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Showing content with the highest reputation on 10/1/2019 in Posts

  1. 5 points
    hmmm... if you can find it for cheap. (incidentally, I'm picking up a PS4 copy for 10$ tomorrow. I've already got it on Steam) having procedural generation is nice because it means every single stage in the career mode is different. but the downside is that every single stage is an amalgam of turns you have done before, and it's possible to get the same sequence of turns more than twice in a single stage, which can get repetitive. I personally like it, but a lot of people didn't. in terms of car content, it's similar to DR2: all the classes are the exact same, except there's a few less cars: no RGT cars, no Skoda, Polo or C3 in R5, no DS21 in H1, no Golf in H2 FWD, no 240z in H3, on the other hand, there's only one DLC vehicle (the Hyundai i20 R5), so like the F2, Group B RWD, >2000cc and Group B RX classes are all included for free, though the rally classes have less vehicles than DR2. in terms of location content, you get 5 RX tracks, 5 rally locations (Wales, Spain, Australia, Sweden & USA), and 3 landrush locations. so significantly less. the graphics are fine for 2017, but noticeably worse than the current game. also worth noting while they all look pretty similar to the stages in DR 2, you won't recognize many of the actual turns in the game. the real advantages come in terms of detail and immersion: every single thing - from assists to steering linearity to game modes - is very clearly explained in detail. there's a "What's This?" button that is super handy, and is one of the basic functions in every menu, so you are never unsure of what's going on. (screenshot below) turning down the assists (and turning up the difficulty) gives you small cash bonuses when rewards are granted, so you can slowly turn things off as you get better and gradually make more money. there's a livery creator, and you have contracts for sponsors, which each give you specific targets for each event (driving clean stages, having the fastest time in x number of segments etc). engineers are also on contracts, so you can slowly hire better ones and balance their skills there are waaay more times of day (10!) and weather conditions (13!). so if you're doing an event with many stages, you can start in the morning with light rain, which turns into heavy rain in the late morning and at noon, which gives way to fog in the afternoon and evening, and then clears out for a couple of night stages. it's probably the best part of the game, in my opinion. you can choose whether you want to have a more arcade or sim-like physics experience. the arcade is more like Dirt 2 and 3, and sim is like a watered-down version of what you get in the Dirt Rally titles. the sim isn't not as good as the DR games, and people were not happy about that. tarmac physics are good though. some of the best in any Dirt game.
  2. 4 points
    My first attempt at a skin current double British Rally Champion Matt Edwards/Patrick Walsh in the Swift livery Fiesta.
  3. 3 points
  4. 3 points
    Why bother with classic cars when we have no classic tracks This is just another gimmick to sell there games
  5. 3 points
    Version 1.9 October 1, 2019 Content: Added files for Yas Marina Circuit, Abu Dhabi in preparation of DLC release on October 8th. Added files for Peugeot 206 Rally in preparation of DLC release on October 22nd. Added files for Volkswagen Golf Kitcar in preparation of DLC release on October 22nd. Features: New feature: Broadcast Mode (Beta). Players can now spectate others in Multiplayer Lobbies. New camera angle: "Dashboard" VR: Added "Launch DiRT Rally 2.0 in Oculus VR Mode" command to Steam version.* Adjusted default Chaperone setup by forcing Seated Mode. Improved readability of various UI elements. Made various improvements to reduce stutter during head movement. Audio: Resolved multiple triggers relating to audio cutting out mid-Stage. Resolved issue where turbo blow-off sounds were not playing when players released the throttle. Hardware: Added "Handbrake Deadzone" and "Handbrake Saturation" options to Advanced Input Settings. My Team: Added ability to "restart" My Team career by resetting player inventories. Resolved issue where selling an upgraded car would not show the correct amount of Credits refunded. AI Challenges: Resolved issue where AI drivers would score double points after player recovers from Terminal Damage. Freeplay: Custom: Added ability to autofill an Event with all available routes for a chosen Location. Historic: Resolved issue where retiring from an event would mark current Championship as "Completed". Cars: MG Metro 6R4 Rallycross: Updated power and weight statistics on car selection screen. Lancia Delta S4 Rallycross: Updated power and weight statistics on car selection screen. Ford RS200 Evolution: Updated power and weight statistics on car selection screen. Peugeot 205 T16 Rallycross: Updated power and weight statistics on car selection screen. Note: These are UI changes only, to better reflect real-life values. Car handling has not changed, already representative of real-life performance. AI: Modified AI behaviour when taking the final corner at Estering, Germany. Miscellaneous: General stability improvements and minor bug fixes throughout title. Version 1.10 is in development and is expected to release on the final week of October 2019. * Launching DiRT Rally 2.0 in Oculus VR mode (Steam) currently applies the same graphics settings as in 2D Mode. This is set to be updated in Version 1.10. In the meantime we recommend you review your graphics settings when playing in Oculus VR Mode.
  6. 2 points
    Hey guys, Lets collect the wishes for the next game. I just think CM already works on F1 2020 so maybe we will give them some ideas what the people want the most. Lets start: (!!!) 1.1 Coop-Championship -> like it was in 2018. Real life car performance. Online with friends. Saving between sessions. 1.2 Coop-Career or Versus Carrer (!!!) Liike the singeplayer but you can race with at least one friend for the same team and upgrade it together OR: you can also race for different teams and improve those (!) 2. Safety Car (!) - it is just triggered random sometimes; but when there is an accident it doesnt come out -> No random SC/VSC -> but if there is a car on the line or at a dangerous part of the track: bring it up! -> Red flags if a crash occurs which blocks the SC -> SC going through the pitlane if the start straight is dangerous (debris/broken car) 3. AI overhaul -> more AI mistakes (in particular in wet conditions) -> more AI crashes -> more AI DNFs after getting beside the tracks/on the dirt/spinning -> more AI fighting, less backing up ->AI driving in multiple lines, opposed to what we currently have where the AI always forms trains. 4. Balancing R&D -> its a nice feature but needs some tweeks and fixes (too fast, unreal: after 1-2 seasons Mercecdes can be the worst and backend cars be the best...) 5. Real Car/Driver performance -> the performance patch this year was a joke. Ferrari has the best engine in real life. In the game it is mercedes. Verstappen should be a lot better than gasly etc. -> also the engine should only be upgraded by the engine manufactures (!) 6. Damage Model (!) -> Damage to the underfloor -> Damage to the bargeboards -> random DNFs for the player(it unreal that only AIs get DNFs) -> option to turn it on/off (for those who dont want it) -> damage when driving to aggressive over the curbs -> damage to the brake system (option to turn is on/off?, use lift and cost to cool it on heavy bracking tracks, R&D to improve cooling system) -> damage to the tyre after a collision (front wing) -> damage to the rear wing (would end the race? only after heavy incidents like those where the car is already broken without loosing a tyre at the moment) -> damage to the sidepods (would end the race? only after heavy incidents like those where the car is already broken without loosing a tyre at the moment) -> better visual tyre wear (the visual model this year is very bad. its not complety shiny at the beginning. Looks always used) => marshals cleaning the track => damage the tyres by driving over debris => broken cars should be pulled away like in real life (trucks and cranes) and not just disappear => tyre flat spots - RED FLAGS - Tyre falls in pieces heading back to the pits if you have a damaged tyre 7. Better penalty system (in particular online!) -> add "under investigation" after an action -> get penalties later (after 1-3 rounds) 8. Upgrade Tracks -> in particular the curbs on most tracks. They are often very flat in the game) -> laser scanned tracks! 9. Handling model: - I think it is really good but should be a bit steady. Sometimes you loose the back in high speed corner by just getting on the curb. (In real life the cars have a lot of down force when driving fast and dont loose the back at those corners) - remove input lag - cars should be 1 - 1,5 sec faster; reach the top speed faster; less understeer; more grip 10. Update the driver transfers -> option to turn them off/on -> no that much dynamic for the top teams (as they often hold their 1st drivers (hamilton, verstappen, vettel) -> the leader of the Championship (Hamilton in my career) should not switch to Renault or something mid-season. He shouldnt change the TOP team at all! 11. More customization -> give us the option to change the colour of the suits and gloves -> free editor for the sponsor -> maybe an face/suit/glove/car editor for shapes and colours (fully free customization) (!) -> SPONSORs on custom helmets! (!) => helmet editor 11.2 Car Editor -> lets have our own multiplayer car: => choose an enigine manufacturer => choose a front wing, under floor, barge board/side pod combi, braking system, halo design, rear wing, etc. -> with same performance for ranked games -> with different performance in unranked matches -> maybe with a "cost system" ->Example: you start with 20 performance points -> choosing a renault/ engine costs 3 points, Mercedes engine 4, Ferrari engine 5; the same system applies to the other parts; better parts = more expensive; you cant get the best of everything at the beginning. You earn performance points for good races/rankings. => We would need an MM filter (1. Lobby: 20-22 performance points; 2. Lobby 23-26 performance points; etc?) 12. Dynamic car model - if you research a part in career with R&D it gets visible at the car (not for every upgrade but maybe for a few) -> so if you upgrade your nose/bargeboards/underfloor/Halo/front wing/rear wing you can see visible changes (like in real life, instead of just patching the car models the car can be visually upgraded duo to the R&D system) 13. Improvements to the weather system -> more complex weather system -> more changes in unstable conditions -> make it harder to drive beside the track -> higher spray density -> Correct blinking rate of the Red Backlights of the cars, especially in the wets the blinking rate is way out of sync to real life. - BRING back localised weather (!)14. Improve the pit stops/manual pitstops (!) - add/fix the steering animation !!! -> let us drive manually in the pitlane (maybe as soon as the player goes towards the pit crews he gets black flacked and ghosts -> no problem with FIA/FOM for driving over the pit crews :D) -> if you go before the light turns green you ghost and get a penality for unsafe release -> Option/Practice Program: train manual starts (in the pitlane, in career training) 15. Gameplay/Car performance/Handling - cars should be 1 - 1,5 sec faster; reach the top speed faster; less understeer; more grip - real TV graphics (2019 was a good step forward) - FULL Control (under SC, VSC, warm-up LAP, get yourself into the pits, get yourself on the starting grid, COOL DOWN LAP!) - Cool down lap ! - improve the radio (it should sound like in real life) 16. Improve the game performance -> F1 2019 got major FPS Drops!!! 17. Fix the bugs 18. Young drivers test/between seasons tests -> maybe for reputation, R&D points, as application test for a better team (!) 19. Better Game support/ Better communication from CM -> publish a road map for the patches update like ( 10.07 release; Juli patch 1 with fixing bugs, late juli Patch with adding XX, juli/aug patch XX, august adding XX, unknown/later: we plan to xx) -> more feedback from the community managers @Faya @RedDevilKT ( we really appreciate your work, hope they can give us more infos in the future; also answer faster; maybe expand the staff for it) 20. Virtual mirrors 21. More ffb options -> the ability to shape the FFB curve/proggression -> maybe a tire slip slider 22. Camera Updates: -> Helmet Cam, for maximum immersion -> VR-Support (or: Increased Look To apex Values, as we currently don't have access to VR this could be a viable alternative option) 23. Sound: - Correct and improved Engine Sound, at the moment the Engines sound as if they are barely revving. - add a realistic radio sound 24. Media/Podium/Around the grid - Add Press Conference interviews like in NBA 2K - Add more podium celebration animations. I can't believe you worked 2 years on this game and it has only 1 podium celebration - Give a voice to our character - lets move around the paddock - move to the car/garage manually - more cut scenes getting into the car etc 25. RED FLAGS 26. Other: - better temperature management (more overheating: breakes, engine -> lift and cost, driving not behind a car (a bit off the line) to get cleaner air) - Triple Screen support - Option (in mp lobbies): Force cockpit view for multiplayer - VR support - Free Practice (with all different options: weather, (euqal)car performance, rules etc.) - different LED dashes for each team - Make each team have their own Invitational events. For example if you drive for McLaren then in the Invitational Events you should drive McLaren's historic cars, not/not everytime Ferrari's or Williams's. - Make F2 drivers step up to F1 when another driver is dropped or retires (maybe the winner and 2nd place of F2?) - Add Pre Season tests with many practice programs. Completing these programs should reward you Recource Points like in Free Practice (instead of just getting a bonus after the season; add a "simulate test" option for those who just want to get started with the next season like one can skip the training sessions) - Make R&D slower. The R&D pace in this game is worse than last year - 17 Season Career. I know that's a bit too much and probably no one will complete 17 seasons, but doing only 10 seasons in F1 is like starting at 18yo and retiring at 28yo, which is very unrealistic since most drivers retire after 17-18 seasons. (- Add the option to retire from the sport whenever we want) - Create a longer Career mode story and (make it last 1 or 2 seasons and not only 3 races) - Polish the game properly. Less bugs at release Feel free to add/post your wishes. I will add them to the list. You can also quote/comment on the most wanted features! Greetings!
  7. 2 points
    Okay, so I decided to support the market of rally games and bought the game to give it a chance. Here are my thoughts. It's really good! It's now actually a competitor to Dirt Rally 2. Things that I really like in WRC8: - career mode. This is what a career mode should look like in my opinion. I love the management bits, the training stages, everything about it is really, really immersive. - dynamic weather is awesome. Also, you can never be sure what the weather will be like on the stage. You can hire metorologists to boost the accuracy of your predictions, but there is always an element of chance, just like in reality. - the game is HARD. Feeling confident after Dirt Rally 2 I went straight for the WRC2 category on hard difficulty and... well, suffice it to say my team account balance after four or so rallies was ~ 50 000 in debt, so Skoda cancelled my contract and I had to find a small Junior WRC team to start from scratch. - it's easier to seriously damage your car on realistic settings than in DR2. You really have to be very careful because one mistake can cost you the whole rally. Repairs are costly and take much more time. - vast sandbox-like training area - stages: fast, long, diverse and crazy narrow - tyre choice which seems to be meaningful - really advanced tuning options. - watersplashes and potholes filled with water can completely destabilize the car, you have to be extra cautious on uneven terrain. - windshield gets dirty and you have to use wipers to clean it. Car lights are also much more effective than in Codemasters' product. Things that I don't like are the graphics (not bad, but definitely worse than DR2.0), some small bugs and the fact that there is no manual driving to the marshall after the finish line. Also, the driver's hands movement is unnatural, so dashboard is the only viable camera option for me. Now, for the most important aspect, which is the handling. It's hard to describe. Sometimes it feels really good, and I feel like I'm getting SLRE vibes. Especially tarmac handling is good, definitely better than DR2.0. This time you can even enjoy driving R2 cars, understeer and all. I expected much worse and I'm pleasantly surprised. On the other hand, it takes A LOT of tweaking to get force feedback to feel right. And even then I find myself making adjustments from car class to car class, from rally to rally. Sometimes the car feels slightly sluggish or twitchy and I have to play around with settings to find the sweet spot again. Sometimes cars can be a little unpredictable. In Dirt Rally I feel more in control, so I can push harder with more confidence. Definitely something to get used to. All in all it's a big improvement over WRC7 and a worthy competitor to DR2.
  8. 2 points
    Available at https://www.racedepartment.com/downloads/opel-ascona-400-rac-1982-toivonen-gallagher.28936/
  9. 1 point
    No a dev answered that question in another thread. Unless someone have found a way to get it to work but i doubt it.
  10. 1 point
  11. 1 point
    The tutorials / rally school section of D4 are worth checking out for newcomers (That is if you're getting it free on Gamepass). ... the soundtrack is way better too 😊
  12. 1 point
    Hey, is there any chance the algorithm picks certain stages in certain locations more than others in My Team? I'm finding that in specific locations it tends to pick stages from one set more than the other. I can't speak on Greece or Wales yet unfortunately. but for example: Monte Carlo: Vallee Descendante/Route Turini and their sprint stages are far more common than Pra d'Alart/Col de Turini Descente and theirs Sweden: Hamra/Lysvik & sprints over Norraskoga/Ransbysater & their sprints Argentina: Las Juntas/Camino de la Puerta over Valle de los Puentes/inversa After a few months playing the game and checking the stages that popped up in Monthly, Weekly and Daily Challenges as well as the Career mode, I found this to be the case with most of the base game locations (ie, all of them except for Argentina). and once I voiced my concerns about 4 months ago the imbalance seemed to go away after the next update (1.5). I don't think it's all my head, but it could be, I guess 🙂
  13. 1 point
    As a new F1 series customer, but experienced sim-racer, I find this encouraging. There's been lots of negativity directed at CodeMasters in this forum for ignoring issues with F1 2019. I hope this is an indication that CM is willing to address any issues that are specifically defined. I'll admit, I'm still very green when it comes to the game, and therefore don't venture online much. Other games ((PCars 2, Assetto, Gt Sport) I play are pretty much exclusively online, but I just don't have the track knowledge to safely race side by side in F1 yet. This is probably why I haven't encountered the frustrating FFB issues others have, but believe me, I can understand how frustrating muted FFB can be. It renders a game unplayable. So thank you to the community for testing and giving specific, detailed information to the devs. And thank you to @Hoo for listening, relaying the information, and updating the community. For what it's worth, I'm pleased to have purchased F1 2019. I've considered F1 games for several years, and finally pulled the trigger this year. It's a very fun, challenging, and immersive game. Hope this issue gets resolved as I intend on delving into the online aspect once I've completed a full season and learned every track well. Thanks again to all that are helping in a constructive way!
  14. 1 point
    Hi! I think you are on the right direction. It's strange that your proxy server requires a different remote port for each different remote IP address; could you double check it? If SRT is running on it's own device (and so on with its own unique IP address), you should not have any issue at all (as the remote ports are relative to different devices). If this doesn't work, please try with another proxy server (e.g. "Codemasters Proxy Server" (http://www.eksimracing.com/cmps/). In general, the following is the "workaround" we suggest to use SRT together with other applications on the same PC (if other applications can change their listening port) [note that if SRT is running on a separate device, this is not needed as you can simply specify the IP address of such device]: --- Instructions below have been verified using "Codemasters Proxy Server" (http://www.eksimracing.com/cmps/), but likely they should work also for other similar tools (eg "SimHub Software"). At the moment SRT doesn't support the change of the listening UDP port on F1 games, so the trick is to configure both the game and the UDP relay server to use a non default port: configure the F1 game to send data to another port than 20777 (eg 20778); configure the UDP relay server (i.e. "Codemasters Proxy Server" or "SimHub Software") to receive data on the new configured port (e.g. 20778); configure other apps (eg "SLI Max Manager Pro") to receive data on new ports (e.g. 20779); configure the UDP relay server to forward data to the ports 20777 (used by SRT) and 20779 (used by the other app). ---
  15. 1 point
    Stability control helps keep cars stable during harsh and fast direction changes, in order to stop you spinning out (mostly). Traction control stops the driven wheels from spinning during harsh acceleration. Neither are really useful in a rally situation, as they reduce your ability to slide the cars when necessary. Such as on the hairpins on Greece, or the tighter turns on Wales. As an example, having either/both of those assists turned on; would have reduced my ability to drive the Opel Kadett like this - Sliding the car is often needed in rally, so having stability control turned on would reduce my options in regards to flicking the car into certain corners. As well as in using the handbrake effectivly. Using traction control would reduce my ability to use power induced oversteer in order to rotate and slide the car around certain corners.
  16. 1 point
  17. 1 point
    I do find sometimes that a racing game with low or choppy frame rate can give me a mild headache. Fortunately the racing games I play either target 60fps or have a 60fps mode which lowers resolution.
  18. 1 point
    I think the annual release schedule is absolutely to blame for the very average problematic releases we have been getting. In other genres making a classic game means people play it for years and keep coming back to it and the good reputation gives the development team more money and support to make future classic games. When a game has a maximum shelf life of 1 year, or more realistic 6 months until the F1 season ends devs seriously must be thinking what's the point in working out butts off making the perfect game for just ONE year? Even if they do make a classic game then people won't want to buy the next year's game as they already have a great game. It's almost as if the devs (or. Management more likely) insist on the game being always 'not enough' so people give up and keep buying the next year's game in the forlorn hope of the improvement that will never actually happen.
  19. 1 point
    Well whatever the framerate for Wreckfest is I think it's a great game.
  20. 1 point
    I say it again in the GP mode I am satisfied with the FFB. It feels good to very good. It's just that in the online lobby in LIga racing, it seems to be fainter. Likewise, the track seems to be slower under the same conditions in online mode than in GP mode. Why? It's good as it works in GP mode.
  21. 1 point
    I play on 4K and it's pretty good. Best looking racing game I have.
  22. 1 point
    You can get it as a mod livery: https://www.racedepartment.com/downloads/texaco-sierra-cosworth-rs500-mark-lovell-1987.26201/
  23. 1 point
    @YesItsReallyMe - excellent work! Thanks for this info. We're trying to hunt down what is going on here.
  24. 1 point
    Thank God (or actually Codemasters GRID team) that we haven't got magical brakes while cutting the corner like it used to be in 2 recent 'GRID' games. 👍 Congratulations Codies. After 12 years of making games from 'GRID' series you know how to make penalties for corner cutting.* *Do not read that as a sarcasm.
  25. 1 point
    what do you expect from them? I have given up...
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