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Everything posted by Faya
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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
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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
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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!
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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!
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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. 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 @ -remember to add a link to the thread you are talking about in the email ) 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 @ - remember to add a link to the thread you are talking about in the email ) 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 @ - remember to add a link to the thread you are talking about in the email ) Validating F1 2020 downloaded correctly Open Steam and go to the Library tab Right click on F1 2020 and select Properties Go to the Local Files tab and click Verify Integrity Of Game Files How to copy your Steam save for F1 2020 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 1080110 folder (this is your F1 2020 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 @ - remember to add a link to the thread you are talking about in the email) 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 2020\" 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 @ - remember to add a link to the thread you are talking about in the email) 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 @ - remember to add a link to the thread you are talking about in the email)
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f1 solved [F1 2019]- [Xbox]- Keyboard Support Request
Faya replied to Jajb's topic in Technical Assistance
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, -
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!
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Hey all, thanks for letting us know! I'm going to go and investigate and try to un-archive it.
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F1 2019 : Random loss of engine sound [SG]
Faya replied to Striker_703's topic in Technical Assistance
Hi @DaddeRagaz, could you send us in your DXDiag and Hardware settings so that we can take a further look? You can find how to get these in this thread here. Thanks! -
Hi all, The team has investigated the DD1 Wheel Base issue and are working on a fix to be released in a later patch. There does appear to be a workaround in the meantime, which some of you have already noted. You can put the base into the “compatibility mode” and this should make it so the game recognises it. To do this, press the Triangle and SH buttons at the same time (this may depend on which wheel you own). Let us know how you get on!
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Hi @joserdcosta and all, We have been reading all of your feedback and I can tell you the team has been looking into this.
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Hi all, Thanks for all the feedback and reports so far. We are investigating the the Fanatec DD1 wheel base issue at the moment. @BiohazardBGR, both of those items have previously been sent to the team. Thanks all,
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Hi all, A small update to my list from last week. The last item on the list, about the League owners being able to disable voting, didn’t make it into today’s patch I’m afraid. The team are still working on some refinements to it, so it should be added to a later patch. Sorry for any confusion!
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Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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! -
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.
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Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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. -
Hi all, Please note I've removed a couple of off topic posts. Thanks,
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Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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! -
Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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? -
Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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? -
Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
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 -
Multiplayer - "Kicked for Cheating" - Steps to Take
Faya replied to SSerpant's topic in Technical Assistance
Hi @KaanUgur, Could you let me know what platform you are on and your related PSN ID/Steam name/Gamertag please so that we can take a look? Thanks, -
Hello Drivers and welcome to the F1 Games Mega-Thread! In this post you will find loads of links to informative threads about the F1 Games series. Everything from the Forum Rules, to Announcement links to player created stuff. See something you think should be on the list or something amiss? Let me know with a PM or an email to community@codemasters.com. These are the Forum Rules. Please make sure you have had a read through. Forum Rules Found a bug in game? Please read this thread before posting. F1 Games: Technical Assistance & Bug Reports – Please Read Before Posting F1 Game Leagues Got a league or want to join one? Head to League forum! F1 2019 Information and Threads F1® 2019 - Compatible Wheels And Controllers F1 ® 2019 – Your Frequently Asked Questions SENNA & PROST RENEW THEIR RIVALRY IN F1® 2019 – Legends Edition, F2™ Confirmed, Cover Art & More RISE UP AGAINST YOUR RIVALS WITH THE FIRST F1® 2019 OFFICIAL GAME TRAILER DEFEAT YOUR RIVALS IN F1® 2019 F1 2019 – Leagues and the Super Licence Rise Up Against Your Rivals Ahead of the F2™ 2019 Season Digital Update Coming Soon to F1® 2019 F1 2019 Patch Notes Patch Notes for 1.04 – Release Info – Steam Out Now The discussion thread can be found here. Patch Notes for 1.05 and discussion thread. Patch Notes for 1.06 – Release Info The discussion thread can be found here. Patch Notes for 1.07 – Release Info The discussion thread can be found here. Patch Notes for 1.08 - Release Info The discussion thread can be found here. Patch Notes for 1.09 – Release Info The discussion thread can be found here. Patch Notes for 1.10 - Release Info. Patch Notes for 1.12 - Release Info. The discussion thread can be found here. Patch Notes for 1.15 - Release Info. The discussion thread can be found here. Patch Notes for 1.16 - Release Info. The discussion thread can be found here.
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F1 2017 Information and Threads F1 2017 Game Survey Now Open F1™ 2017 – Supported Wheels and Controllers F1 2017 - Hot Lap Videos F1 2017 Past Patch Announcements and Threads Patch 1.13 - Discussion Thread Patch 1.12 – Discussion Thread Patch 1.11 – Discussion Thread Patch 1.11 – Patch Notes (Released 11/12/17) Patch 1.10 - Discussion Thread Patch 1.10 – Notes and Release Information
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F1 2018 Information and Threads Make Headlines in F1 2018 Take a lap of Monaco with Charles Leclerc in F1 2018 F1 2018 – The Headline Edition Preparing For The French Grand Prix™ With F1® 2018 BOX BOX BOX – F1® 2018’s Cover Art Revealed The post-E3 debrief, with F1 Game Director Lee Mather SPEAK TO THE PRESS AND MAKE HEADLINES IN F1® 2018 F1® 2018 – Supported Wheels And Controllers Revealed – The Full List of F1® 2018 Classic Cars Take a Lap of Hockenheimring in F1® 2018 with Nico Hulkenberg Branching Out - Adding Greater Depth to R&D in F1® 2018 The inside scoop on the F1® 2018 Steelbook Featuring F1® 2018 - The Official Gameplay Trailer F1® 2018 - More Than Just a Game Get Closer To The Real World Sport With A New F1® 2018 Trailer F1®2018 – Closer To The Real Thing Than Ever Before Getting Ready To Race With F1® 2018's Multiplayer Super Licence F1 2018 Patch Notes Patch Notes for 1.04 - Xbox - RELEASED 28/08 - The discussion thread can be found here. Patch Notes for 1.05 – Release information inside! - The discussion thread can be found here. Patch Notes for 1.06 – Release Information - The discussion thread can be found here. Patch Notes for 1.07 – Release Information - The discussion thread can be found here. Patch Notes for 1.08 – Release Info - The discussion thread can be found here. Patch Notes for 1.09 – Release and Patch 1.08 Console Info - The discussion thread can be found here. Patch Notes for 1.10 – Release Information - The discussion thread can be found here. Patch Notes for 1.12 – Release Information - The discussion thread can be found here. Patch Notes for 1.13 – Release Information - The discussion thread can be found here. Patch Notes for 1.14 – Release Information - The discussion thread can be found here. Patch Notes for 1.15 – Release Information - The discussion thread can be found here. Patch Notes for 1.16 - Release Information - The discussion thread can be found here. F1 Beta 2018 Information The F1 Beta is now closed! Check out the follow threads for more information: Introducing the F1 Beta F1 Beta Thread and FAQ < Started by @UP100 If you're a Beta tester and you can't get to the forums or if you're having any sort of issue, send us an email at f1beta@codemasters.com for further help. The F1 Esports Series 2018 F1 Esports Series website 2018 Tournament Guide F1 Esports 2018 Tournament Rules