F1 Manager 22 - ¡Ya a la venta! - Parche 1.11 disponible

Bienvenidos al hilo oficial de F1 Manager 22.
Pero esto es solo para gestionar o es jugable como el de Codemasters?
@Carlos2Santos Es solo gestión del equipo, pilotos y dar órdenes a los pilotos.
er185 escribió:@Carlos2Santos Es solo gestión del equipo, pilotos y dar órdenes a los pilotos.

Ah vale, ya me parecía. Gracias [oki].
@er185 gracias por el hilo, a este le seguiré la pista.
Aquí me imagino que solo eres un mero espectador que veras como la máquina hace y organiza las carreras y tu como manager tomas las decisiones mientras ves las carreras como la máquina las televisa o algo asi.
Entrevista al diseñador líder del juego, en el 3:27 se puede ver el modelo 3D de Baku, en el 3:51 el modelo 3D de las caras de los pilotos, en el 3:58 la captura de movimiento, se podrán votar los cambios de reglamento.
Nueva información sobre el juego con imágenes de los menús.
https://traxion.gg/the-most-important-f ... anager-22/
F1® Manager 2022 | Behind The Scenes #1 | BE THE BOSS

https://twitter.com/F1Manager/status/15 ... 7191582721
El juego saldrá el 30 de agosto pero si se realiza la reserva se podrá jugar desde el 25 de agosto.

La emisión en directo que han hecho hoy mostrando más gameplay del juego.

Recruiting a Formidable F1® Team
F1® Manager 2022 | Behind The Scenes #2 | PEOPLE POWER

F1® Manager 2022 | Facilities, Sponsors & Finances | FEATURE FOCUS
Directo de ayer resubido dedicado a los atributos de los pilotos, ingenieros y staff.

F1® Manager 2022 | Developing Your F1® Car | FEATURE FOCUS
F1® Manager 2022 | Behind The Scenes #3 | SOUNDS OF THE TRACK
F1® Manager 2022 | Race Preparation | FEATURE FOCUS

Directo de ayer resubido a Youtube
F1® Manager 2022 | Race Day | FEATURE FOCUS

Lista de logros
https://www.trueachievements.com/n50771 ... hievements
Parche 1.8 disponible
Update 1.8

Now available on all platforms across PC, Xbox, and PlayStation.

Adjusted tyre performance deltas, degradation rates, and performance during degradation for all compounds, across all weather types
Updated behaviour of backmarkers and slower-moving cars, so they move aside more effectively when required
Further adjustments to car part development focus and attribute trade-offs to help balance player progress vs. other teams
Updated fuel delta display to improve readability and stability. Fuel delta is now measured in kilograms (KG) and is relative to the expected fuel load at the current point in the race
Improvements to car behaviour when racing side-by-side, reducing instances of unnecessary slowing and ‘concertina effect’
Improvements to AI strategic behaviour during wet weather conditions
Fixed an issue where the Safety Car would pull aside to let cars pass by if the race leader entered the pits
Fixed an issue where saving on a specific screen would cause all 20 cars to appear during Q2
Added super-wide monitor support, including fix for gameplay UI appearing in the centre of the display
Minor adjustments to starting car performance, starting Facility levels, and board performance expectations for a small number of teams to align with their real-world performance (will only take effect in new saves created after this update is installed)

General Stability
Fixed multiple crashes caused by various events, including invalid qualification grids and tyre types Fixed instance of hard-lock when changing stint compound type to a compound the player has run out of in Strategy View
Fixed multiple reported soft-locks and progress blockers in the tutorial sequence

Drivers & Staff
Multiple corrections made to staff information, including age and accompanying photos
Fixed an issue where drivers would remain in a bookmarked slot after retiring

Achievements & Trophies
Fixes for multiple instances of Achievements/Trophies not triggering correctly, including ‘Constructors’ Champion’ and ‘First of Many’. Achievements/Trophies that players have earned, but not triggered, should unlock after the player finishes their next race, after installing Update 1.8

Fixed a small hole in the car model for several cars

Fixed an issue where tyres would sometimes appear duplicated in cutscenes
Stopped instances of rain passing through the ceilings of pit buildings
Fixed a soft-lock when opening the Options menu during some cutscenes
Reduced instances of major garage reactions to minor race incidents, such as a car running wide

Updated Miami International Autodrome track map in the 'Circuits' menu to add tags for corners 17,18, and 19

Controller: Fixed bindings for right shoulder buttons not working in ‘Overview’ and ‘Usage’ tabs 

Pit Stops
Resolved an issue where unattached tyres would appear in pit lane
Fixed trackside camera focus for second car when ‘double stacking’ cars for pit stops

Added on-screen keyboard support for Steam Deck and Steam Big Picture Mode
Resolved issue causing the game to launch Steam VR when a VR headset is connected

https://www.f1manager.com/news/f1r-mana ... atch-notes
Parche 1.9 disponible
Update 1.9

Now available on all platforms across PC, Xbox, and PlayStation.

Improvements made to fuel usage, reducing instances of both player and AI drivers running out of fuel during a race
Improvements made to AI behaviour during wet or mixed conditions races, reducing instances of unrealistic or unnecessary pit stops
Fixed issue causing dilemma pop-ups to not be clickable on ultra-wide screens when ‘enable widescreen UI during sessions’ is enabled

https://www.f1manager.com/news/f1r-mana ... atch-notes
Parche 1.10 disponible
Updated calculation for ‘Estimated Race Time’ in Strategy view and adjusted preset strategy suggestions to be more competitive 
Fixed an issue where cars could run out of fuel on their second run in Qualifying 
Fixed an issue where race engineers would warn drivers about low fuel during Qualifying 
Fixed an issue where changing the length of a run plan, then reverting the change, would lead to the car having a different quantity of fuel 
Fixed an issue where AI would not refuel cars after a red flag in Qualifying, resulting in DNFs 
Resolved rare instances of crashes when transitioning between race view and replays 
Resolved rare instances of a crash if AI ran out of wet tyres and attempted another pit stop 
Resolved rare issue causing a soft-lock if the game is closed before completing the new season period 
Fixed an issue where cars in Practice could retire with 0kg of fuel, but still display a positive fuel delta 
Fixed an issue where replays would sometimes end before the commentary finished 
Removing instances of Team Radio lines not matching their subject matter 

Updated multiple car models and liveries, for more variance through the grid and closer alignment with the real-world cars 

Resolved an issue causing the 3D Map to appear incorrectly when using ultra-wide screen monitors 
Updated signage and track-side sponsors at Monaco 
Updates kerbs at Circuit Paul Ricard, turn 8 

Race Simulation 
Updated VSC/SC/red flag rules in Free Practice sessions, including removal of DRS restrictions after a red flag 
Resolved instances where driver commands would affect speed under Safety Car or Virtual Safety Car conditions 

EULA will no longer reappear during startup if the player resets their game to default settings 
Resolved an issue causing position change arrows to display in the Drivers’ Standings page during Qualifying 

Resolved issue where the 'Position Gain' sponsorship guarantee did not take grid penalties into account 

https://www.f1manager.com/news/f1r-mana ... atch-notes
Parche 1.11 disponible
Update 1.11 for F1 Manager 2022 is now rolling out across all platforms. All changes made in Update 1.11 will apply in existing saves, unless stated otherwise in the patch notes below.


Updated Safety Car procedure to allow lapped cars to unlap themselves, when appropriate
Updated overtaking behaviour to allow cars to unlap themselves in normal race conditions, when they demonstrate sufficient pace compared to the car on the lead lap
Reduced strength of DRS performance
Increased effective range of slipstream, meaning that following cars will be affected by slipstream at greater distances behind a leading car
Increased effective range of ‘dirty air’, meaning that following cars will be affected by dirty air at greater distances behind a leading car
Added ‘Aerodynamic Balance’ option to the Settings Menu, under the Gameplay tab. This option allows players to choose between the “recommended” setting, featuring all the aerodynamics balance updates in Update 1.11, or the “original” setting, in which those changes will not be active. After updating to 1.11, all players will default to the “recommended” setting. Players can only change between these settings when they are in the Headquarters or Main Menu screens; changing this option will not be available during the Race Weekend.

Resolved issue causing unintentionally inaccurate weather predictions in the ‘Track Condition’ areas
Race Simulation

Increased the tyre wear threshold for AI cars to pit under safety car conditions
Razer Chroma

Support added for Razer Chroma peripherals.  This covers team colours, racing flags (red, yellow, chequered), replays, and ‘lights out’ sequence.
Car Part Development

Updated the description of rushed manufacturing to remove incorrect information
Performance gap for the ‘DRS Delta’ stat is now more significant, increasing its potential effectiveness
Fuel Usage

Updated text string on pre-session screen to remove inaccurate details

https://www.f1manager.com/news/f1r-mana ... atch-notes
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