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Showing content with the highest reputation on 2/1/2020 in all areas
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2 pointsHey team - we've kept you waiting long enough to find out what's coming to Season 2 for GRID, so let's jump straight in, shall we? GRID’s next slate of post-launch content takes things up a gear, with Season 2 and the Track Day Supercars pack, launching February 12 on Xbox One, PS4 and PC. Six new cars, built for both beauty and speed, drop into GRID, alongside another Career mode expansion and the addition of a world-renowned circuit. Ultimate Edition players receive the full slate of content, and there’s plenty of additions that are free for all players, too. So, let’s take a look at what’s coming next to GRID... Track Day Supercars - Four New Cars Season 2’s line-up of new cars is a stunning selection of exotic, powerful, ground-breaking machines, crafted by the world’s most famous manufacturers. Ultimate Edition players receive access to the Ferrari FXX, Aston Martin Vulcan AMR Pro, Brabham BT62, and the Pagani Zonda Revolución. In Multiplayer, the Pagani Zonda will be available to race as a loan car for all players. Two Bonus Cars But that’s not all – the Track Day Supercar pack includes two more cars, available to everyone. Good luck taming the Ferrari 599XX Evo, and the Ford GT Heritage Edition – two more automotive monsters that dominate both the road and the racetrack. New Circuit: Red Bull Ring We’re once again adding to GRID’s list of circuits in Season 2, with a venue that’s been a staple of world motorsport championships for 50 years. This is Austria, and this is the Red Bull Ring. With its relatively unchanged layout since 1996, the Red Bull Ring is known for creating dramatic racing, with huge braking zones and overtaking opportunities galore. Find the uphill apex at the Niki Lauda Curve, soar up the mountainside, and dare to brake later than the rest into the intimidating Turn 2. Infield, shorter, and reverse routes of the Red Bull Ring are also included, with each route playable in all weather conditions. The new circuit is available to all GRID players in Career, Free Play, and Multiplayer. New Career Expansion Finally, Season 2 brings a further expansion to Career mode, with an extra 33 events using the Red Bull Ring and four Track Day Supercars. Ultimate Edition players can find the events in the new tab, from the Career menu. Experience our hand-picked selection of races, with two new threads, fresh Showdown events, and the latest Ravenwest Motorsport challenge. As always, with a new season for GRID comes more technical improvements and community-requested additions. The headline in this area for Season 2 is the option to extend the length of races in Career mode - full details on this addition, available for all players, is on the Codemasters Forums. This follows the recent free addition of Session Search to Multiplayer - a public lobbies system that allows players to search and enter sessions created by others. Sound like enough to Get Your Heart Racing? Be a GRID Ultimate Edition player to receive not just all of Season 2 and the Track Day Supercars, but all Season 1 – Hot Hatch Showdown content, and any future additions to GRID. The Track Day Supercars pack, consisting of the four exclusive cars and 33 Career events, will also be available to purchase separately on the Steam, Xbox and Microsoft stores. Finally, Season 2 will also be coming to Google Stadia at a later date - follow us on Facebook, Twitter and Instagram to stay up to date on that and much more. For now though, get ready for six new supercars, a world-famous circuit, and much more with Season 2 of GRID.
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2 points
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2 pointsToca2 pack, A4, Mondeo, Laguna, Primera, 406, vectra, s40, accord with Thruxton, Brands Hatch, Oulton Park, Knockhill, Donington.. We can only dream!!
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1 pointI think it would be nice for a lot of people (including me) to move the seat position with no limit in every direction (front, back, up, down, tilt). It would create the possibility to set everything in line with your Simracing setup. Right now the possible movement is way too small to create an immersive position 😞 Also the FOV slider should be replaced with a number setting, otherwise this is useless. And the FOV should be also adjustable unlimited, because the lowest possible FOV setting is not enough for most setups if you want to go correctly. It's a small suggestion but it would be a big gamechanger if you could make this happen Codemasters 🙂 Best regards, HomieFFM
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1 pointHi everyone, In case you have missed it, the first two sections of the setup guide are now on our blog. Part 1 is here Part 2 is here Part 3 is here **NEW** Part 4 is here Hope it helps come race weekend! If people have a read and have any feedback for me, please let me know. We are planning to release updated and improved variants of a setup guide for future titles moving forward, and anyway I can make it better and be useful to more people is really appreciated!
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1 pointI have not Safety car after 1.20. I am playing career mode 25% lenght, 75% difficult, damage - I tried simulation and Full but no Safety car. I reinstall the game but again no Safety car. Does anyone has the same problem? Thank you.
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1 pointThe world is flat or the sun revolves around the earth, the solutions are two! 🌎☀️😉
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1 pointNice car list here! But i have one question, hows Red Bull Ring new to GRID ? GRID 2: Red Bull Ring track was in base game Paris city track was in base game GRID Autosport: Red Bull Ring track was in base game Paris city track was in base game GRID 2019: Red Bull Ring track DLC Paris city track DLC Why didnt you included those tracks in game from the start? Its not hated comment, its good to have more tracks to play on!
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1 pointI did a little research, just as i did with the locations the last time, although i could have made quite some mistakes this time. I kinda checked the amount of WRC/2000cc cars. I only added the Lancer Evo VI for obvious reasons. (A) stands for Group A, (N) for Group N, and (S) for Street Although i could have added three group N cars for DiRT 2, there were no WRC/2000cc cars or class in that game. So it felt a bit pointless to add them in the list. Despite all the WRC/2000cc cars in DR2.0 are all payable DLC, it has the biggest amount of cars of all games with 9, which is more than double the average, especially if you not count the Group N replacement cars. Interestingly (and imo) CMR 2.0 follows with a great line-up of 6 cars. The difference with it, is that all those 6 cars are from the same era, as in DiRT 2.0 they are from a wide range of years. I think on that aspect CMR 2.0 scores better. Talking about era/timelines. The cars in DR2.0 competed official in which years: Some interesting points: - This really shows that the Mitsubishi Lancer Evo VI belongs to the 2000cc class. - You could really say that there are two eras of WRC/2000cc in DR2.0. One around the millenium, and one at the end of the 00's. - A lot people said the S4 (S5) Impreza not has enough friend to play with, but if the Lancer would be added to the class, than it has 3 friends. - On the other side, the Fabia has almost no friends in the mid 00's era. Actually the game lacks of mid 00's WRC cars. The game could really use f.e. the Focus (2003-2005), the Impreza (2003-2005), the Xsara (2001-2006), the Peugeot 307 WRC (2004-2005) and/or the Lancer (WRC04/WRC05) More WRC/2000cc cars? I think for now it not will happen, though i see the potential of a WRC history game. I don't know if it is difficult to get the license from WRC for this 1997-2010 era. But for more WRC cars in the future there might be potential, depending on relationship with manufacturers and things like that. - Ford Escort WRC. The Group A version is already there, so the base is ready. I don't know if the car would need a lot of work to be converted into WRC spec. Licensing shouldn't be the most difficult with Ford. - Ford Focus WRC (2003-2005). Similar story as with the Escort, as the 2001 could be potentially used as an base. But it would need a lot of more work. - Mitsubishi Lancer WRC. Interesting though, there have always been Mitsubishis in the game, but always Group N and A spec cars if I am correct. If one will come, probably it would be need to build from scratch. - Peugeot 307 WRC. I wouldn't say impossible, but would possible also need to be build again from scratch (it was in CMR DiRT, don't know how usefull that still could be). - SEAT Cordoba WRC. I also would say it isn't impossible, also with the kitcar and a RX Supercar in the game. But again, fully scratch build. - Skoda Octavia WRC. Long time it seemed that Skoda would be impossible to join, but in DR2.0 the Fabia R5 and WRC arrived suprisingly. If that means the Octavia will come in the future aswell? - Subaru Impreza (03-05 & 06-07). They would need to be scratch made aswell. Licensing should also not be the biggest problem with all the Subaru already in the game. - Citroën Xsara WRC. Seems difficult, the licensing seems pretty hard. Who knows it might got easier now that Citroën stept out of WRC. It is actually the only real WRC car that is missing in the game in which Colin has competed active with on the WRC stages) - Hyundai Accent WRC. Hyundai seems not possible for now to license. - Toyota Corolla WRC. Seems also not to happen that Toyota would make a return due to history. - Suzuki SX4 WRC. I have no idea.
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1 pointI've watched a good few league races over the past couple of nights and the SC and VSC seem to be working really well. Yes there have been a couple of races where there have been 3-4 interventions, but these races had a lot of crashes (and were around the street tracks as well). Places like Singapore, Baku always have loads of safety cars, the game has to reflect that and its great Codemasters are now doing that.
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1 pointyeah I'm playing the 2019 World RX Championship right now. it's the first time I've driven much RX in months, and man I'd forgotten how frustrating it was to be spun out almost every time I even touch the AI 😞
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1 pointI think they should! Cause there's some serious disparity with track length and width that I'm noticing when I study pole lap time videos. Take for example Melbourne, when you look at Lewis' 2019 lap from the T-Cam perspective, you notice how very shorter the track distances are between corners as compared to the helmet cam view in the game which, I drive in strictly in, given that the T-Cam is located aft the helmet view. For example, I cannot for the life of day take Turn 11 flat out in the game (using controller), which Hamilton seems to do with the W10 with almost no effort. Perhaps the shorter distances between corners IRL contributes to shorter lap times as opposed to the game if the track surfaces are slightly elongated for game embellishment purposes. Yeah, this needs to be looked at especially if the game is to conform to FIA regs for eSport competition etc.
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1 pointThing is they MUST be aware of the AI issues and Joker issues, they must have come across them whilst recording gameplay for the new locations and new cars, going all the way back to Season 1 The Joker issue is relatively new I think, but still no excuse for not noticing something's wrong
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1 point@PJTierney is this all what's coming to Flat Out Pack? i have filling there will be some suprise in pack? it would be nice to have unlockig special liveries (if not Martini than Blue Focus with white ford symbol) from McRae challange :) edit : photo of doable livery
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1 pointWhich still needs the 2019 liveries (i know, i know, it not will happen)
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1 pointi guess in buying studio they also get the rights of the of the project cars series which are assets of SMS but before SMS was brought project cars 3 was in development
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1 pointSo to sum up the Subarus we currently have/will have in Dirt Rally 2.0, lemme see if I've got this right: Group A Subaru Legacy S1 - McRae DLC Subaru Impreza S3 (1995) WRC Subaru Impreza S5 WRC (1997/98/99) - McRae DLC Subaru Impreza S7 WRC (2001) Subaru Impreza S14 WRC (2008) Group N Subaru WRX STi NR4
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1 pointWhich of the tracks are currently laserscanned do you know because I thought only France was the only one. I'm looking forward to future releases now SMS data is involved but i got a feeling it wont be until the next gen consoles are released that we see this happen. I hope I'm totally wrong of course .... unless you know something we don't @UP100 @barry1 @BarryBL
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1 pointHere are some things i wrote down that are more minor and things that i would like to see changed 1. Customisation/settings for online lobbies I would like to see some more settings for online lobbies, Tyre wear scaling/toggle on/off, more damage settings that let you control what can be damaged and whether you can get punctures from debris etc. Safety car and VSC seperate settings for togglability, speeds aswell as probability. Let us actually have consistent rules and penalties by letting us choose each rule and flag and what penalities are possible to receive and please for the love of god stop making us serve our unfair instant penalites, as stop go's in the pits as it messes up our league races. Let us give grid penalites in the lobby or pitlane starts perhaps for those who acquired penality points in X league. Let us choose whether or not blue flagged cars ghost or not as yes that was a good addition for open lobbies but for league races it's not realistic and just annoying. 2. Setups/Setup saving I do a fair bit of tt and i've recently ran out of setup save slots and it's quite a messy way to find one i'm looking for. One small change would be to only show setups for the current track your at rather than seeing monaco setups at spa for example, also if that mean that we can have 10 setups per track or something that would be great. As setups go i don't mind how it is, some people say it's silly and basic but i think it's fine, couple of minor things i would to point out though. The camber is the wrong way round in the setuo screen, 'max camber' is shown as -2.50 whereas min is -3.50, -3.50 is more camber and therefore it's kinda confusing to me and i still am unsure how it translates to ingame. Also i've done some testing and tyre pressures don't seem to make any difference to tyre temps or straight line speed even though the info text suggests it does. Also ride height doesn't affect top speed even though i am unsure if that actuall would affect it. 3. Spectating/viewer experience Alot of the races i do are commentated over and streamed and some small things would improve the experience. A track map so commentators can see where cars are on track, this is useful for race and especially qualy. Let spectators somehow view the weather forecast. Maybe add a small 3 sector traffic light system next to each driver on the list, this would be quite helpful for who's improving or going purple in qualy. When there's a yellow flag, flash the drivers name or something to easily find what's happening. 4. Tyres Let us have a cutom tyre allocation. It would be nice to have more than 1 medium set. So if we can have balanced, harder, softer and custom where we can have things like 1 hard 2 mediums and 1 soft for example. Maybe let us change this in the garage rather than the loading screen to speed that part up. 5. Wet weather I enjoy wet races in this game, especially as i use no assists, i even had a full wet 50% monaco race last season and won it just... But i must say the chance of rain is a tad high, maybe it's just variance but they happen alot in my experience. On the subject of rain i don't think the track should dry nowhere as quick as it does but if it's stopped raining form a line in the road. YOu may not agree with this next suggestion but i think drivers shouldn't be informed as accuratuly about the weather, Jeff should be saying things like "there's a chance" or "the rain might die down" rather than "it will". and also can you make it so the DRS enabled/disbaled message isn't at the same time as the crossover point as it ruins any form of risk or being unknown to the drivers if that makes sense. 6. Please have push to talk enabled as default PLEASE, open lobbies are just full of people's mic's blasting their games or voices because their mic is just open 7. Please adjust tyre temps, certain tracks are really bad for tyre temps especially on the pad, regardless of setup chanegs and using no ers in the corners etc it just becomes really annoying especially when other people have less temps with the same setup but they use a wheel instead.
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1 pointI don't speak for the dev team on specifics, but when I joined Codemasters in May 2019 I was already aware that the FLAT OUT content was being planned and developed. If you look through some blog posts on the matter (not just Codemasters, but Forza, GT etc.), a car can take upwards of 9 months to research, license and build from scratch, especially older ones for which CAD data isn't readily available from the manufacturer. According to IGCD: https://www.igcd.net/game.php?id=10000036 1998 SUBARU 22B STi (the road car @tbtstt, before you freak out) 1997 SUBARU Impreza S3 Rally 2000 SUBARU Impreza S6 Rally
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1 pointI just had to link someone on twitter to this thread. I will NOT lose this argument! Thank you @tbtstt!
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1 pointFinland in daytime/clear and daytime/overcast has a horrible looking thick fog on it. Completely unrealistic for the weather (I live in Finland so I would know, also every single Finnish player says this is not even close to how it looks like in reality), looks painfully awful, and you can barely see the road in what should be crystal clear weather with no fog at all. Yes, I know that you said it's "for performance reasons" but that just isn't a good enough answer. Adding this kind of horrible fog that makes it look awful is absolutely not the right way to increase performance. What you should do is get rid of the fog, or at least tone it down to the same level as Wales (where it's bad enough but at least playable) and increase performance in other ways. The kind of ways the leave daytime Finland looking decent. Look at this. This is a comparison of Finland in Dirt Rally vs. Dirt Rally 2.0. You can see it looks FAR better in DR1, because low graphical fidelity without the fog is far better than high graphical fidelity with a horrible fog slapped on it that completely ruins its looks. Your "visual upgrade" has left daytime Finland looking far worse that it did in DR1. These fake promo screenshots, with no fog at all, are what the real game should look like. As it stands this might as well be from a completely different game. The fact that you can't show real screenshots of daytime Finland would kind of suggest even you at Codemasters are not too happy with how it looks like. Steam, super deluxe edition 1230v3, GTX 1070, 16gb ram, SSD, Windows 10, SB Z 2D, 2560x1440 60Hz Logitech G920+shifter
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1 pointExactly how are we supposed to have supporting telemetry to send to the handling team when there is no telemetry in the game?
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1 pointDissapointed with that answer, and if the development team think car setups are correctly implemented that is even worse. Anyone with half a brain that has actually played the game would understand the issues presented by shelbys post. Four examples, sorry I don't have data to back this up, but if you play the game yourself it is easily verified. In career mode in the 18 game when the car was fully developed, even with the hardest possibe spring and ride height settings the car still dragged along the track at medium speed and high speed. Surely not correct and poorly tested. I don't have the 19 game but have seen posts regarding this same issue and it being difficult to get a fully upgraded car through eau rouge at spa due to the car bottoming out. Camber settings are primarily to equalise tyre temp across the surface of the tyre, and secondarily effect lateral grip and hence tyre wear. A balance must be struk in real life between temps, wear and grip. Limits were imposed (along with tyre pressure) in real life to protect against tyre failures. The game does not give separate tyre temps for inner middle and outer parts of the tyre. How is camber relevant, aside from potentially increased lateral grip with greater negative camber? Does it even effect tyre temps and wear as it would in the real world? Toe and camber settings simply cannot be correctly implemented when extreme and exploitative settings are fastest in time trial. Lower tyre tyre pressures increase tyre temperature, not so in the game. In real life limitations were put on the lowest pressure permitted to protect against tyre failures. Lower pressures create more grip and teams run as low a pressure as possible. Because the structure of the tyre is less rigid at lower pressures it moves around more generating more temperature in the tyre.
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1 pointHi, please allow us to make a custom tyre selection for qualifying instead if the 3 current nonsensical presets. In the F1 game drivers are only able to have a maximum of 1 set of the medium compound in a short qualifying session (which is used in the far majority of the F1 racing leagues). This is completely unrealistic, because in real F1 the drivers usually have 2 sets of medium tyres to use in Q2, where the starting tyres for the top 10 in the race are determined. In the F1 game this leads to drivers ultimately doing a 'one-shot qualy' on that 1 set of medium tyres, completely counteracting the purpose of the 18 minutes long 'short qualifying' session. It should be very easy for Codemasters to implement the option to allow drivers to select any custom amount of tyres from any of the 3 compounds, with the limit of a maximum of 4 sets of tyres for the qualifying session, just like with the 3 presets of tyre selections that a short qualifying session now has. It would make the game realistic and much more enjoyable, while being very easy to implement.