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Showing content with the highest reputation on 1/30/2020 in Posts
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9 pointsRight @KryspaPL, @dani211212, @Malling, @Snoopy43, @RintasTimppa, @RookieOne and @PJTierney (and anyone else with any interest in Subaru rally cars), gather round, because I have a snippet of Impreza information for you... ...so, as I mentioned earlier, I have been asking around for a while now to try and figure the "S" number thing out and, after posting on a rally page on Facebook, I was given a couple of names to contact. One of those names was Martyn Spurrell: Martin was an engineer for Prodrive during the SWRT-era, former MD at Autosportif, Impreza WRCar owner and now deals in rally cars, so he knows his stuff. I sent him a message a few days ago and heard nothing until earlier this evening. Martin confirmed that Prodrive used the S5 designation for the WRC97, WRC98 and WRC99 Impreza rally cars. Much like the Audi "S1 E2" thing, he has seen the wrong S4 (and now S3) designation spread around the internet (and into print media as well), but there isn't really a lot he can do to correct it (he has pointed out that several ex-Prodrive guys have posted about it online, but they have gone unnoticed). What Martin says ties in with the Impreza WRCar specification list on Subaru WRC Spares, which starts at S5, but raises another question: why do the numbers start at S5? Well it turns out Prodrive used an "S" designation for their earlier Subaru rally programs; S1 was the Group A Legacy, S2 was the Group N Legacy and S3 was the Group A Impreza. Considering that each of these individual cars had the same "S" number for their entire lifespan, it kind of makes sense that Prodrive applied S5 to the WRC97, WRC98 and WRC99 as each were minor evolutions of the original World Rally Car design, where the WRC2000 was a complete ground up redesign. And S4? There wasn't one. Prodrive skipped it and neither Martin, nor anyone else he knows from Prodrive, has any idea why!
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6 pointsI've paid ~£20 for DLC in this. For that, I got: - 6 remastered versions of DR1 venues, 5 of which I consider to be big upgrades (Greece, Monte, Wales, Germany, Sweden) and 1 disappointment (Finland) - 1 brand new location (Scotland) - 2 remastered Group B RWD cars - 2 brand new Group B RWD cars (M1 and 911) - 4 remastered 2000CC cars (Focus 01, Impreza 01, C4 and Focus 07) - 4 brand new 2000CC cars (206, Impreza S14 and Fabia, Impreza 98) - 2 remastered F2 cars (Ibiza and 306) - 1 brand new F2 car (Golf MkIV) - 1 brand new Group A car (Legacy) - 1 brand new RGT car (M2) - A bunch of RX stuff I have no interest in If I had paid that amount for just the stuff listed as 'brand new' above (~20-30km stage mileage and 9 cars that haven't existed in DiRT games before) and all the remastered content I mentioned was free, I'd say I've got good value for money there. As you say, you also get all the RX stuff if that floats your boat too.
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4 pointsHi everyone, Patch 1.20 is now available on all platforms. Please see summary of patch below to see what has been updated. GENERAL - Safety car deployment frequency has been adjusted so that it is more likely to come out within race sessions GENERAL - Addressed an issue where the Logitech G29 rotary dial could not be assigned in a clockwise direction GENERAL – Further Stability Issues LEAGUES - Users can now save between sessions in private leagues LEAGUES - Users can now add reserves in private leagues XBOX – Keyboard Support has been added CAREER - Addressed an issue where progress would not be saved in Practice 1 in Australia of a new career CAREER - Addressed an issue where a selected team-mate would change if the user exited the game before completing Practice 1 in Australia of a new career CAREER - Addressed an issue where DNFs would incorrectly show with the fastest lap indicator in the season results tab CAREER - Addressed an issue where Butler and Weber would appear after skipping the F2 Feeder Series if the user quit in Practice 1 of Australia CAREER - User will now be warned before purchasing upgrades towards the end of a season if the department has experienced a regulation change MULTIPLAYER - Addressed an issue where the camera selection would not save if selected in a multiplayer session SPECTATOR - User can now enable the track map for the session they are spectating EVENTS - Users can now manually navigate through the weekly event prizes With the release of Patch 1.20, there are several new community requested features and improvements to the game. After reading your feedback on communication, I've highlighted and explained our most significant changes in our first ‘deep-dive’ patch notes. These notes will cover the new ‘Reserves’ and ‘Save Session Progress’ features in Leagues, parameters to the Xbox Keyboard Support well as further details on the changes to Safety Car deployment behaviour. League Improvements and Functionality: League Improvements have been split into two main features; Reserves Improvements and the addition of Save Session Progress. Walk-throughs are here: Save Session Progress: 1. Create (or edit) your league as normal, ensuring that your ‘Progression Format’ is set to ‘On Demand’ 2. After adding your tracks, you are met with the ‘Format’ screen. Scroll right to the ‘Weekend Structure and AI Difficulty’ tab and at the bottom, ensure ‘Save Session Progress’ is enabled. The rest of the settings are unaffected, so you can run Private AND public leagues with this new feature. 3. Create league and invite friends to the league. 4. Play through your first session and complete as normal. 5. Upon attempting to progress to your next session, a minimum player confirmation message will appear. For the session to continue, this message will need approval from at least 1 player with the minimum role of ‘member’ and one player with the minimum role of ‘admin’ to continue. 6. Should there not be enough levels of approval, the league will return to the ‘League Summary’ screen and be paused until players of the minimum levels of ‘Role’ are in the session to advance the league. NOTE: Remember, attempting to progress to your next session, approval will be needed from at least 1 player with the minimum role of ‘member’ and one player with the minimum role of ‘admin’ to continue. Also, Reserves and Non-Member Spectators cannot influence the advance of the league session. Reserves: This new feature ensures leagues can now function more to the players desires and make sure that there are requirements to proceed without affecting the league for others. Reserves: Reserves have been added into to ensure smoother running of the leagues format. How to add reserves is below: 1. Create (or edit) your league as normal, ensuring that your ‘Progression Format’ is set to ‘On Demand’ 2. After adding your tracks, you are met with the ‘Format’ screen. The league will need to be set to ‘Private’, and then change ‘Player Reserves’ to enabled. You have the option of choosing the ‘Reserve Scoring’ to suit league preferences. Please note that this feature is disabled by default, so it needs to be manually added to the league. 3. Invite users to the lobby. 4. When a non-member is invited to the lobby, they now join without a role as an ‘unassigned’ participant in the session. A player with the role of either ‘Admin’ or ‘Owner’ must assign the new player as a reserve for them to be able to participate in the session. However, with this being a new feature, this is criteria to make sure this works correctly for you. These are: · This feature cannot be added into current leagues; you will have to create a new league for this feature to be enabled. · If a reserve scores points in leagues, they will be credited with the points in the race standings and results screens. However, in terms of the championship, the reserves points are assigned to the member they have replaced for that event. · If the original league member joins the game before the event starts, they will take the place back from the reserve. However, if the original league member joins after the event has started, the reserve will complete the event on their behalf. Safety Car Updates: · Safety Car deployment has been updated, with the objective of making it more likely to deploy when it would be expected to. As a result of these changes deployments should be more frequent than they were previously. · We have made improvements to the system that detects obstructions on track, allowing us to more reliably recognise large incidents and deploy the Safety Car accordingly. · We’ve also increased the chance of a deployment for both VSC and SC following a car suffering terminal damage. · 25%, 50% and 100% race distances have identical deployment rules, except maximum number of deployments which are 2, 5 and 6 respectively. This is designed so that you would still get most of the race session being at racing speed, rather than spending a large proportion under Safety Car conditions. · The maximum number of Safety Car deployments has been decided based on real-life Formula 1 records, with the most Safety Cars ever in a race being 6 at the 2011 Canadian Grand Prix Other Notes: · Keyboard Support for Xbox has now been added. To enable this, simply add a keyboard to your Xbox setup and configure your preferred mapping for commands in the controls screen. · With some wheels, that have far more complicated setups and more buttons to map, we cannot assign these extra inputs accordingly. The reason for this is lack of first party support for these extra buttons. I hope this gives you a clearer way to enjoy the additions to leagues and improves the general performance of the Safety Car. If there are issues, please feel free to contribute to an existing/ add a new topic in 'Technical Assistance' using the correct format (Questions answered and clear title) whenever possible. A good example of the correct bug reporting format is here. This ensures we get all the information we need to replicate and investigate your issue. Many thanks, Barry
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3 pointsDay 10 - Time Played: 2 Hours Time Gained: 1 second Places Gained: 17 I started out with a quick Benchmark run today (mainly so I could show off on Twitter) and happened to beat my PB by 3 tenths. After that it was off to Monte Carlo in the Escort. The sensation through the wheel was interesting to say the least. On the snow and Ice I wasn't feeling anything, which was to be expected but as soon as I hit dry tarmac the wheel got very heavy. I had a few slip-ups thanks to the varying conditions (and RWD on ice) but still ended up taking the Event win. Wales and Finland left before I potentially get promoted. With that done it was back to the Benchmark for a proper run. I knew there was time to be gained as my PB had some scruffy sectors, but it also had a monstrously quick Sector 2 so it was touch and go. Still though, I threw caution to the wind and after a few attempts came out almost 2 seconds up. I was still down by a second in Sector 2 though so a low 3:17 is possible with the stock Fiesta R5. I think I want to hit that before I consider tuning the car. I'm now in the Top 70 overall and 5th on Xbox (where I'm only 2 seconds off World Record pace). Oh, and I recognise some names on the board now so I must be getting quick. Hello @Snaky115 and @SereneLogic 🙂
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3 points
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3 pointsya, plus the 2000cc class already has 7 cars and two imprezas, whereas Group A just has 4 and 1 Impreza. anyways, for me ideally it would be: Group A: Impreza 95, Legacy, Delta, Escort Early 00cc: Impreza 98, Evo VI, Focus 01, Impreza 01, 206 Late 00cc: Fabia, C4, Focus 07, Impreza 08
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2 pointsIn 1995 Colin McRae achieved the ultimate honour in rallying and added his name to the history books as a racing legend. 25 years on, re-live his momentous career this Spring with the Colin McRae: FLAT OUT Pack, coming to DiRT Rally 2.0 on March 24 and FREE to all Season owners. View the official announcement on Codemasters.com Read more detailed information on the Codemasters Blog
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2 pointsPretty sure they would have announced if that were the case, so I certainly wouldn't assume that. I can't say for certain, but the "DiRT Rally 2.0 has been a wild and exciting ride, and the ‘FLAT OUT’ pack is the perfect way to conclude the journey" quote from Ross would certainly imply so to me.
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2 pointsthis! I think quite a few of us would like more Historic championships that use the DLC locations and cars.
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2 points
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2 pointsWhy? This is very unrealistic. Racing Point was slow in real life. Racing Point starts as 6th car in career mode and finish as 4th? This is terribly wrong. The 4th car in start and finish of the R&D tree should be McLaren.
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2 pointsBumping for popularity since people are still calling Impreza WRC cars 22bs in Gossip 😄
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1 pointI believe we only get 8 setup slots per car per surface type (gravel/tarmac/snow). Which is actually grossly insufficient. One should be able to save at least 2-3 setups per car, per venue. (wet, dry, WIP) It just makes it difficult to keep track of changes/setups as you would do in reality and would like to do in the game/sim. So how about just letting us save a very large number of setups, is there some reason why this is restricted, it's pretty much free in the code isn't it? Thanks.
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1 pointA) It hurts visibility B) Finland in Dirt Rally 1 looked better, with clear visibility to the distance C) Not to mention, it hurts visibility in the FASTEST stage in the game, where seeing far to the distance is the most important D) Finally, I'm from Finland and been to Jämsä rallies many times (I live nearby), it never looks like that over here..... Dirt Rally 1 looked like much more realistic Finnish forest This "Let's add blue fog everywhere and it will make this look cool" is a nuisance of Dirt Rally 2.0 overall, not just Finland. The effect is overused in several RX tracks for example, and in Poland to a degree. But it's at it's worst in Finland, completely ruining the experience. Rest of the DLC stages are good, and actually improve over the originals visually and in some cases also driving-wise (Sweden, Monte Carlo). Finland really needs fixing, just remove the fog completely
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1 pointHaha, i wanted to laugh at that last line as well, but a thanking will have to do 🙂
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1 pointOliver's is this weekend. You missed Petter's. We'll make the liveries available again later in the year 🙂
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1 pointFrom what I've seen, there are sections of Scotland you'll be swearing at for weeks. (Not unlike when you visit Scotland and people swear at you for weeks).
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1 pointGreat stuff @BarryBL When will the ability to change the weather and ability to change race time of day (day/night) be added to leagues?
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1 pointSadly not, it will be available to buy on store, so it will be as DLC livery protected
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1 pointThank you for keeping Dirt 2.0 still alive and create the great additional content. Thank you! Thank you! Thank you!
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1 point@BarryBL Can races now be finished under safety car? I think it would be fun in leagues if you are struggling to hold the lead for example and the safety car comes out with 2 laps to go and secures you the win in unlikely circumstances. This happens on occasion in real f1 so I think it would be great if it was implemented into the game.
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1 pointYeah, I really hoped for the real RXS Evo 3/4 aswell. What is also pretty much annoying is the prize, it is the same as the other two cars, for basically a new livery on a car that already existed back in DiRT Rally 1. I can understand moddeling costs time, and you not really going to invest in a car that partially entered by a not high profile drive (although he is a bit of a fan favorite), but than at least not had mentioned the car as "(STARD)" but just as "(MK7)" or something and had lowered the prize for this particular car, or gave it free as a marketing spin-off so people could try the 2019 championship and maybe therefore will buy the rest of the 2019 cars. Also the STARD MK7 (RXS Evo 4) is based on the R5 car. Outside changes - Rear wing (DiRT Rally 1 Fiesta WRC had it) - A little bit adjusted outlets on the hood - Removed the air scoop - Small udjustment to the front bumper (sides) - The fenders behind the front wheels are different - New rear fenders, incorporating with the bumper and holes for the radiators. - Rear bonnet needs an exit for the radiators Interior changes - Radiators in the back of the car - Maybe a new display (which can be used from the RXS Evo 5) - Removed of passenger seat - Maybe some other small details Sounds - Can be from the RXS Evo 5 Physics - Can be fromt he OMSE if you want. I know its not a small list, but a list you pay for and was expected. Also a lot of times, really a lot of times people asked for what the different Fiesta's were, but Codies never gave an answer about this. I not blame PJT for this, but seriously people asked this a lot of times. People were expecting the real STARD MK7 as it was logical (especially as the MK8 versions were updated correctly), but Codies never corrected this. It's a missed opportunity. I hope Codies will kinda correct this somehow. See I am more than happy to pay for the Focus RS, Marklund Polo and the DS3 to get them into DR2.0, but pay for a car which is already in the game and Codies never communicated well about...
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1 pointThe problems described here are probably due to misunderstanding what a pit limiter does in real life and how it is programmed in game. It is NOT an insta-brake solution. Its sole purpose is instead to STOP you accidentally pressing the gas a little too much while 'taxiing' to and from your pit crew. It is not supposed to slow you down, only stop you speeding up. In game it may not act the same as real life and it DOES seem slow you down but that's only because once activated it cuts all throttle input entirely if you are initially over the pit speed limit. The most effective way of using it is to practice your pit entry for EACH track and see how late you can brake to slow your car down in time without using your limiter at all. Then once you have honed your stopping skill somewhat then practice doing the same but then pressing the pit limit button the moment you approach the actual speed limit. Then you can safely add gas knowing you won't be caught speeding in the pit lane. It is a different assist to the pit entry assist (auto pit stops or whatever it is called in the game ) which WILL grab your car on pit entry and rather unrealistically slow it down before the speed limit comes into effect. It does you no harm watching real drivers from cockpit cams, seeing how late they brake and when they apply the pit limiter button themselves. It is an underrated race winning skill for sure, precious seconds are wasted by anyone who has not mastered late braking and accurate slowing down when entering the pits. It would be kinda cool if Codies could include a pit entry practice/tutorial session in future games. Maybe during practice there could be extra career points available and even achievements available for nailing this skill. You would lose points for every wasted meter that you traveled at pit entry speed limit BEFORE actual pit entry. Plus of course lose all points if you were too late stopping! It could be a simple recode of the tutorials that have been available for over 2 decades in the Gran Turismo games where you have to travel a fixed distance in the shortest possible time AND stop your car in the checkered track area. Could be kinda fun if there was a leader board for it in TT too. 😎
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1 pointShould have some news on this topic once the Season 2 update launches. 🙂
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1 pointI'm honestly MORE surprised as to why they don't give you an option to modify gears for classic cars. They're not the "Current" cars, only current cars have one set Gear Ratio and that's it, older cars could choose from at least a few...