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Showing content with the highest reputation on 8/22/2019 in Posts

  1. 3 points
    Hi @joserdcosta and all, We have been reading all of your feedback and I can tell you the team has been looking into this.
  2. 2 points
    So what you're saying is that from all the feedback in this thread so far you have decided to adjust the calculations so that less points are gained and lost ... which is half of what people were asking for. However, in addition to that you have fine tuned the variables in that calculation to tweek the amount of points gained or lost in on the 1v1 basis. which at most would probably be a couple of points either way, making next to no difference ... also I can't remember anyone in this thread asking for anything like that. It sounds like you are trying to make the system so that it represents a players skill on track, the changes you have made may allow players to maintain a certain points level/skill rating for a longer time, so you can say that it works in that regard, however the nature of the game doesn't allow that to truly represent a players racing skill due to the randomness and volatility of other racers and the fact that any knock can send you off the track. This is obviously not the case in other racing games, slight knocks and taps don't destroy your race like they can in F1. I realise that racing against other people is part of the skill needed for the game but to see the actual racing skill of those players collision would need to be turned off completely. The comments made in the OP still stand in my opinion, the system is still broken and what you have done hasn't fixed it so far, it has just made it harder and longer for people to rank up. There are suggestions in the OP in bold and I mostly agree with them all. EDIT: Apologies if this post sounds a little harsh, I don't mean it be taken in that way, but I do stand by what I say in it. I realise that this is the first opportunity (patch) you have been able to even attempt to address some of this stuff and it is appreciated that you are trying to look into it. You have said you are looking to address further issues so I look forward to hearing more about that in the coming weeks.
  3. 2 points
    They could simply lower the settings, or pratice wet running to get up to speed to their dry pace. The AI laptimes are very similar to dry difficulty, and they are like in dry races better in traction out of corners than acutal cornering speed. And that's what CM need to adjust, and it's good that we heard that this thread and others are being looked at, and hopefully they make a good judgement of the the quality of feedback. Why is it that I feel that people who think the AI are OP, in fact are slower generally speaking in the wet versus people like me how think the average laptimes in race are fine are? Pretty simple, it's way more likely because: 1) My racing experience consists of less than 1% wet running, it would be highly unlikely that I am better in wet running than dry. My level are 104-107 dependning on the track, wet or dry. 2) I do not like driving in the wet, it's tidious and slow, no action or good battles. 3) I do not consider myself good in wet conditions, but on par, thus it would be very unlikely that I am in fact ultra fast, like 1 sec/lap faster than my dry pace relative to the AI. (that's like 5 clicks in the difficulty slider) Using that logic its safe to assume that people how think the AI are OP in the wet are their not as good as their dry pace.
  4. 2 points
    I forgot to add @Hoo that as you have decreased the points loss but also decreased the points gain it doesn't really fix the issue of the overall difference between the two. What I mean is that if before you could gain 10 points for a good finish but lose 50 for a bad one, changing that to gain 5 for a good finish but losing 25 for a bad one hasn't really done much. It seems like a bad race means you lose less points, which looks like a good thing to the player... but if the amount of wins/good finishes needed to regain those points is the same as before then nothing has changed really Do you see what I mean?
  5. 2 points
    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,
  6. 2 points
    Oh, people might want to check the Codies Racing Line blog tomorrow by the way 😉
  7. 2 points
    Ah yes, Coley was here. He was doing some voiceover work for future content 🙂 I didn’t get a chance to meet him (very busy day today), but did spot him walking round the halls. He’s tall! 😮
  8. 2 points
    Even though it might require a renegotiation of pretty much every sponsor licensing deal Codies have done for DR2.0, I'd love to have the livery editor like in D4 back - you could create some really fabulous stuff even with just that! (I attach some nice ones I found dotted around the internet)
  9. 1 point
    That's a theory, but it doesn't explain the results from the test I did. I can keep up fine in the race (including best lap time) but the AI are a full second faster in qualifying. If I'd lower the AI level to be competitive in qualy, I would lap the field in the race. It doesn't make sense. https://forums.codemasters.com/topic/41738-ai-wet-qualifying-pace-issue-test-results/
  10. 1 point
    We haven't just lowered the points for everyone, but have adjusted some other numbers that adjust player-to-player ratings to help move players in a better general direction. Please keep adding your feedback though.
  11. 1 point
    Yeah the old Polo is really nice! If I could add any older car I wanted it'd be either this: Or this:
  12. 1 point
    I agree with you. I'm not saying AI pace is fine. My point is it's not impossible to get there, but it takes too much effort compared to dry conditions. That's why I think they need to tweak it asap because it's ruining the experience when the race happens in changeable conditions. Thanks for the reply Would be nice if @Fayacould say something about this. This is a long discussion and we're trying to help. Cheers
  13. 1 point
    @Faya Turning the red dial clockwise on the Logitech G29 doesn't work for me after 1.09 (I had it mapped as increase engine mode). I'm on PS4 fyi. I completed the standard diagnostics: Turn the system off/on, unplug wheel etc - still not working Tested 3x 2019 cars and 1x classic car at 4 different circuits - not working for all combinations re-mapped a different command to red dial - no success when turning clockwise. re-mapped increase engine mode to a different button - worked with the two buttons I tested "X" and "dpad right" Tried F1 2018 - red dial works (also mapped as increase engine mode). Tried Project Cars2 - red dial works I see from other threads that a couple of wheels have received tweaks, maybe those changes have adversely affected the G29 (and possibly other wheels). I'd be interested to hear if any other G29/G290 users have the same issue.
  14. 1 point
    Bug report: No car sound in a multiplayer race on PS4. Could only hear the circuit noise. No car engine sound at all @Faya Report code: RRVS-HRSR-XAJB-SVSM
  15. 1 point
    Hello everyone, I've tested the AI in the rain today. I'm racing with no assists, cockpit view and AI 100/101 for dry sessions. I used Austria in my test and my conclusion is the AI is indeed quicker than it should IMO. Basically I had to decrease from 101 to 95 and I was quicker than Kimi (was playing as Giovinazzi) by 0.3 a lap. Given that I'd say at this point I'm "4/5 clicks slower in the wet" compared to the dry. My problem are the races where the conditions change. That will be tricky. Cheers
  16. 1 point
    @couger1981 My last Corsair PSU on lasted a week, but I just got unlucky. Most of my PC and peripherals are Corsair.
  17. 1 point
    Any chance to have that kind of RX comments ? 😛🤓 https://youtu.be/l9YocqG8vnE
  18. 1 point
    I agree. It's frustrating all around. Codemasters will need to clarify if this is PS4 only or not. I just know from experience that the Xbox does have some built-in limitations regarding button support on Fanatec products and it does differ from PS4 in that regard. So this might be out of Codemasters control. We'll see if that is the case. I was all excited to try my Podium DD1 PS4 rim out to see if the additional buttons now work on my F1 rim, but the entire wheel base is no longer recognized in F1 2019! Ugh. One step forward, two steps back.
  19. 1 point
    Guys, did you test with the Fanatec Podium DD1 PS4 rim? Because this wheel is no longer recognized in the game, and no it's not my wheel. It works fine in the PS4 OS and in other games (GT Sport, etc). This worked fine in F1 2019 before this patch.
  20. 1 point
    @Faya - Ai performance in rain overpowered. - Too much driver transfers in mid-season. - AI too much traction. Just left this 3 problems. Come on! I want start my career mode. You are looking for these?
  21. 1 point
    IA in wet have an incredible traction boost in 2/3 and 4th gear. It's a fact and the player can't do nothing about this "issue". Custom setup are perfectly useless to match the pace of the IA in wet, unless you drop the difficulty. And this occur in almost every circuit.
  22. 1 point
    You try telling licensors that 😄
  23. 1 point
    Maxx is right, many different people involved in the licensing, sourcing and development of cars 🙂 Don't forget, we had DirtFish as non-Season content in 1.7, so who knows what the future may bring 🙂
  24. 1 point
    If complain about dust, than the game is pretty good. I only have two suggestions about dust: - dust should a bit thinner in RX, but should hang longer. - when jumping, the dust creating stops in DR2.0. Ussualy the car sucks the dust with it in the air and slowly becomes less in the air till it touched the ground again and creates dust. But really depends on the underground and humidity as well. So in Australia this is more than Wales.
  25. 1 point
    This two and I'm so, so happy 😊
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