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Faya

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  1. 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 Xbox One Controller Buttkicker Fanatec ClubSport Shifter SQ V 1.5 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 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
  2. 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
  3. Hello everyone and welcome back to the new look Codemasters forums. We hope you like it! We are still doing some poking and prodding, so if you see anything that is amiss or not working as expected, please do let us know. You can post any issues you find in this thread here, or if you’d rather, you can email us at community(at)codemasters.com (replacing the (at) with an @). Don’t forget to let us know the browser you’re using and device type!
  4. Hi everyone and welcome to the Patch 1.09 discussion thread. Patch 1.09 is out now for PS4, with Xbox One and Steam 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 and added to the Patch Off Topic Thread. Feel free to discuss anything not pertaining to the patch about the game there.  Thanks all!
  5. Hello Drivers! Welcome to the F1 Games Technical Assistance forum. Please post any technical questions and bug reports here. Please note that this forum is to do with the F1 games and we are unable to help with any general technical issues that your systems may have, but we will try to help where possible. We also encourage the community to help their fellow players. If you feel you know the answer to a question, let the OP know! Before posting - Please take a little look and see if there is already a recent thread about your issue or question. If there is, please add your comments there. If there isn’t a recent thread, then please make a new one. Duplicate threads may be closed or merged with any main threads. We may also update thread titles if needed. When making a bug report, please use the following template and with a descriptive thread title, including any pertinent information in square brackets. For Example, if it is a Multiplayer bug put [multiplayer] in the title, followed by a descriptive title. If it is a PS4 issue about audio, put [PS4][audio] followed by a descriptive title; A short description of the problem: Platform you’re on (PS4, Xbox One, PC, Steam): Game Version (Shown on the Start screen in the bottom left hand corner): Game Mode, including if it was Single Player or Multiplayer (Time Trial, Career, Grand Prix, Custom Game etc): If in Multiplayer, how many players and how many AI?: What happened in the lead up to the problem?: If you get an error message, the exact wording of the error message you're receiving: Any accessories you are using (wheel, pad, etc): If you have any videos or screenshots, please share them. If the video is long, please include a timestamp for when the issue appears: We may request more information while trying to track down bugs. If the information we request is not included in your post, we may not be able to help you further. Only one issue per thread - When there’s more than one issue in a thread it can create more work for the team, especially if we’ve already got threads about one of the issues. Please make sure that you only have one bug per thread. Any that have more than one issue may be closed with the request to create separate threads or to post in any already available. Codes appearing in the thread titles - To help the team coordinate and sort the bugs and feedback that you’re posting, we will be updating certain thread titles with codes. You don’t need to worry yourself with them, they are for the teams information only. We request that the thread owners do not remove or change the tags. Don’t worry if your thread doesn’t get a code either, we are still reading all of them. Extra Information Below are a few extra items we may ask for to help troubleshoot and investigate issues, and how to get them. You are more than welcome to send us this information to the community(AT)codemasters.com (replacing the (AT) with an @ ). When sending us an email, please be sure to include your forum name or the email address you signed up with and the thread it’s in response to. PC How to find a crash dump Browse to the folder where you have Steam installed, usually this will be C:\Program Files (x86)\Steam Browse to the userdata folder and Search for *.zip or browse to through the numbered directories to the relevant remote directory. You should find a file named something like crash_dump#76561198061784954.zip Send that file to us at community(AT)codemasters.com (replacing the (AT) with an @ ) How to find your Steam ID Click “Steam” in the top left corner of the client Select “Settings” In the Steam Settings popup select “Interface” Put a tick in the “Display Steam URL address bar when available” tickbox Close the popup by clicking “OK” In the Steam client click on your “Steam Name” and select “Profile” Your Steam User ID is the long number at the end of the displayed URL How to find your Steam ID if you have a custom URL Log in to your Steam account. In your steam interface, click on your username in the top right corner, then click "View Profile" While viewing your profile, select "Edit Profile" Scroll down to "Custom URL" and delete the profile URL you've set. Scroll down, hit "Save Changes" Once the page has refreshed, your profile URL will have your assigned Steam ID. Please send this to us. Make sure to re-enter your “Custom URL” afterwards and reset this to your previous custom URL. How to save a DXDiag In Windows 7: Click on the "Start" Button. In the Search Box type dxdiag and press <Enter>. The DirectX Diagnostic Tool pop-up window should appear. Click on “Save all Information.” Save the information to your Desktop, keep the file name as is. Send the file to us at community(AT)codemasters.com (replacing the (AT) with an @ ) In Windows 8, Windows 10: Press the [Windows]+[R] keys on your keyboard to bring up the Run command. In the "Run" command box, type in dxdiag and press <Enter>. The DirectX Diagnostic Tool pop-up window should appear. Click on "Save all Information." Save the information to your Desktop, keep the file name as is. Send that file to us at community(AT)codemasters.com (replacing the (AT) with an @ ) [UPDATED for F1 2019] 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 How to copy your Steam save for F1 2019 Browse to where Steam is installed, usually this will be C:\Program Files (x86)\Steam Browse to \userdata\xxxxxxxxx\ (where the x’s are your unique user ID) Right click on the 928600 folder (this is your F1 2019 save) and select Send To -> Compressed (zipped) folder Copy that new zipped folder and send it to us at community(AT)codemasters.com (replacing the (AT) with an @) How to send us your in-game hardware settings file Browse to your hard drive where windows in installed Browse to "...\Documents\My Games\F1 2019\" Right click on the hardwaresettings folder select Send To -> Compressed (zipped) folder Copy that new zipped folder and send it to us at community(AT)codemasters.com (replacing the (AT) with an @) [For F1 2018] Validating F1 2018 downloaded correctly Open Steam and go to the Library tab. Right click on F1 2018 and select Properties. Go to the Local Files tab and click verify integrity of game files. How to copy your Steam save for F1 2018 Browse to where Steam is installed, usually this will be C:\Program Files (x86)\Steam Browse to \userdata\xxxxxxxxx\ (where the x’s are your unique user ID). Right click on the 737800 folder (this is your F1 2018 save) and select Send To -> Compressed (zipped) folder Copy that new zipped folder and send it to us at community(AT)codemasters.com (replacing the (AT) with an @) How to send us your in-game hardware settings file Browse to your hard drive where windows in installed Browse to "...\Documents\My Games\<game_folder>\hardwaresettings\" Locate the file "hardware_settings_config.xml" and send this to us at community(AT)codemasters.com (replacing the (AT) with an @) [For F1 2017] Validating F1 2017 downloaded correctly Open Steam and go to the Library tab. Right click on F1 2017 and select Properties. Go to the Local Files tab and click verify integrity of game files. How to copy your F1 2017 Steam save Browse to where Steam is installed, usually this will be C:\Program Files (x86)\Steam Browse to \userdata\xxxxxxxxx\ (where the x’s are your unique user ID). Right click on the 515220 folder (this is your F1 2017 save) and select Send To -> Compressed (zipped) folder Copy that new zipped folder and send it to us at community(AT)codemasters.com (replacing the (AT) with an @ ) PS4 How to copy a save game Insert a USB drive in to your PS4. On the PS4 go to Settings, Application Saved Data Management, Saved Data In System Storage, Copy to USB Storage. Select your F1 save and copy it to the USB. Remove the USB and put it in to a PC. Compress the PS4 folder to a zip file. Send the file to us at community(AT)codemasters.com (replacing the (AT) with an @ )
  6. 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
  7. Faya

    Farewell

    Hi all, I have a little bit of sad news for you. Today is my last day Codemasters. It’s been a blast working on F1 while I’ve been back at Codies and I want to thank you all for the spirit and passion you have shared with me and the team during this time and that you continue to show. I’ll be leaving you in the very capable hands of @RedDevilKT and @Hoo. Many thanks,
  8. Hi @Hogger93, is the crash always on the same track? Have you both tried verifying you files? I can see that you've a lot already. Could you send in any crash dumps that you both have so that we can investigate further? Could you also both send in your hardware settings and DXDiags as well? You can find all the info and where to send them all in in this thread here. Please make sure that you both reference this thread so that we know what the emails are in relation to. Thanks,
  9. Faya

    Screen turning black midgame. [ZX]

    Hi @sleepyhead01, If you've not already done so, could you try updating your graphics drivers? If that doesn't fix it, could you send us in your DXDiag and Hardwear settings and the following information? Thanks! When the issue occurs, Which game version? If in Multiplayer, how many players and how many AI?: What happened in the lead up to the problem?: Is it one track or multiple? Which car were you in? Which game mode? Anything else you think might help us track it down How to save a DXDiag In Windows 7: Click on the "Start" Button. In the Search Box type dxdiag and press <Enter>. The DirectX Diagnostic Tool pop-up window should appear. Click on “Save all Information.” Save the information to your Desktop, keep the file name as is. Send the file to us at community(AT)codemasters.com (replacing the (AT) with an @ ) In Windows 8, Windows 10: Press the [Windows]+[R] keys on your keyboard to bring up the Run command. In the "Run" command box, type in dxdiag and press <Enter>. The DirectX Diagnostic Tool pop-up window should appear. Click on "Save all Information." Save the information to your Desktop, keep the file name as is. Send that file to us at community(AT)codemasters.com (replacing the (AT) with an @ ) How to send us your in-game hardware settings file Browse to your hard drive where windows in installed Browse to "...\Documents\My Games\F1 2019\" Right click on the hardwaresettings folder select Send To -> Compressed (zipped) folder Copy that new zipped folder and send it to us at community(AT)codemasters.com (replacing the (AT) with an @)
  10. Faya

    Why no report system in F1 2019 ?

    Hi @Tavsan698, if you want to report someone for 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. Please note we will not disclose the outcome of any investigations. As an extra note, I've removed what I think is the name of the player in your post, as naming and shaming is not allowed on the forums. I've also moved this to the F1 Games forum so that it's in the right place, thanks,
  11. [Update] Hi all, the patch is live on Xbox One as well now. ---- [Update] Hi all, the patch is now live PS4. The Xbox One patch should be following shortly. --- Patch 1.10 is now live on Steam and should be live on PS4 and Xbox One soon. Patch 1.10 brings 20 brand new customisation items to the store! Become a BLUR ahead of your rivals with a brand new multiplayer car livery, be edgy and don the SPIKES helmet or head to the stars in a new SCI-FI suit & gloves set! Check out the in-game store for all of the new items and make your rivals green with envy! We are working on a number of additions and fixes which are currently making their way through the testing process. Below are just some of the issues that we are looking at addressing in the next couple of patches: Balanced AI pace in the wet Ability to disable voting in Leagues Fanatec DD1 wheel base not being recognised on PS4 We are continuing to track down and fix more bugs and we’ll have more information about further patches soon.
  12. Hi @JesseDeya, Looks like a spammer snuck in. Sometimes they like to quote and copy/paste another post and then change the quote to include links that I frankly don't trust. I've removed them and the links from the quote. Please feel free to report anyone you see doing that so that we can investigate and deal with them appropriately. Thanks!
  13. Faya

    DiRT Rally 2.0: Seasons 3 & 4

    Hi all, I've removed a few more off topic argumentative posts. Please stay on topic and stop with the arguing. Last warning.
  14. Faya

    DiRT Rally 2.0: Seasons 3 & 4

    Alright every, please calm down and stop with the swearing and name calling. Please note I will be removing swearing from the posts above and may remove posts completely if needed.
  15. 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!
  16. Hi all, Significant network infrastructure maintenance is scheduled for Tuesday 10th September between 0500 and 0900 UTC. During this period online services for F1® 2019 will be disrupted. Services may continue to be affected for a short period after this as more players attempt to access the game. We're sorry for any inconvenience this may cause and thank you for your patience during the downtime.
  17. Hi All, Unfortunately, the team are not considering adding Xbox keyboard support into the game at the moment. We will let you know if this situation changes. Thanks all,
  18. Faya

    Black screen with Zotac rtx 2080

    Hi there, I'd also suggest making sure your drivers are up to date. If that doesn't work, you can also try deleting the hardware_settings_config.xml file in Documents\My Games\F1 2019\hardwaresettings and the game will generate a new one the next time it is run. Let us know if that helps! I've also moved this to the Technical Assistance forum so that it's in the right place. Thanks!
  19. Faya

    The Stuff Thread

    Hey all! The threads that were archived that were still active should now be reinstated. If there are any that we missed, let us know!
  20. Faya

    Codemasters ist [Removed]

    Hi all, I've removed the swearing from the title of this thread and closed it. Please remember to not swear and to post in English or with an English translation. Thanks,
  21. Faya

    The Stuff Thread

    Hey all, thanks for letting us know! I'm going to go and investigate and try to un-archive it.
  22. Hi everyone, We would like some further information from you in regards to the issue below. If you have experienced the issue, please respond with as much information as possible. We have seen reports that some players are experiencing issues with the framerate on PS4s. If you have been experiencing this, please can you let us know the following things; Are you on a base PS4 or PS4 Pro? Which game modes you are seeing the issue in? Roughly how long had you been playing for when you start seeing the issue? Are you using a headset? If so, what make/model? Are you using a wheel? If so, what make/model? Do you have any other peripherals plugged in? Extra requests If anyone could send us in any recent save games? A video from the booting of the game to seeing the issue If you think there is any extra information that you think we should be aware of, please let us know in your post. How to copy a save game from your PS4 Insert a USB drive in to your PS4. On the PS4 go to Settings, Application Saved Data Management, Saved Data In System Storage, Copy to USB Storage. Select your F1 save and copy it to the USB. Remove the USB and put it in to a PC. Compress the PS4 folder to a zip file. Send the file to us at community(AT)codemasters.com (replacing the (AT) with an @ )
  23. Faya

    This game is unplayable

    Hi @TFIYoutube, can you confirm where you sent your crash reports in to please? Was it to community@codemasters.com? Can you also let us know what your Steam ID is please? Thanks!
  24. Faya

    Bug with Legends edition?

    Hi @cybernet, have you tried redeeming the code in the PlayStation store yet? If you've not, could you do so? If it's not working, please contact the team at Customer Service (custservice@codemasters.com) for further investigation. Thanks,
  25. Faya

    is codemasters going to fix this guy

    Hi all, I've removed the posts that had the images. We are investigating the reports, however we will not share with anyone the results or outcome of the investigation. Thanks,
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