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SkyRex Race Steward


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  • D4RC - Global Community League: The DiRT 4 Rally Championship

    --------- Logo follows soon------------
    It is only a few weeks until D4 launches, so I wanted to reserve a Thread for the community rally league and successor of the DRC.

    The DiRT 4 Rally Championship  -  D4RC
    --link follows--

    This is an open-for-all, Rally-only, international League in DiRT 4. The goal is to create a series of equally structured Seasons to offer a global Championship for the DiRT 4 community equivalent to real-world fia championships. This offers a way to find not the single-stage most fastest, but the most consistently fast drivers and offer a way to immerse the hobby of virtual Rally-driving even more.

    The League, Season and Event structure is as follows:
    • Every Season will consist of over 10 Rallies.
    • Every Rally will last for exactly 72 hours.
    • Every Rally will consist of 7 Stages and 2 Service Parks.
    • The Service Parks will chunk the Rally into bits of 1, 2 and 4 stages ( =7 ) with the 4 stages being in the middle.
    • Most stages will be at maximum length.
    • Points will be awarded to each driver according to their time after every Rally.
    • The Season-Champion is the driver with the most Points.
    • Between Seasons is a cool-down period of undefined time for awarding the winners and setting up the following Season. This will mostly be about 3 days.

    Anybody can join, but you have to follow these rules:
    • No second tries. Once a stage is attempted it has to be finished. Circumventing this in any way will result in a league-ban.
    • One Team, One Car. You are free to join a running Season anytime, but the car you pick for your first Season-Rally has to be the same for all following Season-Rallies.

    • The Season Champion is allowed to pick the vehicle class(es) for the following season.
    • (Waiting for release... Some stuff with picking iconic stages in locations)

    Eligible Classes
    • All ingame vehicle classes plus the following
    • Full Group B (AWD+RWD)
    • Millenium (Group A + Focus '01 + Impreza '01)
    • Late 00s (Focus '07)
    • Multiclass Setups. (Wouldn't guarantee competitiveness for every car)

    Notice: With the event structure and duration you will need roughly 1 hour of playtime every 3 days, or 2.3 hours of playtime per week to be able to participate in every event of this league. If you can't commit this time, you are of course still welcome to participate, but be aware that 'winning' might be out of reach without entering every rally.

    The eagle-eyed have noticed the "over 10 Rallies" despite only 5 locations ingame. Every Location ingame will be the host to two rallies, seperated by a different style and local location for the stages. In the following I will describe every Rally as a quick overview. In brackets () is listed the ingame location to create this Rally with:

    The Season Calendar:

    Rally Norway
    Complexity: 75-100
    Counterpart: WRC Rally Norway
    Snow-covered Trees and mostly icy and snow-covered roads. Stages are very technical, narrow and with many corners with some fast straights in between. More stages during night than Sweden.

    Rally Sweden

    Complexity: 0-25
    Counterpart: WRC Rally Sweden
    Wet muddy-snow roads. A lot faster than Norway with more jumps and less twisty. 

    Rally Tanzania

    Complexity: 75-100
    Counterpart: ARC Rally Tanzania
    Sandy, twisty roads through mostly rain-forest. Soaked wet sand and chance of rain high.

    Rally Spain

    Complexity: 0-75
    Counterpart: WRC Rally Spain
    Flowing but twisty tarmac roads through hills and small villages. Open, dry areas. Chance of rain very low. Mixed event with two gravel stages made with Australia.

    Rally Finland
    Complexity: 0
    Counterpart: WRC Rally Finland
    Roads through dense forest. Fast straights and not very complex, but a lot of crests. Mostly sunny and dry, chance of rain low.

    Rally Poland

    Complexity: 75-100
    Counterpart: WRC Rally Poland
    Similar to Michigan but narrower and with more open fields.

    Rally Wales

    Complexity: 75-100
    Counterpart: WRC Rally Wales/GB
    Complex roads winding through forests as well as open fields. Road mostly wet and moist, chance of rain very high.

    Rally China

    Complexity: 75-100
    Counterpart: planned WRC Rally China
    Winding roads through forested hill-sides, no villages. More twisted than Spain. Chance of wet and rain very likely.

    Rally USA

    Complexity: 0-50
    Counterpart: Rally America Lake Superior Performance Rally
    Fast roads through red/brown-forests, with little complexity and little elevation change. More night stages than usual. Normally dry and chance of rain low.

    Rally Australia

    Complexity: 0-75
    Counterpart: WRC Rally Australia
    Red dry sandy roads through open outback with just occasional forest. Chance of rain extremely low.

    Currently the planned order is as depicted above, beginning with Norway.
    Every Rally is depicted after a real-world rally run currently or in the past in a FIA International Championship, namely the WRC, ERC, ARC and APRC.

    Currently this is only to reserve the Thread-spot in the forum and to announce the upcoming league to every interested party. Not really much to see here right now. But if wished, feel free to comment on the event and season structure and the plan of creating two events per location.

    7 Skyrex

    P.S. for more car and road related stuff visit my tribe:  https://drivetribe.com/t/H5iwb8HwSy-iEYmrPYKFeQ?iid=OP_VBq6GTDaqrMqcb0D0_g

  • Re: DiRTy Gossip Thread

    I don't know why people have such a problem with D4. Its a fun game, I like it. No game is perfect. Its much more satisfying if you take each game for what it is.
    Sure it`s fun in a black box.
    But for those who had tremendous fun with Dirt Rally, it`s predecessor, there was a certain expectation which wasn`t fully delivered on. I would wish for a rally simulator, which captures the motorsport as real as possible, while still being fun. Like, I have to admit, Pcars2 managed to do for track-motorsport. Many hoped D4 would be that and there are steps in the right direction (drive to marshal, team management, damage improvement, the general "idea" of yourstage...) but also noticebly step-backs from DR and that`s the real thing people are upset about (some physics problem related to grip, the repetitiveness of yourstage, ...) And the general lack of post-launch support compared to what the community was used to with DR.

    For me, D4 is after all still superior to DR, due to better tarmac, better weight-physics, better  cars, but it isn`t what I hoped for. So I hoped that it would be crafted to that post-launch, as many others did, but so far nothing. I got my moneys worth with well over 100h played but I won`t get close to DRs 350h.
    What I hoped for was generally a DiRT Rally with fixed weight physics, realistic damage, more cars, more locations, longer stages and more immersion (like driving to marshall), all deliverd in good working VR. And by now my hopes are fading on D4 becoming that. 

    So why are many frustrated here? Because Codemasters is after all this still the best when it comes to offroad. So the hopes for the perfect offroad sim lay mainly on them currently. I`m all for competition but it looks bad elsewhere. Milestone? Pffhh... sounds are killing any immersion. Kylotonn? Nice stages, bad physics resolution and no VR. Even now DR is way ahead to them. And that`s already all. Literally no other competition. It`s arguably a niche market.. So hopes go to CM and so does frustration.

    Maybe SMS does actually split the franchise and make a Rally Sim, i think that could be equal competition for once.
  • Re: DiRTy Gossip Thread

    CM, listen up, might have a great idea for future YourStage:

    Generating might be the best way to mold the road itself, since it creates the actual road-mesh and believable nature of the road (like necesary terrain-molding for roads, you can´t just draw a gravel texture over terrain), but the actual character of a track most of the time requires creativity you can`t achieve automated (unless training high level neural networks). So how about something like this:
    Additionally to making the tiles smaller, best would be half-corner-tile-size, how about when generating a strip of road, show way more details with zoom options, surface type and so on in the preview picture. And offer the ability to the player to lock-down a specific stretch of road he likes and just re-generate the rest. This way you'd keep the simple nature of the generator, while giving the audience much more power in creating a stage that looks how they want it.
    After having generated the layout they want, you could offer to Auto-prop it with roadside objects or to manual-prop:
    For the latter you'd actually load up the generated stage, but with no props at all, all freely available to be placed anywhere. There the player can let go with creativity placing fences, houses, trees, Haystacks, barriers, spectators, banners, fires, Hinkelsteine, Trucks, cars, guardrails, logpiles, flags, etc. with road-placed props being actively included in pacenotes ("chicane", "caution"). This could allow to create stages with character and journey by the users and still keep the ease of the generator.

    Saving a custom stage wouldn't need more than currently, plus the number, type and location of the props. Don't know what the limit for consoles is in savegame size, but you could simply allow consoles to have only a few custom stages locally and the rest in cloud-save to circumvent this?
    Hope I expressed what I mean somewhat understandable. Just a(nother) suggestion to consider for follow-up rally-sim-game ;)
  • Re: DiRTy Gossip Thread

    bogani said:
    In DR the Audi gives the visual impression that it is a big, wide and heavy car. In D4 I don't get the same impression when in the car. I can't put my finger on why that is. I even double checked with Codies that the default FOV is the same in both games, and it is.

    At first I also liked the FFB better in D4 but after I've been having some fun in DR I must retract that. The FFB gives you much more information in DR.
    Sounds alright. It's just a visual illusion, the quattro is actually quite a small car:


    @Dirtgame on Twitter relpied that people with modded liveries Will be allowed to play clubs, so I think that online leaderboards and all the other stuff too
    Sorry guys, just to clarify on this - your in-game livery designs will be available to use, but anything created outside of the branding suite won't be, as it'll detect the game files that have been modded. Apologies for any confusion!
    This just renders all custom made liveries useless for PvP driving doesn't it?
    Are there at least more patterns for the branding suite on the horizon then?