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Showing content with the highest reputation on 8/17/2019 in all areas
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2 points
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1 pointGrid starts and sprints come down to who can cheat better. Quali is the only race worth racing. At the start, if the guy starting in 6th immediately darts over and hits you, he should auto lose. Cut the corner at the Nouvelle chicane at Monte Carlo? Auto lose. Side by side down a straight and you ram your competitor? Auto lose.
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1 point***** that's expensive! If Alonso returns in the next couple of seasons i'm 100% going to a GP.
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1 pointI think the main problem with the FFB is that it is unbalanced and uneven across the game. All the tyre slip/suspension/road noise effects are there and working to varying degrees for me depending on location. The effects on Australia for example are overly exagerated compared to similar terrain at other locations. It's also obvious on the tarmac sections in Australia compared to the tarmac in other places like Germany. Which means you can't set it and forget it because you want a bit more feel in Spain perhaps and a bit less in Australia. Please make it more balanced so I don't have to keep adjusting it every time I change location.
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1 pointLol you already post it? Ehm...yeah!!how dare I am! This is unacceptable! And yes you are right forgive me: [insert “not a real rally driver”and random behavior/social skills insults here”]
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1 pointAlso, it seems Codies managed to source a 206 WRC for sound recording. So I can't wait to see how it looks and how it sounds in-game. I bet it's going to be awesome. HYPE ACTIVATED
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1 pointI'm in 6 clubs, one of them inactive since I joined it weeks ago ( @bigburt82 why?) and it's pretty tough to do all those events + community challenges + AI challenges + career + time trial. I would even join more clubs, if there are some active interesting ones there. Not looked for a while, if there are new ones. But 32? Lulz. I don't even have a own one 😄
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1 pointAs a Rift owner who waited for VR (my wheel setup is on the other side of the room from my monitor) it's still pretty disappointing. The Steam version sounds like a bad buy due to the lack of Oculus SDK support, and the lack of transparency for Rift owners who bought the Steam version is disheartening. On the other side, the Oculus store version is currently twice as expensive, has DLC coming 'in the future' (which hopefully means on 8/27 they will drop the 'Super Deluxe' version) and will have a fraction of the player base for rallycross multiplayer (which constitutes most of Season 4 content), not to mention the Oculus store's generally poor track record of support. The Oculus funding obviously prevents you from commenting publicly on this or officially supporting it, but it would be really cool if a future update of the Steam version was compiled to support dragging and dropping the Oculus SDK .dll 🙂
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1 pointThis is incredibly disappointing news, and a spit in the face to everyone who supports Codemasters and the Dirt Rally series. If the Oculus API isn't going to be supported in the Steam version, the right thing to do would be to provide folks who purchased the game with an Oculus Key. Knowind Codies' history, I doubt that will happen. Shame it's too late for me to refund the game - the only reason a lot of people bought it was the promise of VR support.
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1 pointThank you! This is exactly what I needed. Last two days was extremely frustrating for me while trying out different settings for VR (Samsung Odyssey +). Keep up a good work.
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1 pointIs DiRT Rally 2.0 the same on Steam and Oculus? The Oculus release is a separate version of the game and is not included with purchase of the Steam version. The Oculus version provides native support to Oculus devices through the Oculus SDK. Will the Steam version eventually provide native support through the Oculus SDK? Maybe with a update? I guess we should know that at least, is it planned?
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1 pointIs there any news/progress on analog handbrakes? Whether it's being considered or prioritised...? Besides the requests in this thread, there seem to be plenty of other threads, but I've seen no official statement anywhere yet. Or at the very least, for those of us with an analog axis mapped to this binary input, please can we have some way of configuring a basic deadzone? Otherwise the in-game handbrake keeps engaging for fractions of a second due to vibrations or movement of the wheel/cockpit/whatever the input device might be attached to, which will obviously affect the control & pace of the car. DR2.0's input-mapping & multi-device handling are so much improved over the original DR & other CM games, but the handbrake seems to be the one thing that I think I'll still need to use a 3rd-party tool for.
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1 pointYou all talk about Tyre Split and Engine Torque, but the main missing effect for wheels, the one which have an active slider which does nothing, is Tire Friction (Tire Slip too but it's kind of a part of tire friction, I don't know if it deserves a separate slider or if it's just a different name designated for a limited rumble effect for controlers). It's because of the lack of this effect that we can't feel at all tires lock under braking or tires spin when exiting a corner on dirt for example, so we can't feel if we put too much throttle on turn exit on dirt and can't manage the throttle through the FFB to keep it on edge, we just understand we put too much throttle by seeing the line widening, which is far from ideal. A good test to understand that is to make tires spin at the start with a powerful car, the engine will rev high, the car will barely move, and you'll feel absolutely nothing in the wheel, nothing telling you the tires are spinning. There is other problems with the FFB (weight transfer, the ones you listed...), but tire friction is the one effect which needs absolutely to be fixed to stop the FFB from messing up the driving and the enjoyment of some of the players (at least the one which drive based on the FFB). As of the Engine Torque, we feel the rumble in the vibration motors which are in Fantatec's wheels. I've not checked if it's the gamepad effect which is linked to the grayed Engine Torque slider or if it's not linked to a slider and can be toned down only from the onwheel SHO setting. It's quite unbelievable that after 6 months, a company which develop FFB since 20 years (I recently tried the first CMR on PC, it had (very poor) FFB) seems unable to understand some very obvious problems, or try to make people think there is no problem. After all, the community managers say since 5 months they are working hard on the FFB and it took 3-4 months to make a very minor fix (tweaking a multiplier, pretty much what we could do by tweaking an XML file since day one, just applied to the suspension effect only instead of the whole FFB in the XML file, a very minor fix compared to the implementation of a missing effect, which shows they were not really working on the FFB, even this minor fix wasn't ready for the 1.4 and they had to release a 1.4.1 for it), but the communication said it was a big fix when it has been released, trying to make people think it required a lot of work. Seriously, it was a fu... multiplier which should have been fixed on the first week... In fact, it's quite unbelievable the FFB has been released like that, it's quite unbelievable the 1.4.1 minor fix has not been released in the first post release patch, it's quite unbelievable that the missing effects have not been added in the first month, it's quite unbelievable that the communication of CM seems to be quite the opposite of what they are really doing. And it's the same thing with many other problems/bugs. The only vaguely logical explanation I see is that they were/are crunching on F1 2019 and GRID and, to release them in a better shape than DR2, took the decision to sacrifice DR2 by spending as little resources as possible fixing bugs (but still a bit to release patches and be able to say they are working hard on it, but those patches contain mostly minor or unfinished/defective fixes or at least not much compared to the time they took to be released) but communicate like if they were working hard on fixing bugs as damage control. I almost never buy games day 1, I did it this time, missleaded by pre-release reviewers which reported nothing about the FFB, and since 6 months, I just can't play to a game I want badly to play and have paid full price because of something I couldn't even imagine possible, releasing a broken FFB on the one game which doesn't tolerate incomplete or broken FFB, your most simish game, while you release games with decent FFB since more than a decade and while DR1 FFB was ok. Having a broken/incomplete FFB on a sim (or simish) game is intolerable, not having fixed it after 6 months is worse...
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1 pointYeah a Pacenote Editor (really a recce mode even) would be an amazing improvement to the Dirt Rally series. The user made Dirty Pacenote app can work, but it's a LOT of work to import the samples/calls you need and then to mark out every stage and corner. if it was in the game, you could edit the pre made notes and make 2-5 corrections for a stage instead of redoing the whole thing (if you wanted).
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1 pointVersion 1.4 was the "big" FFB update; it's pretty low down the priority list these days as content and features are the focus. If the community can some to some sort of consensus of anything specific that is positive/negative, I may be able to feed that back to the team 🙂
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1 point
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1 pointHow are you getting on with the input configuration options in-game? Various : it's ok for some devices, or part of device, and difficult for other : on my steering wheel / pedals (Thrusmaster TX and TH8A), it's ok for pedals calibrations, and I have some ridiculous angle during my Steering wheel calibration (over 10000 ° or rotation... Yes, ten thousand) Are they easy to find, easy to understand? Find : yes, understand : no. Is it easy to understand in-game what each of the settings mean and do? Yes. Is there anything in this regard you think the team could do better in the future? Add some handbrake calibration. And more tips on each option. How are you finding the in-game tools and configuration options? Not bad, not good. Various. How do you feel about how the game handles external configuration files? What are your thoughts on how the game handles multiple input devices, and switching between them? It's ok, it's perfectly detected and works fine. My main problem with inputs configuration is that I don't understand why the handbrake is not more detailed. We are in a rally game and actually, the handbrake fells like digital. In other simulation, my handbrake is well detected and progressive. Under windows, my handbrake is seen as an analogic input, and I have the axe and see the progression when I use my handbrake. In DiRT 2.0, my handbrake is detected, the axe is indicated, but the feeling is digital, like it use 10% of the axe, and it seems to act as an ON / OFF input.. Your feedback is always valued and in this particular scenario it will help the team not only with the future of DiRT Rally 2.0 but also in the development and implementation of other titles that are being planned for the future, like GRID. I'm not sure I'll buy another codemasters game when I see how DiRT 2.0 was released... Cars' physics is ok, but FFB is absent for some steering wheels. Handbrake is not correctly managed... And, for console players (I'm PC player) who bought the Deluxe edition, every new DLC seems to be available only few days after release due to bug (like they didn't buy it)... And the same problem appears at each DLC...
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1 pointAnalog handbrake please!!!! Also I have a Dimsim handbrake pro and a Dimsim sequential shifter 2 separate devices and when I change the shifter to shifter it changes the handbrake to shifter or vice versa I can not define which type of item they are in the settings
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1 point1. "Sequential or H-Pattern +/- Clutch" option is a priority. 2. "Assists" - Have an option to select "Authentic" assists that correspond to the real-world counterpart. 3. Make analog handbrakes available under "input reporting" and give us deadzone, saturation, etc adjustments just like pedals. 4. Brief descriptions of options from within the GUI. 5. Let us choose not only a default steering device, but also a default menu navigation device, so that keyboard keys can show up instead of buttons.
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0 pointsI've been following the whining about the ffb since release and it's clear as daylight that some people are simply incapable of understanding that the devs have opted for a very natural, realistic ffb. That clearly is not what they wanted and consequently the shouting has subsequently derailed the ffb completely. In other words words, the ffb has gotten worse with each patch, and all because a few loudmouths can't comprehend that you can't just keep piling effect upon effect, upon effect and expect a cohesive experience that works. For example, on release the ffb had a very pleasant, smooth quality that felt just like in a real car, with a very nice feel for for seemed like tyre flex and tyres digging into the surfaces. But no, the wheel didn't vibrate,,or something, so the devs went back to work and added some fake stone effects to the surfaces, which is effectively a mesh that now interferes with the tyre flex and soft surface feel. Hence a great effect that once worked well is now broken. Its a sad state of affairs when a few loudmouths can ruin things for the quiet ones who are happy. So if anyone from Codies is reading this, stop listening to the loudmouths. Please.