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Showing content with the highest reputation on 1/14/2020 in all areas

  1. 3 points
    I saw a Legacy on Friday, DirtFish had a display at Autosport International 🙂
  2. 2 points
    i hope the physic's would be over hauled and water physic's actually mean something again and not just a lazy/lame texture slapped on...the year is 2020 after all!!!! give us a real challenge :) ❤️
  3. 2 points
    Nice job guys. Congratulations on hearing to the community feedback and acting accordingly. It is really nice when this happens. Although one can argue that certain features should have been there since launch, I'm a believer of "better late than never" I do hope it is not too late tho. My first day experience was maybe not the best, because there wasn't many people playing, sadly (on PS4 at least). But the races I did, with no bots and some 10 randoms, was quite amazing. At last I was able to play Grid online the way it was meant to. And yeah, it is a lot of fun! So thanks for deliver this mode, guys! Let's hope more people gets in now!
  4. 2 points
    Steve Rimmer whispers in your ear (something is coming)
  5. 2 points
    If all you want is an impression of a location, then doing the above would be fine, but that's not the standard that DR2.0's tracks adhere to. They are nearly accurate models of real locations. As someone that works in road design IRL, I can tell you that google street view and publicly available topographic data are not going to cut it. Sure, you could get a good impression of a rally location and creatively interpret what you see, and I'm sure you could make good rally stages that way, but there's a specific quality that's lost when you do this to be sure. I'm not saying it's an invalid way to approach stage design; just that it's not the way Dirt Rally's stages are done.
  6. 2 points
    Sorry for being brash, but, this is what we are struggling with. Very simple. Real world logic vs. Codemasters logic. For Example: There are quite a lot of telemetry data to support my cars behavior if its understeering/oversteering and/or etc... Adjusting to those unfavorable characteristics seems to be a struggle with a quite a few racers like myself. When I use real world logic, the car doesn't change (reducing or increasing rake, height, etc). If I use Codemaster logic then it will. Its understanding Codemaster's logic in relation to the blog is more helpful than trying to mirror the game to physics that doesn't exist.
  7. 2 points
    You really like hyperbole, don't you? And cool it with the tone as I wasn't being rude to you. It's not military software, but it's also not open-source. Any company that develops closed-source software will do their best to protect their work and, most certainly, will avoid giving away details about their proprietary technology in a space like a public forum. Common sense. Also, if everyone could easily figure out how everything works in a game, just by buying and looking through it, makes me wonder why do they even bother encrypting their files. How do you know that there are countless things that could be done, in their specific case? Have you been there trying to diagnose the problem yourself? Subjective. To me, the fog is acceptable. Probably because they'd done what they could within an acceptable time frame. They did show screenshots. They may not have shown the fog but, when you are trying to sell a product, you show it in the best light. Like it or not, it's Advertising 101 for any business. It's also worth noting, on this point, that video showcasing the fog was out prior to the DLC's release. So you can't say there wasn't media available to show you those conditions. That is probably one of those too technical explanations. I don't know how, you don't know how. We'd have to see how things work internally to understand the decision. Possibly because they spent those two months trying to figure out a way to make Finland work, without the fog, thus avoiding the need to give that response. Unfortunately is wasn't possible to do better. If they had, straight-up, said they couldn't do anything, they'd probably get criticized for not even trying and they would be hit with backlash anyway, not from you but others. They can't win. Again, subjective. Some players indeed. Not that many to be fair. Counting those involved in this thread, and the "How to avoid Finland" thread, you have about 10-12 posters. Not that high of a number to be of concern.
  8. 2 points
    Blown away by this news: https://www.dirtfish.com/blog/dirtfish-and-world-rally-champion-ott-tanak-join-forces-for-2020/ They didn’t land on the moon with the first rocket ever made, but this is a good start to getting there. - Yes I AM comparing the moonshot with getting WRC back in the US, its not going to be easy.
  9. 1 point
    I'm sorry but the tarmac physics are far better in GRID 2019...in DR2.0 it slides everytime, everywhere, there is zero grip, I prepare a mod to put the physics from GRID 2019 into DR 2.0 🙂, stay tuned on youtube.
  10. 1 point
    A short description of the problem: When hosting a private lobby, the car chosen for the current event will inherit livery colors from the car that was previously used for the same lobby. Livery pattern stays, but the colors are overwritten, seems to affect the lobby host only. Platform you’re on (PS4, Xbox One, PC, Steam): Steam Game Version (Shown on the Start screen in the bottom left hand corner): Latest HotHatch update Game Mode, including if it was Single Player or Multiplayer (Time Trial, Career, Grand Prix, Custom Game etc): Multiplayer, Private Lobby If in Multiplayer, how many players and how many AI?: 2 players in the private lobby + AI What happened in the lead-up to the problem? Remember: if a bug cannot be reproduced, it cannot be fixed. Open a private match, invite someone to the lobby, choose any car class, pick any car, that has a livery made by you. We'll be calling this car 'CAR A' Start and complete the event, after it finishes you'll be back in the lobby. Then, change the car class, your car will be changed with a default one for the new class, we'll be calling that car 'CAR B' CAR B will have a livery pattern that its supposed to have, but the livery colors will be inherited from CAR A. If the new class has multiple cars and you change to a different car and then go back to CAR B, the livery colors will update correctly. If the class has only one car, then there's no way to refresh the livery, and you'll be forced to use the 'broken' one. Not sure if both CAR A and CAR B need to have a player-made livery, for this bug to occur, as I paint all my cars and did not test this with default premade liveries. Pretty sure it only happens to lobby host, as my playing buddy never complained about this bug... or maybe he just didn't notice, or is not paining his cars by himself. Sometimes this bug does not even require 2 multiplayer events to occur, and you'll get it on your first multiplayer event - CAR A will then inherit the colors from a car that you last used in some single player event. Had this happen to me once, my multiplayer car livery color changed to the one I was using on my hothatch Mini that I raced in single player a day before... If you get an error message, the exact wording of the error message you're receiving: No error messages, obviously Any accessories you are using (wheel, pad, etc.): Using a gamepad If you have any videos or screenshots, please share them. If the video is long, please include a timestamp for when the issue appears: Didn't take any screenshots, but I can try today, if this is still not clear.
  11. 1 point
    VERY briefly tried the new cars last night: did a quick race (at Hell) with each before heading to bed. Mk.8 Fiesta seemed very prone to understeer, I was struggling to get within a second of my fastest lap time. Megane seemed quite familiar to the 2018 version, managed to bring my lap times down gradually throughout the race. Ibiza seemed by far the most manoeuvrable. More seat time required later!
  12. 1 point
    It's true that we don't know the alternatives Codies were facing. We could be angry at them for rushing it out when it could have been improved, or that could be totally false and they delayed it until convinced that it couldn't be. But whatever the reason, it's still definitely hard to accept that this is how it had to be when other stages, and the prequel, don't look like you're playing Ecco: Defender of the Future. I know it's not viable for them to just shove DR1's Finland into DR2 and call it a day; they'd get eaten alive. But I wonder where the balance is. I definitely would have preferred a less flashy Finland to have less fog; for noob drivers like me the fog often restricts my view too much. I'm pretty convinced that the esports + original consoles equation has been a big factor in how it stands though, particularly because of the way people with more expensive hardware are still forbidden from letting their hardware just work harder. I don't know how much that is a factor, but it's a crappy factor. Whatever led to the decision that says "PC/upgraded console owners can't use their hardware's potential", I do not like or agree with, even if it's to support esports.
  13. 1 point
    I don't think you have understood what my argument is. For it to be strawman, you would have to think I'm arguing something other than the point made in my posts. I'm not. You want to say "nobody's denying the foggy atmosphere". Well, someone posted a real-life pic of Finland, crystal clear, and your response was a pic that hides anywhere the fog could be observed, with the comment "Looks pretty realistic to me". If you read back you will see that is the only thing I have been debating. I have even agreed with you on technically saying there isn't fog everywhere. But your screenshot and the way it misrepresents the problem, is bogus. Simple. Referring to a previous video of the whole stage showing why your pic and your comment is not the reality isn't strawman; it's the same thing I have always said.
  14. 1 point
    Hey everyone, it's been a long time since I last logged in these forums lol (maybe prior to september? i can't even remember). Anyway it's good to be back. When I find some time (hopefully soon), i'll be preparing a proper PDF with a suggestion for a rally world series format. I'll leave RX to SereneLogic, since he's already thinking about it and has more in-depth knowledge on RX. However, I'd like to congratulate the team for another successful World Series. The production was simply amazing, top notch, the team really deserves an applause. The commentators were great, the cameras, the interviews. Basically the whole production and team, this is the right path and it is successful. The ambience was there and so was the adrenaline. Now we just need to structure a proper rally championship to make justice to the quality of this whole production, because it is the only thing at fault in this World Series, despite this version being a considerable improvement over D4 World Championship. The bottomline is, it's still too much time-trialing and 0% rallying and consistency work, that's where this World Series fails big time, and that's where we need to work on. But once again, still better than last edition's. The final stage of this World Series was basically a big example of what's wrong with this kind of structure, it completely scrapped the cumulative consistent gaps drivers were building and instead placed the top 3 on a time-trial deciding stage. The devs have been exhaustively working on the car repair systems, part degradation, stage deformation and degradation, tyre degradation, and none of these have been used during this final, which is a shame. It's quite easy to see what's wrong and how to fix it. You have laid all the systems and platforms you need in order to make a thrilling esports championship, but decided not to use any single one of them, except for the new spectator mode. All in all, it's all positives compared to the last edition, don't get me wrong. It's just that the rally championship structure hasn't grown as green as the rest of the things, and that's where this PDF will try to present one or two solutions. I'll be back with more news soon, in a new topic. Cheers 😉
  15. 1 point
    @ChrisGrovesMCM Adjusting the grid size in multiplayer is more important that one might think. If you choose to play with your friends, with say, 2, or 3 people, you only have 2 options now: 1. to just race against 1 or 2 cars, or: 2. to race against 1 or 2 cars + 13/14 bloodthirsty bots That's why grid size options sounds good. You are not forced to struggle against the hordes of bots, because you can set the grid size up to, say, 8. And race against 2 of your friends and 5 bots only. Car tuning features for multiplayer games has a bigger priority though. Much, much bigger. Because right now, it's impossible to justify the existing (though 'non-existing' is a better word here) system. I can create a separate thread about multiplayer car tuning, if what I'm saying is not clear.
  16. 1 point
    Hi everyone, Thanks for your feedback. On a personal note (not speaking with my CM head on here), it would be cool to have some split-screen arguments with my brother again at home. (*Puts CM head back on*) I've added this as a suggestion to the developers for future projects.
  17. 1 point
    they don't even know how to fix the basics, think of updates in live .. what a concoction.
  18. 1 point
    Because their target from the start was China, not quality.
  19. 1 point
    But overall I would prefer the new R4/Proto cars. Much more variation and have cool bodykits.
  20. 1 point
    Dont worry there is for sure something left to fix in game. So i highly hope some updates will come. Im not talking about SC.... it talking about that the game is "working" finally
  21. 1 point
    I know it's not a fun decision but changing the way they do it. It must be too time consuming or expensive to implement a new system to change the way they store/encrypt files for the game or something. I believe it's not all that much work probably and should be possible in a day or so but the devs must be of the impression that it's not worth the effort. I asked if it was possible to decrypt the main texture file for each car and make certain files in there available to while encrypting the others, making them unable to extract or move. From the 24 files that you can find in a car's main texture files, I would be happy to be able to have access to four of them: xxx_glass_d.tga xxx_glass_s.tga xxx_main_d.tga xxx_main_s.tga That's all I would need to design spectacular liveries. If only they could make those available for us to extract and put back in once we were finished, I would be over the moon. And that's just me. Imagine all those people who would be absolutely overwhelmed with joy because of this! 😞 I already have a list of all those cars I would love to design for the game. These are just a fraction of what's on the list:
  22. 1 point
    Hi @senna94f1, Hope you had a good new year. Regarding pad vs wheel, we have done lots of investigating with our testing team and through statistics in the game. What we can measure is the actual lap time and race time data, and the delta between the times was marginal. We have to ensure that pad players and wheel players alike can play in the same areas of the game with an equal chance of getting the best results they can (this is of course limited by other factors like player skill, consistency, issues in race like crashing out etc) All eSports and the very elite players of the game use a wheel. However, we have to make it accessible to players who may not have the money to invest in a extra part of their gaming experience too (which can range from quite expensive to 6 months salary and beyond), or else that would simply be unfair to people who want to play the game. Players using a wheel and players using a gamepad will have different experiences and sensations with the game (I can testify this, as I play on both) and the feelings will always be different as there is so many variables (Pad users using less physical energy as they don't have pedals to worry about, but also feel less immersion). The FFB has been extensively trailed by our testing team and myself, and we've not been able to reproduce the issue internally. As well-known, to diagnose an issue, we have to be able to reproduce it consistently and effectively. We are looking at another option which I'm yet to have an update on.
  23. 1 point
    Why would they give you split screen when they can sell you two games to play head to head? 😉
  24. 1 point
    Yes, and it can be much more fun to play against someone on the same screen
  25. 1 point
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