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Showing content with the highest reputation on 6/30/2019 in all areas

  1. 4 points
    This would allow the player to have exactly the career mode experience they wanted. At each contract negotiation window have a driver “carousel” of sorts that show potential transfers and give you the option to block the transfer if it doesn’t fit the experience you want. This way if Hamilton wants to move to Williams, you can block it and it doesn’t set off a chain of other unrealistic transfers. Not sure how much gaming crossover there is here, but have the transfers set up similar to the coaching carousel in NCAA 14.
  2. 3 points
    Version: 1.04 Platform: Playstation 4, Xbox and PC Mode: Ranked Online (5 laps and 25% distance) Whenever I'm playing online ranked mode, I'm getting way too low amount of skill points when I win. I know it depends on amount of players in lobby, but for example, in 10 player lobby, when I finish 4, I'm getting like 10 points max. And what's worse, it doesn't matter if I drive 5 laps or 25% distance. But now the worst part. If you place somewhere in the back, game takes way too much points from you. Once I was driving on 1sf position and I've got error... I lost about 300 skill points. This is ridiculous and not even my fault. TL:DR: We lose way too much skill points for stuff like being rammed, destroyed or even from game errors and we are earning way too low. Stuff like this shouldn't even happen... Going for the achievement Pure Gold itself is pain in the ass. At least give us ability to improve skill rating in unranked matches while playing with our friends. Sorry to say this, but the game is once again broken in online mode at the start. Year after year the same thing happens over and over again. I think, like the rest of us, that it's time to do something with this finally. We came up with few solutions (with forums help of course) that can help us and dev team to decide what to do with this problem: - Significantly increase rewarding points and lower the negative ones. We are being punished way too hard right now. Points are also really slowing down when around 1800 points. We are winning like couple of points (if we are lucky) and losing tons of them (when not lucky). - Positive points for more places than just above 50%. Sometimes we even get negative points for placing much higher than half of the grid and we're still getting negative points. It's really depressing to when you're being punished for your hard work. - Completely remove negative points for being destroyed, disconnections and game errors. It's not our fault, so we shouldn't be punished for such an accidents. No points won't hurt anybody and we can at least play and have fun without being worried that someone will ram us to the wall. - Give us ability to increase Skill Rating in Unranked races. We can play with friends and that way increase skill and than be matched with other players that know how to race. I'm mean, for real, nobody would mind that, right? - Lower requirements for the "Pure Gold" trophy/achievement. It's kinda linked to above points but it doesn't hurt to mention it. Right now it's really very unfair achievement. - I know this is not related strictly to the skill rating system, but please improve penalty system. It needs drastic updates, because right now there literally no penalty system at all. People can do whatever they want and there's no punishment. PS. Please, if you really want this problem to be fixed, spread the word and share link to this topic whenever you need. The more people will give their voice the more chances it will be fixed.
  3. 2 points
    Hello friends of the world of the virtural rally, I would like to open here a debate on how can be the future of the competitive of the virtral rally. I would like to know if you would be willing to have a rally simulator as a service, as it is with iracing. To the point of starting a campaign in the kickstarter, where your donation will be equivalent to a time / hours in the free rally simulator in the future. So I open this debate because for some time now I see that the niche virtual rally simulator as a service, is vacant today in the world, unlike circuit simulators, Ex: Iracing, raceroom, etc ... however, I want also say that in my opinion this is the only way to have a competitive always alive, and quality, for example, have a system of rankaemento, because for those who are starting today in dirt rally 2.0, and that are an evente weekly, is totally frustrating as it runs together against pilots of a very high level, in a ranking system as for example we have in street fighter 5, it would help a lot these drivers always stay motivated, and in my opinion all this is possible with a game that works as a service. Finally, I want to say that we live in the information age fast and with community feedback practically that instantaneous, using this wisely, and a lot of democracy, we can help the competitive virtual rally community consolidate itself once in the simulator / service market.
  4. 2 points
    I don't know why this was changed this year but it's a major issue. On 25% distance; your tyre wear gets scaled in qualy and a single flying lap can give up to nearly 30% tyre wear because of the "extra" out and in lap. This makes the soft compound useless on certain tracks. The issue is even bigger with F2 where you get only one set of softs for a 30 minute session. You're meant to do multiple laps on that one set but with the scaling it's impossible. You have 30 minutes for what is essentially one shot qualifying. I hope you can revert this to the way it was in previous games, it was much better that way.
  5. 2 points
    Is a notice board not an essential feature missing from the leagues menu? I mean, yeah I can message everyone on PSN but if you want to leave a 2 week notice up without bothering people with private messages, you cant. Especially when you dont have to be friends with everyone on PSN from your league. I wonder is this something we can ask them to add, otherwise I'm loving the leagues feature. Just started my own, wouldn't have done so if it wasnt in-game!
  6. 2 points
    I have been racing on and off for many years with almost every racing title that has been released, and i have still not received that satisfaction level that brings one back, until now. Asseto Corsa got me close but the lack of championships was poorly implemented. Credit where credit is due to CM, the F2 Championship finally gave me that wow factor. Firstly the Visuals during that first qualy session and race in Bahrain, using cockpit cam with a realistic filed of view is outstanding (Would love a virtual mirror, but that is for a different discussion) The PR Arrows work well for me at least. The sound of the F2 cars is fantastic and i think has been replicated to a very high standard. The handling is on the edge, it rewards precision and it makes a mockery of you, when you think you are driving like the e-sports guys, battering the gearbox and cutting corners like they re not there, the curbs this year have consequences. I am enjoying F2 so much i have put only one hotlap in on the F1 Ferrari and when straight back to F2.....
  7. 2 points
    Yep it ain’t f1 2018 rebranded as 2019 the changes are there and make it challenging enough to be considered a new game. Forget 2018 and just plug away at it until it clicks with you
  8. 2 points
    Wouldn't it just be a percentage of points? Choose difficulty 1 and you get 1% of normal points (that would be insane! Haha) and 50 = half points and so on. Shouldn't be that difficult. Only issue would be the AI R&D - what happens there?? Regarding your previous post, I do think that Codies have still got it wrong from what I'm seeing. Yes you could say that some were complaining 2017 was too slow and now complaining it's too fast so they can't win but they can win. It just means that perhaps they've gone too far the other way. Just needs fine tuning. I just think that it should be that it's not possible to fully max out R&D. You can't tell me that there is 1 team out that say they have the perfect car with no upgrade possible? They are always looking to update the car. Yes you could max out a department (aero, chassis, engine) but never all; you chose what department to focus on and the points earned reduced to make sure this never happens. That would slow it a bit. The 5 second improvement however you must agree needs to be looked at, no?
  9. 2 points
    In 2018 there were suggestions to implement a difficulty option for R&D. For me that would be the best way. Everybody who wants it could take the harder difficulty and would gain less points. Standard is the default option and the guys who wants it a bit quicker could choose easy. Also what i have suggested last year, from my point of view every R&D option should have a positive and a possible negative effect. This would make the R&D much more interesting. For example a drag reduction upgrade could have a negative effect on tyre wear or an engine upgrade could lower the reliability.
  10. 2 points
    Well done mate, that's fantastic! On a similar note, I also got my degree last week in Graphic Design! 😛
  11. 1 point
    Description: There is no option to change the amount of fuel in the F2 setup menu. Maybe I'm just blind, but I can't find it. Platform: Steam Game Mode: F2 Championship - Offline At the moment a full F2 Championship is not playable. Practise with only three laps of fuel on each run doesn't make any sense if you wanna try out different setups. Especially if you have to warm up the tyres first. Furthermore Quali, with only one set of tyres, is very hard, too. You only get one lap with warm tyres, cause you need two laps to properly warm them up and if you want to go a 2nd time you have to stop for fuel and warm them up again, which sucks because of the tyre wear.
  12. 1 point
    This a serious issue. Please add option to choose realistic car performance in a league Codemasters.
  13. 1 point
    That's strange because I found the opposite. And I can actually brake a little later than in f1 2018. The handling model is very different to f1 2018 though and it does feel very different at first and you have to change the way drive accordingly. Basically the way you drove in f1 2018 won't work anymore, especially if you were one of those people who used max ballast at the rear to rotate the car into the corners. That was very unrealistic and I'm glad its gone. As a result you now have to rotate the car properly ie. with weight transfer and trail braking.
  14. 1 point
    I've tried every setup you can imagine. Things gone much worse than my setups from 2018 game. So default setup is worse. Unplayable is not like impossible to drive, unplayable in a way that these cars are not F1 cars. They have no downforce and no grip. Definitely there's something wrong with handling model. More and more players are saying the same on many other forums that I'm reading now. I will wait for update.
  15. 1 point
    That's the day 1 patch right there. No notes required for the day 1 patch.
  16. 1 point
    So after 24hrs with the game the things that stand out for me as good: Car handling, physics and graphics are much better and the AI are way better than 2018 although not perfect Driver transfers - This is good and bad, good that they exist and I will get to bad later below F2 Story mode in the career Toning down Medium TC, I use Medium TC but it always felt OP and I think they have almost got it right. They might need to up it a smidgen The things I think are bad: The game feels rushed, the fact that the intro movie still has Mercedes with the wrong front nose says it all. The car performances are all wrong and as much as they claim they were using performance from pre-season, even in pre-season the Williams were rock bottom but in the game they get close to the points (Well Russell does). Also it was clear in pre-season that Ferrari had the best engine Mid-season driver transfers are a no (should be end of season only unless a lead driver is doing badly and an affiliated youngster in a lesser car is doing well) The story in career mode feels so rushed and weakly implemented. They should look at the 2K games for how to do things like this and it does not require too much coding (Just more voice acting costs). Also they could have signed up an existing F1 driver to be your friend rather than Weber so that the only new face is Butler (your enemy) STATS - Where the hell are they? We need a stat tracker by driver and by track showing the history of performances over the 10 seasons. Fastest laps, qualifying times, poles, number of finishers, was it wet or dry, all the detailed results etc for each driver and each track. The data is in the game so just create a page for it Telemetry - Why is it that the first lap you do in qualifying (when no one has set a time) have no telemetry? If you are first on the road it should be showing your splits as purple. If someone else is in front but has not yet finished their lap, it should be doing a comparison of the sectors they have done. So simple Simulation is terrible, all cars finish the race and there is little or no variety. Tweak the algorithm a bit Codies and add some variance while at it. The sounds - What happened to the sounds? I popped F1 2018 back into compare and it is like night and day!! Highlights should pick the best bits from the whole race and not just your car. Create 120 seconds of the best moments from the race with the algorithm choosing based on certain key moments like a pass for the race lead, two cars coming together, a crash or a spectacular corner during a fastest lap of the race. these can be built in and picked for the highlights Also can we have replays that show the whole race even if you do a mid-session save rather than showing from the point you saved. Sometimes, you can't finish a race in one sitting but need the full replay This is my summation, pretty much everything bar the change to the career mode story can be implemented with a patch so let us see what happens. Also for those who say give Codies a break, they are a developer creating a game for a multi-billion dollar sporting organisation. We should be EXPECTING no less than AAA quality (or as AAA as sports games can ever get). This is not a basement setup that needs the patience and sympathy of the customers, if they do not have enough people then hire them, if they are too small to do all the things we want then give up the licence to those who can.
  17. 1 point
    I am pretty much "ho hum" to disappointed. Hopefully, I will find some better wheel settings. Dirt Rally 2.0 feels incredible. I'm on Xbox One X and comparing the physics and FFB to a many years old Assetto Corsa on console with F1 cars makes F1 2019 feel pretty sub par. I'm using a Fanatec Formula V2 wheel and have messed with in game and wheel settings all day and it just doesnt feel right. Is this supposed to be sim or simcade? They obviously put a lot of time into it, but out of the box the physics dont feel sharp.
  18. 1 point
    The crazy thing about this is that neither Fanatec or Codemasters have mentioned anything about them. It's as if there isn't any communication between them about what these switches do or should be used for. Almost every post i've seen in multiple forums that ask or mention these all tend to have the same general response of people complaining they don't work or they do but only marginally. The fact that Fanatec released a firmware update for the wheels that have added the MPS Function in the tuning menu and haven't released a proper instructional video on when/if to use it or how it is used and what the different modes - pulse, encoder ect, - are used for just sucks and I am hoping will get a proper introduction to one of the wheels key features.
  19. 1 point
    Sorry, that's not how this works. I see your points, but it sounds like you're complaining that there is extra content available. I'm wondering if it's because you think this content was ready before release. You shouldn't assume things you don't know the answer to and then run with them, making wild assumptions based upon a previous assumption being true. I can categorically tell you that none of this DLC was finished\ready before the game went to press (remember the game takes about a month to go through release acceptance with sony\microsoft.
  20. 1 point
    I don’t know what you guys playing, but for me F1 2019 is a lot of fun. It has some bugs, but non of them are game braking. They have implemented some new features and it is another step forward after 2018. From my point of view it is far away from saying it is unfinished.
  21. 1 point
    Not confirming or denying anything; mainly preserving this, just in case. 😉
  22. 1 point
    So FFB has seen some sensible improvements since launch, but specific issues still needs to be adressed: 1) Wheel traction: it is still not possible to feel wheel traction loss, so to catch a slide is too hard. 2) Jumps: Suspension feedback is not given for jumps which was very helpful and significantly increased immersion in DR1. 3) Road rumble: feels weird and has too much variation from non existent to obnoxious at the same suspension setting depending on the country the race is in. It has a weird monotony to it as well which feels - well... fake. CM please keep up the work on FFB for a while yet - we are not yet in a place where anyone can be satisified. I drive with a Fanatec CSW 2.5 and P1 Elite wheel.
  23. 1 point
    Input setup/mapping is certainly improved over the original DiRT Rally. It's the first CM game in recent memory I haven't needed to manually edit XML files and/or use 3rd party input mapping tools. One thing off the top of my head, it's good we can now map an action to multiple inputs & across multiple devices... eg. this allows shift up/down to be assigned both to shifter paddles on a wheel AND to a sequential shifter, so players can chop & change depending on their preference/the car being driven/whatever, without having to pause & dig into the menus, or without using external controller-to-keyboard mapping utilities such as JoyToKey (which I had to do with the original Dirt Rally). Also, it's easier to get the game to cope with "unsupported" controllers, or controllers that don't have default mappings. And it doesn't nag every launch (as some previous CM games have) about controllers not having correct mappings for all the main inputs. As for possible improvements... bobradar already provided almost word-for-word the same things I was going to type here, so I'll quote the same list to show my support for those requests... And I'll just expand a little on a couple of those points... Changing default menu/navigation controls in-game without having to dig around in the XML files (although the recently provided PDF was great for more detail on what's possible). This will be handy for VR users in future, or anyone with lots of controllers... even just to map "Pause" & menu navigation to something more static & easier to reach (a button box, or spare controller) rather than forcibly bound to specific buttons that may eg. be positioned somewhere unpredictable, because it's on a spinning wheel (especially when essentially blindfolded in VR). Understandably there's a risk of people messing up & getting stuck without a way to control the menus & edit controls... perhaps don't allow the primary keyboard controls to be edited in-game if needed, so there's always an escape route! Tooltips / More detailed explanations of the various options are always welcome (not sure if more tooltips have been added since launch, but these seemed to be severely lacking in DR2.0 in general, eg. for car setup options, FFB options, etc. were much better covered in Dirt Rally... ok for players coming from that game, we may get the gist, but newcomers to DR2.0 will be doing a lot of searching/reading to work out what the options do... anyway, stopping before going further off-topic!)
  24. 1 point
    Adding UI text to each of the settings, with a brief explanation of what they do (like in D4 and DR1), would do wonders and I'm sure it would help a lot of people. There's some people complaining about that lack of guiding text in steam reviews. Just take what's in the PDF, shorten it as necessary and paste it in the game for each setting accordingly.
  25. 1 point
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