Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Faya

  1. Hi everyone and welcome to the Patch 1.08 discussion thread. Patch 1.08 is out now for Steam and PS4, with Xbox One following shortly. You can find the full patch notes here. If something from this patch is not working the way it should, let us know in this thread. Please post any other issues and bug reports not related to this patch in the Technical Assistance forums here. Be aware that any posts that do not relate to the patch will be removed.  Thanks all!
  2. Hi everyone! This info is up on our blog here as well. -------- Are you ready for F1 2019? We're very happy to be able to reveal the compatible wheels, controllers and general peripheral list for all platforms - PlayStation 4, PC and Xbox One - and you can check them all out below. PS4 Buttkicker Fanatec ClubSport Shifter SQ V 1.5 Fanatec ClubSport Steering Wheel F1® Esports Fanatec ClubSport Steering Wheel Formula v2 Fanatec CSL Elite PS4 Fanatec Podium Racing Wheel F1® Logitech Driving Force Shifter Logitech G29 Next Level Racing Motion Platform Pace Wheel PS4 Controller Thrustmaster Ferrari 458 Rim Thrustmaster Ferrari F1 Rim Thrustmaster Ferrari GTE Rim Thrustmaster GT Rim Thrustmaster Leather 28 GT Rim Thrustmaster LED Display Thrustmaster PS Rim Thrustmaster T150 Thrustmaster T300 Thrustmaster T500 Thrustmaster T80 Thrustmaster T-GT Thrustmaster TH8A Add-On Shifter Venom Hurricane Xbox Buttkicker Fanatec ClubSport Shifter SQ V 1.5 Fanatec ClubSport Steering Wheel F1® Esports Fanatec ClubSport Steering Wheel Formula v2 Fanatec ClubSportWheel Fanatec CSL Elite Fanatec CSL Elite McLaren GT3 Fanatec Podium Logitech Driving Force Shifter Logitech G920 Racing Wheel MadCatz Pro Racing Thrustmaster Ferrari 458 Rim Thrustmaster Ferrari F1 Rim Thrustmaster Ferrari GTE Rim Thrustmaster GT Rim Thrustmaster Leather 28 GT Rim Thrustmaster PS Rim Thrustmaster TH8A Add-On Shifter Thrustmaster TMX Thrustmaster TS XW RACER Thrustmaster TX Xbox One Controller PC Buttkicker D-Box Motion Platform Fanatec ClubSport Steering Wheel F1® Esports Fanatec ClubSport Steering Wheel Formula v2 Fanatec ClubSportWheel Fanatec CSL Elite Fanatec CSL Elite McLaren GT3 Fanatec CSR Elite Fanatec Podium Keyboard Leo Bodnar SimSteering v2 Leo Bodnar SLI Pro Display Logitech Driving Force GT Logitech Driving Force Pro Logitech Driving Force Shifter Logitech G25 Racing Wheel Logitech G27 Racing Wheel Logitech G29 Racing Wheel Logitech G920 Racing Wheel PS4 Controller SimXperience Accuforce v1 Steam Controller Thrustmaster Ferrari 430 Force Feedback Racing Wheel Thrustmaster Ferrari 458 Rim Thrustmaster Ferrari 488 Challenge Edition Thrustmaster Ferrari F1 Rim Thrustmaster Ferrari GT Experience Thrustmaster Ferrari GT F430 Wireless Cockpit Thrustmaster Ferrari GTE Rim Thrustmaster GT Rim Thrustmaster Leather 28 GT Rim Thrustmaster RGT Force Feedback Clutch Edition Thrustmaster T100 Thrustmaster T150 Thrustmaster T300 Thrustmaster T500 Thrustmaster T-GT Thrustmaster TH8A Add-On Shifter Thrustmaster TH8 RS Shifter Thrustmaster TMX Thrustmaster TS PC RACER Thrustmaster TS XW RACER Thrustmaster TX Thrustmaster Universal Challenge 5-in-1 Racing Wheel Tobii Eye Tracker Track-IR Xbox 360 Pad for Windows Xbox One Controller
  3. The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices). The following information summarise this data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game. If you cannot find the information that you require then please contact community@codemasters.com and a member of the dev team will respond to your query as soon as possible. Packet Information Packet Types Each packet can now carry different types of data rather than having one packet which contains everything. A header has been added to each packet as well so that versioning can be tracked and it will be easier for applications to check they are interpreting the incoming data in the correct way. Please note that all values are encoded using Little Endian format. All data is packed. The following data types are used in the structures: Type Description uint8 Unsigned 8-bit integer int8 Signed 8-bit integer uint16 Unsigned 16-bit integer int16 Signed 16-bit integer float Floating point (32-bit) uint64 Unsigned 64-bit integer Packet Header Each packet has the following header: struct PacketHeader { uint16 m_packetFormat; // 2019 uint8 m_gameMajorVersion; // Game major version - "X.00" uint8 m_gameMinorVersion; // Game minor version - "1.XX" uint8 m_packetVersion; // Version of this packet type, all start from 1 uint8 m_packetId; // Identifier for the packet type, see below uint64 m_sessionUID; // Unique identifier for the session float m_sessionTime; // Session timestamp uint m_frameIdentifier; // Identifier for the frame the data was retrieved on uint8 m_playerCarIndex; // Index of player's car in the array }; Packet IDs The packets IDs are as follows: Packet Name Value Description Motion 0 Contains all motion data for player’s car – only sent while player is in control Session 1 Data about the session – track, time left Lap Data 2 Data about all the lap times of cars in the session Event 3 Various notable events that happen during a session Participants 4 List of participants in the session, mostly relevant for multiplayer Car Setups 5 Packet detailing car setups for cars in the race Car Telemetry 6 Telemetry data for all cars Car Status 7 Status data for all cars such as damage Motion Packet The motion packet gives physics data for all the cars being driven. There is additional data for the car being driven with the goal of being able to drive a motion platform setup. N.B. For the normalised vectors below, to convert to float values divide by 32767.0f – 16-bit signed values are used to pack the data and on the assumption that direction values are always between -1.0f and 1.0f. Frequency: Rate as specified in menus Size: 1343 bytes Version: 1 struct CarMotionData { float m_worldPositionX; // World space X position float m_worldPositionY; // World space Y position float m_worldPositionZ; // World space Z position float m_worldVelocityX; // Velocity in world space X float m_worldVelocityY; // Velocity in world space Y float m_worldVelocityZ; // Velocity in world space Z int16 m_worldForwardDirX; // World space forward X direction (normalised) int16 m_worldForwardDirY; // World space forward Y direction (normalised) int16 m_worldForwardDirZ; // World space forward Z direction (normalised) int16 m_worldRightDirX; // World space right X direction (normalised) int16 m_worldRightDirY; // World space right Y direction (normalised) int16 m_worldRightDirZ; // World space right Z direction (normalised) float m_gForceLateral; // Lateral G-Force component float m_gForceLongitudinal; // Longitudinal G-Force component float m_gForceVertical; // Vertical G-Force component float m_yaw; // Yaw angle in radians float m_pitch; // Pitch angle in radians float m_roll; // Roll angle in radians }; struct PacketMotionData { PacketHeader m_header; // Header CarMotionData m_carMotionData[20]; // Data for all cars on track // Extra player car ONLY data float m_suspensionPosition[4]; // Note: All wheel arrays have the following order: float m_suspensionVelocity[4]; // RL, RR, FL, FR float m_suspensionAcceleration[4]; // RL, RR, FL, FR float m_wheelSpeed[4]; // Speed of each wheel float m_wheelSlip[4]; // Slip ratio for each wheel float m_localVelocityX; // Velocity in local space float m_localVelocityY; // Velocity in local space float m_localVelocityZ; // Velocity in local space float m_angularVelocityX; // Angular velocity x-component float m_angularVelocityY; // Angular velocity y-component float m_angularVelocityZ; // Angular velocity z-component float m_angularAccelerationX; // Angular velocity x-component float m_angularAccelerationY; // Angular velocity y-component float m_angularAccelerationZ; // Angular velocity z-component float m_frontWheelsAngle; // Current front wheels angle in radians }; Session Packet The session packet includes details about the current session in progress. Frequency: 2 per second Size: 149 bytes Version: 1 struct MarshalZone { float m_zoneStart; // Fraction (0..1) of way through the lap the marshal zone starts int8 m_zoneFlag; // -1 = invalid/unknown, 0 = none, 1 = green, 2 = blue, 3 = yellow, 4 = red }; struct PacketSessionData { PacketHeader m_header; // Header uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast // 3 = light rain, 4 = heavy rain, 5 = storm int8 m_trackTemperature; // Track temp. in degrees celsius int8 m_airTemperature; // Air temp. in degrees celsius uint8 m_totalLaps; // Total number of laps in this race uint16 m_trackLength; // Track length in metres uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P // 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ // 10 = R, 11 = R2, 12 = Time Trial int8 m_trackId; // -1 for unknown, 0-21 for tracks, see appendix uint8 m_formula; // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2, // 3 = F1 Generic uint16 m_sessionTimeLeft; // Time left in session in seconds uint16 m_sessionDuration; // Session duration in seconds uint8 m_pitSpeedLimit; // Pit speed limit in kilometres per hour uint8 m_gamePaused; // Whether the game is paused uint8 m_isSpectating; // Whether the player is spectating uint8 m_spectatorCarIndex; // Index of the car being spectated uint8 m_sliProNativeSupport; // SLI Pro support, 0 = inactive, 1 = active uint8 m_numMarshalZones; // Number of marshal zones to follow MarshalZone m_marshalZones[21]; // List of marshal zones – max 21 uint8 m_safetyCarStatus; // 0 = no safety car, 1 = full safety car // 2 = virtual safety car uint8 m_networkGame; // 0 = offline, 1 = online }; Lap Data Packet The lap data packet gives details of all the cars in the session. Frequency: Rate as specified in menus Size: 843 bytes Version: 1 struct LapData { float m_lastLapTime; // Last lap time in seconds float m_currentLapTime; // Current time around the lap in seconds float m_bestLapTime; // Best lap time of the session in seconds float m_sector1Time; // Sector 1 time in seconds float m_sector2Time; // Sector 2 time in seconds float m_lapDistance; // Distance vehicle is around current lap in metres – could // be negative if line hasn’t been crossed yet float m_totalDistance; // Total distance travelled in session in metres – could // be negative if line hasn’t been crossed yet float m_safetyCarDelta; // Delta in seconds for safety car uint8 m_carPosition; // Car race position uint8 m_currentLapNum; // Current lap number uint8 m_pitStatus; // 0 = none, 1 = pitting, 2 = in pit area uint8 m_sector; // 0 = sector1, 1 = sector2, 2 = sector3 uint8 m_currentLapInvalid; // Current lap invalid - 0 = valid, 1 = invalid uint8 m_penalties; // Accumulated time penalties in seconds to be added uint8 m_gridPosition; // Grid position the vehicle started the race in uint8 m_driverStatus; // Status of driver - 0 = in garage, 1 = flying lap // 2 = in lap, 3 = out lap, 4 = on track uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active // 3 = finished, 4 = disqualified, 5 = not classified // 6 = retired }; struct PacketLapData { PacketHeader m_header; // Header LapData m_lapData[20]; // Lap data for all cars on track }; Event Packet This packet gives details of events that happen during the course of a session. Frequency: When the event occurs Size: 32 bytes Version: 1 // The event details packet is different for each type of event. // Make sure only the correct type is interpreted. union EventDataDetails { struct { uint8 vehicleIdx; // Vehicle index of car achieving fastest lap float lapTime; // Lap time is in seconds } FastestLap; struct { uint8 vehicleIdx; // Vehicle index of car retiring } Retirement; struct { uint8 vehicleIdx; // Vehicle index of team mate } TeamMateInPits; struct { uint8 vehicleIdx; // Vehicle index of the race winner } RaceWinner; }; struct PacketEventData { PacketHeader m_header; // Header uint8 m_eventStringCode[4]; // Event string code, see below EventDataDetails m_eventDetails; // Event details - should be interpreted differently // for each type }; Event String Codes Event Code Description Session Started “SSTA” Sent when the session starts Session Ended “SEND” Sent when the session ends Fastest Lap “FTLP” When a driver achieves the fastest lap Retirement “RTMT” When a driver retires DRS enabled “DRSE” Race control have enabled DRS DRS disabled “DRSD” Race control have disabled DRS Team mate in pits “TMPT” Your team mate has entered the pits Chequered flag “CHQF” The chequered flag has been waved Race Winner “RCWN” The race winner is announced Participants Packet This is a list of participants in the race. If the vehicle is controlled by AI, then the name will be the driver name. If this is a multiplayer game, the names will be the Steam Id on PC, or the LAN name if appropriate. N.B. on Xbox One, the names will always be the driver name, on PS4 the name will be the LAN name if playing a LAN game, otherwise it will be the driver name. The array should be indexed by vehicle index. Frequency: Every 5 seconds Size: 1104 bytes Version: 1 struct ParticipantData { uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled uint8 m_driverId; // Driver id - see appendix uint8 m_teamId; // Team id - see appendix uint8 m_raceNumber; // Race number of the car uint8 m_nationality; // Nationality of the driver char m_name[48]; // Name of participant in UTF-8 format – null terminated // Will be truncated with … (U+2026) if too long uint8 m_yourTelemetry; // The player's UDP setting, 0 = restricted, 1 = public }; struct PacketParticipantsData { PacketHeader m_header; // Header uint8 m_numActiveCars; // Number of active cars in the data – should match number of // cars on HUD ParticipantData m_participants[20]; }; Car Setups Packet This packet details the car setups for each vehicle in the session. Note that in multiplayer games, other player cars will appear as blank, you will only be able to see your car setup and AI cars. Frequency: 2 per second Size: 843 bytes Version: 1 struct CarSetupData { uint8 m_frontWing; // Front wing aero uint8 m_rearWing; // Rear wing aero uint8 m_onThrottle; // Differential adjustment on throttle (percentage) uint8 m_offThrottle; // Differential adjustment off throttle (percentage) float m_frontCamber; // Front camber angle (suspension geometry) float m_rearCamber; // Rear camber angle (suspension geometry) float m_frontToe; // Front toe angle (suspension geometry) float m_rearToe; // Rear toe angle (suspension geometry) uint8 m_frontSuspension; // Front suspension uint8 m_rearSuspension; // Rear suspension uint8 m_frontAntiRollBar; // Front anti-roll bar uint8 m_rearAntiRollBar; // Front anti-roll bar uint8 m_frontSuspensionHeight; // Front ride height uint8 m_rearSuspensionHeight; // Rear ride height uint8 m_brakePressure; // Brake pressure (percentage) uint8 m_brakeBias; // Brake bias (percentage) float m_frontTyrePressure; // Front tyre pressure (PSI) float m_rearTyrePressure; // Rear tyre pressure (PSI) uint8 m_ballast; // Ballast float m_fuelLoad; // Fuel load }; struct PacketCarSetupData { PacketHeader m_header; // Header CarSetupData m_carSetups[20]; }; Car Telemetry Packet This packet details telemetry for all the cars in the race. It details various values that would be recorded on the car such as speed, throttle application, DRS etc. Frequency: Rate as specified in menus Size: 1347 bytes Version: 1 struct CarTelemetryData { uint16 m_speed; // Speed of car in kilometres per hour float m_throttle; // Amount of throttle applied (0.0 to 1.0) float m_steer; // Steering (-1.0 (full lock left) to 1.0 (full lock right)) float m_brake; // Amount of brake applied (0.0 to 1.0) uint8 m_clutch; // Amount of clutch applied (0 to 100) int8 m_gear; // Gear selected (1-8, N=0, R=-1) uint16 m_engineRPM; // Engine RPM uint8 m_drs; // 0 = off, 1 = on uint8 m_revLightsPercent; // Rev lights indicator (percentage) uint16 m_brakesTemperature[4]; // Brakes temperature (celsius) uint16 m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius) uint16 m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius) uint16 m_engineTemperature; // Engine temperature (celsius) float m_tyresPressure[4]; // Tyres pressure (PSI) uint8 m_surfaceType[4]; // Driving surface, see appendices }; struct PacketCarTelemetryData { PacketHeader m_header; // Header CarTelemetryData m_carTelemetryData[20]; uint32 m_buttonStatus; // Bit flags specifying which buttons are being pressed // currently - see appendices }; Car Status Packet This packet details car statuses for all the cars in the race. It includes values such as the damage readings on the car. Frequency: Rate as specified in menus Size: 1143 bytes Version: 1 struct CarStatusData { uint8 m_tractionControl; // 0 (off) - 2 (high) uint8 m_antiLockBrakes; // 0 (off) - 1 (on) uint8 m_fuelMix; // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max uint8 m_frontBrakeBias; // Front brake bias (percentage) uint8 m_pitLimiterStatus; // Pit limiter status - 0 = off, 1 = on float m_fuelInTank; // Current fuel mass float m_fuelCapacity; // Fuel capacity float m_fuelRemainingLaps; // Fuel remaining in terms of laps (value on MFD) uint16 m_maxRPM; // Cars max RPM, point of rev limiter uint16 m_idleRPM; // Cars idle RPM uint8 m_maxGears; // Maximum number of gears uint8 m_drsAllowed; // 0 = not allowed, 1 = allowed, -1 = unknown uint8 m_tyresWear[4]; // Tyre wear percentage uint8 m_actualTyreCompound; // F1 Modern - 16 = C5, 17 = C4, 18 = C3, 19 = C2, 20 = C1 // 7 = inter, 8 = wet // F1 Classic - 9 = dry, 10 = wet // F2 – 11 = super soft, 12 = soft, 13 = medium, 14 = hard // 15 = wet uint8 m_tyreVisualCompound; // F1 visual (can be different from actual compound) // 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet // F1 Classic – same as above // F2 – same as above uint8 m_tyresDamage[4]; // Tyre damage (percentage) uint8 m_frontLeftWingDamage; // Front left wing damage (percentage) uint8 m_frontRightWingDamage; // Front right wing damage (percentage) uint8 m_rearWingDamage; // Rear wing damage (percentage) uint8 m_engineDamage; // Engine damage (percentage) uint8 m_gearBoxDamage; // Gear box damage (percentage) int8 m_vehicleFiaFlags; // -1 = invalid/unknown, 0 = none, 1 = green // 2 = blue, 3 = yellow, 4 = red float m_ersStoreEnergy; // ERS energy store in Joules uint8 m_ersDeployMode; // ERS deployment mode, 0 = none, 1 = low, 2 = medium // 3 = high, 4 = overtake, 5 = hotlap float m_ersHarvestedThisLapMGUK; // ERS energy harvested this lap by MGU-K float m_ersHarvestedThisLapMGUH; // ERS energy harvested this lap by MGU-H float m_ersDeployedThisLap; // ERS energy deployed this lap }; struct PacketCarStatusData { PacketHeader m_header; // Header CarStatusData m_carStatusData[20]; }; Restricted data (Your Telemetry setting) There is some data in the UDP that you may not want other players seeing if you are in a multiplayer game. This is controlled by the “Your Telemetry” setting in the Telemetry options. The options are: Restricted (Default) – other players viewing the UDP data will not see values for your car Public – all other players can see all the data for your car Note: You can always see the data for the car you are driving regardless of the setting. The following data items are set to zero if the player driving the car in question has their “Your Telemetry” set to “Restricted”: Car status packet m_fuelInTank m_fuelCapacity m_fuelMix m_fuelRemainingLaps m_frontBrakeBias m_frontLeftWingDamage m_frontRightWingDamage m_rearWingDamage m_engineDamage m_gearBoxDamage m_tyresWear (All four wheels) m_tyresDamage (All four wheels) m_ersDeployMode m_ersStoreEnergy m_ersDeployedThisLap m_ersHarvestedThisLapMGUK m_ersHarvestedThisLapMGUH
  4. Moved to the DiRT forum for you!
  5. Faya

    Safety Car is so hard to bring out ...

    Hi @TRJoey, as the others have said, your thread was merged with others about the same subject. The merge included the busiest thread as the main and title, however the system automatically puts the posts in date order, starting from the earliest. Unfortunately this is not something we can change. Sorry for any confusion this has caused.
  6. Hi all, I have merged a new thread into this one as it was about the same issue. I've also updated the title with better terminology and added a couple of extra questions. For anyone that is currently having the issue, if you could let us know the answers to the new questions, that would be helpful. Many thanks!
  7. Faya

    No Online Championship on F1 2019

    Hi all, We are looking to add the following updates to the next patch; Leagues using the official cars will now be able to choose between equal performance or realistic performance Leagues using the official cars will now be able to entirely disable the AI League owners can now choose to disable voting, meaning they can kick/change settings/change track list/postpone events without requiring the other league members' approval. If a league has disabled voting, players will be warned of this before they join, so they can decide whether the league owner is trustworthy.
  8. Hi all, We seem to be getting a number of people reporting being banned. I've merged all the threads together to keep this information in one place and easier to find. If you have found yourself banned, please take the following steps; Steam Players Please make sure you have no mods running and try verifying your files. If you can, try running the game in the other DX mode, for example, if you are running the game in DX12, try running it in DX11 and vice versa. Remove any additional apps (example UDP apps) Try completely shutting down the game. Consoles Remove any additional apps (example UDP apps) Please try shutting down the game completely. Try restarting your console If the steps above do not work, please let us know which platform you are on and your relevant Steam ID/PSN ID/Gamertag so we can check further.
  9. Faya

    No Online Championship on F1 2019

    Hi all, Please note I've removed a couple of off topic posts. Thanks,
  10. Faya

    [PC] [Removed] & [Removed]

    Hi all, Please note I've removed a couple of off topic/rude posts. Thanks,
  11. Faya

    [PC] [Removed] & [Removed]

    Hi @Techstyler81 Naming and shaming is not allowed on the forums, which is why the names were removed. I know that people can find this frustrating, but this is done to protect anyone that is innocent. Like if someone accidentally accuses the wrong person or if someone is trying to bully or troll another. As you can see though, we have a new reporting system going online now so that cheaters, hackers and trolls can be reported and investigated.
  12. Faya

    [PC] [Removed] & [Removed]

    Hi all, Please note I have removed the names and am in the middle of removing images as it does constitute naming and shaming, which is against the forum rules. In future, if you believe that someone is cheating, hacking or consistently and purposely ruining the game for others over a number of races, you can now send us a report to f1.report@codemasters.com. You must include all evidence in your report, including, names, platform and video if they are consistently and purposely ruining the game for others. We will also not disclose the outcome of any investigations.
  13. Hi all, All of the posts not related to the patch have been moved to this thread to help keep the discussion thread on topic and easier for the team to track any issues related to this patch. Thanks,
  14. Faya

    TV Screen Driver's faces....... [ZX]

    Hi @HamsterRacer80, thanks for posting. I've moved this to the Technical Assistance forum so that it's in the right place. The team are looking into this now. Thanks!
  15. No worries! Could you try the following to see if they help; Try the other DX version, if you originally played in DX11, try running the game in DX12 and vice versa Verifying your files Completely shutting down the game and restarting it Could you also let me know what your Steam ID is, please? Thanks!
  16. Hi @Tavsan698, I've moved this to the Technical Assistance forum so that it's in the right place. Could you let me know what platform you're playing on please?
  17. Faya

    Car crashing at silverstone [ZX]

    Hi @Drespo17, thanks for adding the video. I was going to say similar to @Worntoathread. Could you scroll through your MFD and show us what your engine looks like?
  18. Faya

    Online services login error [ZX]

    Thanks all, this has been reported to the team and is being looked into. Do let me know if there’s any change. Thanks for your patience while we investigate.
  19. Faya

    Online services login error [ZX]

    Hi all, can you let me know which platform you are on please?
  20. Hi all, For everyone having the Error Code 7, can you let me know what platform you are on please? Can you all confirm that the error is appearing when you boot the game and blocking you getting any further? Thanks all
  21. Hi all! As always, you can find this news on our blog as well. After last week’s F1® 2019 announcement, we thought we’d whet your appetite a little more – today, Formula 1® has announced that the third F1 Esports Series will kick off in less than a week’s time on 8 April 2019! And you can sign up right now at f1esports.com. Building on the success of last year, the stakes for the 2019 season have been raised. Not only has the Series been extended to include even more adrenaline fuelled racing, but the official F1 teams will be battling it out for more than double the prize money – with a staggering $500,000 prize fund to be won. Like the 2018 season, which reached a record audience of 5.5 million viewers across selected TV networks and a dedicated live stream, this season will be split into Qualifying, a Pro Draft and the Pro Series. That’s not all though – each segment of the 2019 Series has been expanded, making this the biggest and most ambitious season yet. How will it work? We’re glad you asked! A longer qualifying window gives you more chance to compete for a place in the prestigious Pro Draft. All entrants will compete in F1 2018, the official game of the FIA FORMULA ONE WORLD CHAMPIONSHIP™, on the PlayStation®4 computer entertainment system, the Xbox One family of devices including the Xbox One X and PC. The Pro Draft will take place over two days in July and is where the official F1 teams will select the drivers they want to add to their roster to represent them in the Pro Series. A series of high stakes race-offs on day one will identify the best of the best from the drivers that qualified. The slowest drivers will be eliminated, while the fastest will make up the final pool from which the teams will make their picks on day two. Every official F1 team must select at least one of its drivers from the Pro Draft. The expanded season means that at the Pro Series, the official F1 teams and their drivers will now compete in four live events, compared to just three events last year, between September and December 2019. These races will determine the 2019 F1 New Balance Esports Series Teams’ and Drivers’ World Champions, with an increased prize fund of $500,000. That's not all, either! For the first time ever, one lucky esports fan will also be given the unique opportunity to experience the adrenaline and excitement of both the 2019 F1 New Balance Esports Series and real-world F1. An all-expenses paid trip to the Pro Draft, as well as tickets to the Formula 1 Rolex British Grand Prix on 14 July is up for grabs. To enter, fans simply need to complete one attempt during the three online qualifying events hosted between April and May as well as ensure they are signed up and registered on http://www.f1esports.com/, with the winner chosen via a random prize draw. Following the success of the competition last year, which saw Great Britain’s Brendon Leigh crowned champion for the second time, F1 has renewed its partnership with Codemasters and Gfinity for the 2019 F1 New Balance Esports Series. New Balance, the footwear and lifestyle brand, will remain as Title Partner and will be fully integrated into the Series, with all drivers wearing New Balance socks and shoes whilst racing in the Pro Series. Fanatec also remain on board as Official Sponsor, supplying the championship with elite and advanced equipment. The 2019 F1 New Balance Esports Pro Series will also follow the World Championship rule change, to award the driver of the Fastest Lap a point, and DHL will once again reward the overall winner of the Fastest Lap with an award. Plus, to celebrate their 50th anniversary, DHL are working with F1 to deliver the time-trial invitational event ahead of the Pro Draft. A new and exclusive agreement with Juss Intellisport Co. Ltd will also bring the electrifying world of F1 Esports to China for the first time ever. The F1 New Balance Esports Series – China Championship will launch in the late summer of 2019, expanding F1’s reach and presence in one of the leading esports nations in the world. A special event will take place at the Formula 1 Heineken Chinese Grand Prix 2019 to celebrate this landmark moment at F1’s 1000th Grand Prix, signalling the progression, new era and refreshed direction of F1. Top Chinese gamers will be invited to race off in a warm up exhibition event ahead of the full launch of the China Championship later in the year. The China Championship will give a select number of the fastest and most skilled Chinese gamers automatic entry into the prestigious Pro Draft in 2020. Sean Bratches, Managing Director, Commercial Operations at Formula 1, said: “Last season was a decisive year for F1 Esports with the inclusion of the first official teams and record audience figures. As we move into this 2019 season, F1 will remain at the forefront of this explosive industry. The potential within this space is extremely exciting both as a commercial opportunity, but importantly, as a way for the sport to engage with the next generation of motorsport fans. We are committed to exponential growth in the world of esports, and as a result the 2019 season is going to be even bigger and better. Having more than doubled the prize fund, we plan to attract even more talent to the series and to continue the upward trajectory we are on.” Frank Sagnier, CEO at Codemasters, said: “The F1 New Balance Esports Series creates exciting opportunities for Codemasters to further engage with our core community and develop experiences for fans with a passion for both virtual and real-world racing. We’re always investigating ways to better integrate esports into our F1 games, as this will encourage more players to test their race skills against the top professionals, and we look forward to welcoming the new talent who will emerge this season.” Garry Cook, Executive Chairman at Gfinity plc, said: “F1 New Balance Esports Series has captured the imagination of the global gaming community. It delivers incredible racing and through entertaining content, such as the draft show, gives fans a reason to care about the drivers. Esports fans want it all. They want the back stories, the drivers’ journeys to greatness, the emotion of being chosen to represent an F1 team. And they want to experience daring manoeuvres on the track. F1 New Balance Esports Series delivers this. That is why a new and younger audience is embracing the F1 story. Series 3 is going to be bigger, bolder and more entertaining than ever.” For more information on the 2019 F1 New Balance Esports Series visit www.f1esports.com
  22. Can you try running the game in the DX that you're not currently trying to run it in? So if you're playing in DX11, can you try starting it in DX12 or vice versa?
  23. Faya

    Difficulty in keeping up with AI in R&D

    Hi all, Thanks to everyone for posting. We are investigating this further.
  24. Hi again! Thanks for getting back to us so quickly. Can you try verifying your files to see if that helps? If not, can you also try completely closing down the game and restarting it? Validating F1 2019 downloaded correctly Open Steam and go to the Library tab Right click on F1 2019 and select Properties Go to the Local Files tab and click Verify Integrity Of Game Files
  25. Thanks @McOlaf, could you send us your DXDiag, your Hardware settings and any crash dumps to us at community(AT)codemasters.com (replacing the (AT) with an @ ). You can find all the info for how to get them in this thread here. Thanks,