrutar de un perfecto Force Feedback y unas sensaciones creíbles y muy disfrutables.

-La física de conducción ha mejorado mucho y es francamente divertido correr con estos F1. Teniendo muchos KM a mis espaldas en simuladores he sentido lo que tenía que sentir. Es relativamente fácil conducirlos pero muy difícil ir al límite.

-Las sensaciones de que es un F1 son muy verosímiles. Se siente claramente la adherencia de los neumáticos, se tarda un par de vueltas en poder confiar en ellos, el Kers y DRS son una complicación estratégica la mar de divertida...

-Aunque parezca increíble este es primero de los 3 juegos hasta ahora que tiene una visión de cockpit correcta, útil y con retrovisores funcionales!

-El modo trayectoria está muy bien. Ahora entiendo mejor el sufrimiento de Pedro de La Rosa para mantenerse en el puesto 20.

-Los "fallos" más evidentes y comprensibles es que a pesar de haber avanzado en realismo se siguen suavizando cosas como que es difícil trompear en salidas de pista, los daños aún en modo realista son escasos y la IA de los rivales es bastante simple.

Aunque el nivel de dificultad en general es alto y para ser un juego que pretende ser un super ventas en consola sorprende el nivel de sofisticación.

Aquí tenéis un análisis del juego desde el punto de vista de la simulación y en general son muy positivos, al igual que yo mismo.

http://www.youtube.com/watch?v=EBozZK5iR9o


Vamos que si tenéis volante y PC, por el precio actual y la comodidad de Steam, es una buena compra y hay muchas horas de diversión en él aunque no sea perfecto.

:ok
 
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