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Showing content with the highest reputation on 12/18/2019 in all areas

  1. 2 points
    Headlights in DR2.0 are way too weak and the light beam they emit is way too short. It's like low-beam only, and when the extra headlight pods break it's like DRLs only. They should be changed so the light beam goes much, much further down the road. Would make night racing much better and more realistic. A few screenshot to illustrate the problem. The beam is very wide but pitifully short. They only illuminate the road a very short distance For comparison look at this. Difference is night and day, no pun intended
  2. 2 points
    Hey all, Been a couple of weeks since I checked in regarding multiplayer requests, so here's a quick status update: - Public lobbies: good progress is being made and we're on target to have this in the game during January. It's a case now of testing and sense-checking. I'm planning to put together a bit of a walkthrough on how the feature will look and work, for you all to check out before public lobbies are live. - AI: The plans to adjust the way AI affect multiplayer races is also ongoing, with the goal of having human players fill up Quick Match lobbies instead of AI. This week we pushed a minor change live to the game, which adjusts the playlist timer system to encourage lobbies to fill up quicker and more often. Feel free to drop your feedback here if you're noticing any difference in your multiplayer experience. Any questions, just @ me into your comment and I'll do my best to get back to you 🙂
  3. 2 points
    I would love to have a "Race Director Function" in Multiplayer Lobbies (for example custom Leagues) where the Hosts/Stewards (selectable in the Lobby) can send out the VSC/SC manually, giving out Penalties manually etc. Also dedicated Servers, the De-Sync in some Point is to unreal.
  4. 2 points
    I just spent all afternoon unlocking this one, will get some tips out soon 🙂
  5. 2 points
    I'll stand by what I said back in DR1 - we need dynamic routes through a location more than a dynamically generated location. Look at any of the stage screens while the stage is loading in - almost all of them show how the stage runs through all of these roads and junctions. The ultimate solution is to map out the entire location and all those side roads/junctions. Craft a system that can select 4/8 of those splits and connects them into the "stage". You'll have to record multiple pacenotes for each junction since some might just be "Flat Right 150 passed Junction" and on the next time it is used we get "Caution 2 Left tightens 1 over Junction". THAT would be the way to create infinite replayability. You would turn 16 Splits (2 Longs) into dozens and dozens of potential stages if the roads are laid out right so even half of them have junctions that start/end with 2 options. Not saying it would be easy to develop and implement, but it would be amazing to play through. Imagine one time through Spain it's all tarmac, but the next time at the end of the 2nd split, Phil yells "Caution, Acute Left onto gravel - 100 into vineyards". The entire concept of Spain would flip on its head.
  6. 2 points
    Went to Lydden last weekend for the second round of the Winter Championship. No Supercars, but a few decent cars in attendance and some good races. Took a handful of snaps... ...and a few more here: https://www.flickr.com/photos/22961613@N06/albums/72157712183357833 If anyone wants to see more!
  7. 1 point
    I tried all 3 but felt more comfortable in the Fiesta Evo 5.
  8. 1 point
    Ah, it seems we think alike, although it is completly different approach 🙂
  9. 1 point
    I just got the Launch Event trophy 🙂 So here a gameplay video from it. Not even a perfect lap, but it gives an idea. (BTW, that sound of the STARD Fiesta sounds awesome 🤤)
  10. 1 point
    You're having a productive week off work then @PJTierney?
  11. 1 point
    It's been ages since I did a DiRT video on my own channel, but here's one 🙂
  12. 1 point
    dear man, I respect what you do for the community. but you can't tell me you play with the aids and with the pad and when you have the chance use the steering wheel .. it's something that sends me to the asylum. as he says @KiLLu12258 " the problem is that big advantage of traction out of cornes with pad. You can easily stump on full throttle without losing the back of the car. also it feels like you have less understeer with pad. But still, biggest issue is the traction advantage. (without tc) " 7 mounth I say to check the codes they used for the pad and to compare it with those of the steering wheel but nobody did and said nothing. and: 1) equal performance in a online race training with 2 different player in the same lap and not far away. 2) in the online performance should be the same or similar with or without understeer and the loss of rear. consequently the machines are the same but are different liveries so the delta is what you see. 3) i've a g29. you already feel the difference when you have more steering with the steering wheel, while with the pad the degrees are stable, allowing you to make the most direct curves without triggering the loss of the front. to conclude remove this useless understeer because yes that the real F1 has it but it is not so or go back to the programming of 18 by wire and by sign. @BarryBL
  13. 1 point
    not really true. some cars can be upto ten seconds faster. 2 is probably the low side. also it means that you can drive badly in the fastest car in the group and still be faster than absolutely nailing the slower cars in the group. we shown this recently with the DS21 community fun event. mini and alfa were upto 10 secs quicker on the stage than the DS21. there are cars in literally every class like this. yet some are just really fun to drive but cant compete.
  14. 1 point
    Any news regarding public lobbies is always top top news. Just wish we had them over the holidays. Really pleased they are on there way tho roll on january😀 #gamechanger#
  15. 1 point
    I found braking for the chicane was 6 tenths, so once you think you're under 39 seconds just yeet it 😄
  16. 1 point
    Thanks @sloppysmusic, Luckily, I've played the series a fair bit since 2009 so should get up to speed (pardon the terrible pun). Pad times were (Ferrari, No Setup, Baku): Assists on (except Braking Assist): 1:41:248. Clean lap, first attempt. I honestly think I could be at this pace or better every lap without overly trying. TCS Medium, Manual Gears, ABS On: 1:40:496. 7th attempt, rest were far too inconsistent . I got in and around this time (within 0.2) about 25-30% of the time. Fully tried for this too, so be nice 😛 I'll keep trying to see if I can do a representative time without TCS and ABS totally. It might be difficult as I think those times are at a decent pace, so even if I do, it might not be totally representative. I'll be on a wheel this week for another update. What I knew, and had confirmed to me here, is that you are quicker with certain assists reduced or off, but with the risk of being much more inconsistent (at least in my example).
  17. 1 point
    I’ve been saying this for a while now too. When Sweet Lamb or Baumholder loads up the number of potential stages in there looks so tantalising! Another point I feel I have to make now before this thread goes too far is this: Rallying is categorically NOT about not knowing where the stage goes as is oft claimed on this forum and reddit etc. when people talk on the subject of Your Stage. Rally drivers do not just turn up at full speed having never driven a stage unless it is their very first rally. The reason we have iconic stages like Col de Turini and Ouninpohja etc. in this game is because they are used year on year and the most experienced drivers get to know them and know how to get the beat out of the stage. Consider this and you can recalibrate your expectations of what Your Stage should be, as well as tempering our expectations that it will fall in a realistic spot on the spectrum of: 1to1 Stage_________________Infinitely generated stage
  18. 1 point
    I have used rubber bands to mod my Logitech shifter into a sequential shifter/handbrake. It's pretty easy and quick way to put them on and also to remove them to use it as a H pattern shifter. You can get some rubber bands from your local stores for couple €/$/£ and they will work pretty well. You might need to buy longer bolts for the shifter to make it work with some bigger rubber bands. There's also some 3D printed mods for the same purpose, but I have no experience from them. I have used rubber bands with modern sequential cars. For cars with H pattern shifters, I have mapped the handbrake to left paddle shifter.
  19. 1 point
    I just wish they did daily / weekly challenges with no car choice. At least we could get some decent 240Z or DS21 contests.
  20. 1 point
    PC Steam, Lydden Hill Accidentally captured good shot on exit
  21. 1 point
    @ChrisGrovesMCM noticed another bug in game i have all the cars in the game i go to my garage and theres no exclamation mark next to the cars ive been through every single one and looked at the liverys for every car yet its still saying 02!
  22. 1 point
    Grid 2019 is not bad, it also has a lot of potential, but it lacks too much if you look at the old parts. It's also sad that there are not more people in multiplayer. It can only get better, hopefully 🙂
  23. 1 point
    Version 1.11 December 12, 2019 Content: New Car: Audi S1 EKS RX quattro - Available December 17 (Season 4) New Car: Peugeot 208 WRX - Available December 17 (Season 4) New Car: Ford Fiesta RXS Evo 5 - Available December 17 (Season 4) New Car: Renault Megane R.S. RX - Available January 14 (Season 4) New Car: Seat Ibiza RX - Available January 14 (Season 4) New Car: Ford Fiesta Rallycross (MK8) - Available January 14 (Season 4) New Liveries: Season 4, Stage 2 - Available December 17 (Season 4) Achievements: New Achievement: Rainmeister - Take victory in Hell, Norway, in the rain. New Achievement: Launch Event - Complete a lap in under 39 seconds at the Yas Marina Circuit, Abu Dhabi, in a 2019 RX Supercar. New Achievement: The Cartel -Win an event at 8 unique Rallycross locations using Bakkerud's or Doran's Audi S1 EKS RX quattro. New Achievement: Sunday Driver - Win a World Rallycross Championship Final with AI set to 100, in cockpit view, with assists disabled. (Note: Must be done in the FIA World Rallycross Championship game mode) Multiplayer: Microsoft Store PC version: Added ability to host and join Multiplayer Lobbies. Resolved issue where cars that cross finish line would drive erratically if game is paused. 2019 World RX Supercars: New Car Class: 2019 Supercars Added ability to use 2019 Supercars in Custom Added ability to use 2019 Supercars in Time Trial Added ability to use 2019 Supercars in My Team Community Events (Daily Challenges etc.) Added ability to use 2019 Supercars in My Team Career (All Tiers except Masters, which will come in a future update) Note: FIA World Rallycross Championship will continue to use 2018 Supercars. 2019 Supercars integration will come in a future update. VR: Added comfort rating for Monte Carlo. Added comfort rating for Värmland, Sweden. Added comfort rating for Baumholder, Germany. Added comfort rating for Bikernieki, Latvia. Added comfort rating for Powys, Wales. Added comfort rating for Estering, Germany. Added comfort rating for DirtFish. Added comfort rating for Argolis, Greece. Added comfort rating for Yas Marina Circuit, Abu Dhabi. Added comfort rating for Jämsä, Finland. Added comfort rating for Killarney International Raceway, South Africa. Added comfort rating for Lydden Hill, UK. Locations: Monte Carlo: Resolved issue where some parts of the environment had oversized collision detection. Monte Carlo: Made numerous minor improvements and bug fixes. Killarney International Raceway, South Africa: Made numerous minor improvements and bug fixes. Cars: BMW M1 Procar: Added exhaust flames. Renault 5 Turbo: Corrected gear shifting type. Audi Sport quattro S1 E2: Corrected gear shifting type. Porsche 911 SC RS: Increased windscreen wiper range to cover full view on driver's side. Ford Fiesta OMSE Supercar Lites: Resolved issue where rear bodywork panel was not accumulating dirt. Resolved issue on numerous cars where rear wing was missing from cockpit view when looking back. Resolved issue on numerous cars where driver numbers were hard to see when certain liveries were applied. Time Trial: Resolved issue where personal best sector times were not being displayed when ghosts were disabled. Added option to clear all selected ghosts. Custom: Added pre-race countdown timer setting for hosts to configure in Multiplayer Lobbies. Broadcast Mode: Added End of Race countdown timer. Audio: German language: Resolved some instances of co-driver audio occasionally switching to male voice on Stage finish. Miscellaneous: Made several minor bug-fixes throughout title. Made several minor stability improvements throughout title. Version 1.12 is in development and is expected to release around January 21, 2020.
  24. 1 point
    And how about wheel users using assists. I never see any complaints about that? So, is a pad user faster than a wheel user, both using the same assists? Still very hard to compare because there are so many other aspects to take into consideration when comparing this.
  25. 0 points
    not GONNA HAPPEN DUDE ! ! ! simple.....................
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