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Showing content with the highest reputation on 2/7/2020 in all areas

  1. 2 points
    It appears the era of DR2 will come to a close once the Flat Out DLC is out, and so we begin to think about the next game in the series. No, not DiRT 5 - that's a different subject entirely, and I hope Codemasters learned the lesson from DiRT 4 and don't try to cross the two streams again. Push D5 in the 'fun, more arcadey' direction, and build on that. No, this is about DiRT Rally 3! From chatting on the DiRTy Discord server the past year or so, a few common topics have emerged regarding the strengths and weaknesses of DiRT Rally 2, so I thought I'd post this list here, to be kept updated as y'all reply, of things we want to see from the next game. I'll try to prioritise the biggest things first, but obviously there won't always be agreement about the ordering of such, so this isn't meant to be definitive. Here's a few things to get the ball rolling: Better tarmac physics The gravel and mud feels great, the ice in Monte feels pretty good, the snow feels good too, but it's fairly commonly accepted that the tarmac physics aren't good. Spain is the worst offender, with rear ends that tend to wander around on their own, with no feeling through the wheel about what's happening. It all feels too slippery and vague. It's less apparent in places like Germany and Monte Carlo, due to the nature of the roads there, but it's still a problem. Hopefully the acquisition of SMS can bring some expertise in this area, but mainly we want the tarmac to feel more precise and sharp, and to be able to feel what the car is doing more. If anyone has a better way of explaining this, please do chime in. Extra, extra long stages Who doesn't want to run up one side of Col de Turini and down the other in one go, starting and ending on dry tarmac but crossing the ice-covered peak in the middle? Wouldn't it be great to run the entire New Zealand stage at once, through the twisting coastal road then heading inland for the crazy high speed sections? Give your car's brakes the workout of their life with the entire Panzerplatte! Plus as @HoksuHoo says, there should be longer intervals between services, at least in the higher difficulty levels - we should have to strike a balance between pushing hard, and preserving the car. Improved weather The weather effects themselves are fine, but one thing DiRT 4 did really well was letting you choose weather independently of time-of-day. Add in some kind of dynamic weather system like in WRC8, too, for that added element of unpredictability. And bring back the occasional fog patches 😄 Properly punishing damage (+@ApexAzimuth, @bn880, @HoksuHoo, @nPiipo) 'Hardcore' damage seems overly generous - you can bump into verges, bounce over rocks, and bottom out over jumps with virtually no problem, the car keeps happily chugging along and handling doesn't get noticeably affected. Give us the option of having realistic damage: if we bump a rock, it actually bends the axle, or breaks the suspension for that wheel; bottoming out over jumps causes major suspension damage or worse; rolling the car several times ruins the bodywork and possibly deforms the car enough that it doesn't go in a straight line properly. Have some actual consequences for crashing beyond just a few seconds time lost and a bit of a repair bill. Of course, this should be optional, because sometimes we just want to chill out and chuck a car around some forests for a bit, but it needs to be there. Another thing I think Dirt 4 did quite well was parts just plain wearing out, and this could possibly be improved by having the potential for random parts failure, e.g. lights, power steering or windscreen wipers - stuff that makes finishing the stage more difficult, but not impossible. Something else that would help the stages feel a bit more 'interactive' is if things like leaves or snow getting stuck to the front of the car could affect airflow and maybe cause your engine to overheat. Make being online-only meaningful I get it, online is here to stay. Some aren't happy about that, but if that's the way things have to be, make it worth it. Have an official organised global ranking system, with persistent tiers and divisions, so people can race against others of a similar skill level and feel like they're actually accomplishing something - much more exciting to finally finish 1st in your division and get a promotion, than to be told you were 3467th fastest on that arbitrary weekly event. Expand on the potential of Clubs Following on from the online thing, build Clubs fully into the game, no need to visit a website to set things up. Give us more control over the events: vehicle restrictions, multiple classes per event, more flexibility in how stages are arranged, etc. Give us a proper API so we can build our own club websites that load in live game data. More varied stages (+@dgeesi0) I think it's generally agreed that WRC8's stages are fantastic in design. The variety of environments each one takes you through is great, even if the fidelity sometimes isn't. I get that DR(2)'s stages are based on real-life locations, and they're still great fun to actually drive, but it'd be great if we could have some more interesting 'features' in each stage, like towns, cliffsides, rivers, that sort of thing, even if it's at the expense of being true to life. Wales is already pretty good in this regard, with the wind farm, the riverside sections, the logging camps and of course the Sweet Lamb complex. More of that in other locations! In addition, it'd be great if at least some of the stages could be properly narrow, as in barely-wider-than-the-car narrow. This also ties in with the below point about staying on the road. Driver education This is another thing DiRT 4 did really well, imo: all the interactive training courses in DirtFish teaching you the basics of rally driving. RBR had a similar thing, and in both cases they're enormously helpful to players trying out a 'serious' rally game for the first time, players who'd perhaps otherwise jump in a car, crash repeatedly until they give up, then get a refund off Steam. Heck, even experienced players can learn things from these courses. More incentive to stay on the road The roadsides are often rather too forgiving, meaning it's often fine to go wide on a corner because there's no penalty for doing so barring the occasional rock or tree. It'd be an improvement if this was at least less predictable: sometimes you'll get lucky and it'll be fairly smooth short grass, but other places might have very rough ground with bumps that'll ruin your suspension, get your car stuck or just be super muddy and slippery. Cutting corners or going wide should carry a significant risk. Fix RaceNet's reliability problems It's unacceptable that a system so integral to the game is so unreliable. Even going down for maintenance for an hour or so when a patch comes out seems absurd when an MMO like Guild Wars 2 can have a major expansion release with basically zero downtime. Photo mode (+@nPiipo) Another one I can't believe I forgot, given how much I've enjoyed using the third party camera mod, but a game as good-looking as DiRT needs a photo mode. Just imagine the social media possibilities! So that's my initial list. If you have any suggestions, post them here and I'll add what I can to the list. It'd be super helpful if you could go into some detail about what you want, so rather than, for example, just saying "better FFB", say what precisely the problem with the current FFB is, and what you want to feel from it. The clearer you can be about what you want, the better the chance of the devs actually taking it on board. edit: added some more things --- edit: some things from other comments here: VR (from @Flens07) Can't believe I forgot this one, but yeah, VR should be there from the start. A more in-depth career mode (@dani211212, @Jack4688, @ForeverYoung08, @ApexAzimuth, @HoksuHoo, @Opassac) The career in DR2 feels kinda lifeless and machine-generated - there's no real sense of a real world the championships take part in, no real consequence for losing, no real interaction with 'your' team. Something more is needed here - perhaps not to the extent of the F1 games with their cutscenes and interviews and all that, but maybe more like WRC8, where you can visit your team's headquarters, choose research directions, try out for new teams, and so on. The progression could also do with being a little smoother and more believable, perhaps starting with a low-end car and small number of stages and events, then building up in a more organic way, rather than just having more and more stages per event. edit: additional input from @Docut and @bn880: don't make the single-player parts always online, or at least make it much more tolerant of connection issues. I get it that you want to prevent cheating etc., but I'm not sure the decision to tie the single player championship Team stuff into the online daily/weekly/monthly/etc. events was such a good idea, because far too many people have reported problems with losing progress or being stalled in the single-player championship due to RaceNet/Steam issues. Meaningful tyre choice (@bn880, @bogani, @HoksuHoo) Almost nobody uses the Hard compound, because it seems pointless. Medium is plenty for any service interval in the events presented in the game, and even Soft works fine a lot of the time. Tyre wear needs to be more severe if it's to be meaningful, with the tyres wearing down to a much lower level of grip, and even having a higher risk of punctures the more they wear. Being able to rotate the tyres if they're wearing unevenly should be an option, too, and there should be some kind of live tyre monitoring - temperature, pressure, wear and so forth. Improved menu UX ( @somethingthing, @XenialJ, @bn880) Things like FFB and graphics options aren't explained at all, when they're often very important to the experience of driving. The big document Codies released a few months after DR2's release, explaining how the input system works in detail, was really good, and it'd be nice to have a similar thing for the graphics settings, but there should also be some text or example images in-game too. Beyond that, though, the interface doesn't do a great job of giving you information about events up-front - you often have to load the event and wait before you know what's going on, and sometimes are forced to drive a stage when you're not ready. There's also too much jumping in and out of different menus and having to wait for 'Communicating with RaceNet' spinners. Better pacenotes (@Deltone91, @bn880, @HoksuHoo) The pacenotes in DR2 are ok, although timing could obviously be better in several instances, but they're also a bit simplistic. This might be fine for beginner rally drivers, but it would be good to have an 'Advanced' option where the co-driver gives more detailed information about what's coming - camber information, line suggestions, 'minus' and 'plus' refinements, more references to specific landmarks, etc. Moreover, if there was a system in-game (or even an external file we could edit, if the UI work is too much) whereby we could adjust the timing of the notes, that would be amazing. And of course if we could make our own fully custom pacenotes that'd be even more amazing. More 'normal' visuals (@RGgiac, @bn880, @HoksuHoo) Now, just to be clear, I personally don't think DR2's graphics are 'cartoony' or anything of the sort. The real world can be very bright and colourful. However, the game does tend to show a somewhat idealised version of the real world - beautiful sunsets, blazing hot sunny days, impressive stormy skies. That's fine occasionally, but we need a more 'common' look - some more overcast weather, sometimes duller light, less of the beautiful sunbeams shining through misty forests, less hazy softening of the late afternoon sun. Yes, these atmospheric conditions do sometimes arise, and they make for good promotional screenshots (and us photographers love them 😄), but they're not that common in the real world. Give me a damp, overcast and slightly gloomy Wales any day, with the pretty skies being an occasional treat. One important aspect of this is the haze - I get that it was apparently done for performance reasons, but it's not a great look. Better sequential gearbox simulation (@bn880) Even in Manual Sequential, the gearbox has an automatic 'clutch nanny' that prevents the engine from stalling, even though in real sequential boxes such as are modelled in the cars in game, manual clutch operation is required for this. We should have a transmission option like 'Manual Sequential with Clutch', that properly simulates how sequential gearboxes work, and would obviate the need for the 'Clutch Override' option in the Assists menu - you'd just choose 'Manual Sequential' if you didn't care about using the clutch, whereas at the moment you must use the Clutch Override option if you want to be able to clutch-kick in sequential cars, something you can't do if a multiplayer host has disabled assists. Penalty for over-revving (@bn880) There is no penalty for over-revving the engine. No damage, no wheels locking up, nothing. Doing something like this should result in instant terminal damage, destroying your engine and gearbox, or at the very least cause the driven wheels to lock up, resulting in loss of control. Better 'loss of grip' physics (@bn880, @bogani) Gravel is largely believable, and feels good, however there are a few cases where the cars seem to have too much grip. Flooring the gas pedal in a RWD car and making the wheels spin is no problem: the car pulls away just fine, no fishtailing or spinning uselessly in place. Same in corners in AWD: you can apply full throttle and the wheels just grip, like there's some hidden traction control going on. This seems particularly evident in Monte Carlo on the ice sections - despite the cars not having studded tyres, they seem to have an almost magical ability to accelerate even with wheels spinning. Better class balance (@dgeesi0) Some classes in DR2 are very well-balanced - R5 in particular is very even. Other classes, there are cars that are just pointless to choose unless you want to make things more difficult for yourself (e.g. Metro 6R4 in Group B). Obviously the cars are in their 'historically correct' class, but maybe there needs to be some BOP-like system for making all the cars useful, although possibly not in all game modes (time trial for example might be exempt). Clearer DLC policy (@watzcoc, @Strittan) I'm not personally in the 'bah rehashed content ripoff' camp, but it's clear that releasing the remastered DR1 locations steadily over the course of a year wasn't popular with everyone, especially given the lack of clarity around what will be released and when. Add in the somewhat coercive bundling and it left a sour taste in many people's mouth. Honestly, each previous location being £3.50 or whatever was, imo, perfectly ok pricing, but it would have been nice to have a bundle of all the locations for like £15, rather than the weird split Rally+RX mix we got. I get that it's a business, and that these things take work, but I think in this case the way the DLC was sold was the problem, not really the mere existence of it. More locations in the base game (@Strittan, @StanleyGoodspeed) I know the stages take a lot of resources to make, but it's generally expected these days that there needs to be a lot of content available at launch included in the base game. 6 is not enough. Better in-game social features (@Mike Dee) In DR2, about all you can do when you see someone's name in a leaderboard is view their Steam page (or Xbox/Playstation profile). It'd be better if more could be done in-game - viewing profile info, sending friend requests, even in-game (voice/text) chat once both parties agree to it. This sort of thing makes players feel like part of a connected social group, rather than like they're competing against AI with weird names. Moreover, it makes people feel invested in the game and the community, thus more likely to stick around (and buy DLC 😉). Better soft surface modelling (@bn880) The surface degradation in DR2 is a cool feature, and definitely adds some challenge, but the way the surface degrades seems a bit random - the ruts don't seem to really follow driving lines, instead tending to be all over the road. In addition, although the surfaces are soft/loose, we never seem to get stuck in them. This is particularly apparent in the snow, where you can drive through half-metre-deep snowdrifts with no problems; this ties in with an earlier point about needing more incentive to stay on the road - one of the risks of going off should be the possibility of getting stuck in mud or snow. Sensible field of view adjustment (@HoksuHoo) Let us set the vertical field of view in degrees, so there's no need for weird calculations just to figure out what we're seeing. Moreover, either have the FoV adjustment affect all views, or have separate adjustments for each view (like Forza does). Better rallycross AI (@HoksuHoo) AI qualifier times are all over the place - you can beat the AI in your session by miles, only to have the times from the other heats be far quicker. The AI also seem to be a bit blind to your presence on the track, and make some odd joker lap choices sometimes. Rework the upgrades system (@HoksuHoo) It feels artificially 'gamey' to be able to upgrade your car, when in real life this sort of thing just doesn't happen, since the rules would forbid it. It's fine to improve your team, and their ability to diagnose and fix problems, etc., but upgrading your car is not realistic. Frame rate limiter (@HoksuHoo) Since the display driver limiters don't seem to affect the game, and lead to weird stuttering if you turn vsync off, there should be an in-game limiter. edit: thanks for all the suggestions, folks - have added more to the list edit: add more suggestions, and re-ordered some of the things based on popularity or necessity 🙂
  2. 2 points
    Well I'm sure Pandemic, Visceral and Dreamworks, I mean Danger Close, I mean Dice L.A. are still around at EA too. They just aren't their own studio, I didn't mean the guys were fired. So anything to share? Oh, I forgot to ask yesterday, it's completely unrelated, but what kind of car is this? Also ignore my gigantic windshield crack. It's been like that for like 4 or 5 years. It's not broken. It's different.
  3. 2 points
    I'll be honest, I liked the drip fed DLC. It wasn't like it was painfully spread out, it was only 2 weeks between content drops right? I can understand wanting all content day 1 of DLC, but doing it the slow way definitely helped keep people coming back as well as helped stir up media attention during each release. That and it gave me a chance to actually drive some of the cars I would normally just leave in the garage. Just my 2 cents though --- Let's get to what I really want to see in DR3 or future titles though, and something I haven't seen discussed nearly enough, a proper driver social experience included. What do I mean by this? Currently Dirt Rally has a pathetic in-game social interaction between players We have zero ways to compare with other drivers We have zero context about other drivers The social aspect of the game feels like nothing more than a leaderboard We have zero ways to continue interaction with other players we meet/see We have no way to get invested into the community or game Think about a normal interaction with someone; I'll pick on @caerphoto for my example. Here is how an interaction currently plays out Join a random MP custom championship Caer is hosting Race with some fun drivers who are equal speed to myself "Hey these drivers are pretty cool, I wonder who they all are". Can I learn more? Click on driver and select "Profile" Takes me to the Steam Profile page... ... All interaction is basically dead in the water. I have to friend request him to even start building any kind of in-game interactions. What should this interaction be? Join a random MP custom championship Caer is hosting Have fun races, decide I want to learn more about some of these drivers Click on driver name -> profile -> it takes me to an in-game profile page about the driver The in-game page shows me a ton of fun, useful stats about Caer; it shows me his most driven car and his favorite class; we can see total distance driven; it lists top class completed in My Team; we find stupid stats like # of rolls, repairs, dnf's, etc; Holy ****, this Caer guy is actually pretty cool! He even drives the E30 (best car) more than anything else!!! I should totally add this guy to my... IN-GAME RIVALS LIST. I shouldn't even need to say this, why are rivalries not a thing? Imagine being able to tag up to 5 drivers you run across on leaderboards or MP lobbies as your rival; they are highlighted in result screens after races for you, maybe you get in-game notifications when they beat a time trial record you had set, maybe the game even suggests events to you based on things like "your rival Caer just finished 27th in today's Sweden Daily Event - can you beat him??"; we can even let the game suggest rivals to you when it notices you finish within 5% deviation of some driver consistently. We even can notice Caer joined a team (in-game teams/driver clubs would be amazing) which is active in team-based Weekly/Monthly/Club events. Now we even have more people to compete with on a personal level since we are fighting against Caer's teammates! Oh ****, look this in-game profile page even lists what clubs Caer is active in! Now I'm learning of even more communities and people to engage with, finding even more personal reasons to keep coming back day after day. Do you see where I'm going with all of this? We need better ways to interact with our fellow players. Driving is not something like CoD or other FPS games where you only care about dropping in to a quick one-off match and then forgetting everything about that match when you queue for the next. We thrive on little details, stats, made up drama and battles between drivers. I get tons of random posts on my profile page of Steam by people I never have met before with things like "kicked your ass in the Kadett at El Rodeo/Wet in Time Trials! Cheers from Sweden 😜" and it's stupid things like that which keep me constantly active in the game. Friends on Discord or the forums posting "challenges" where we see who can set the fastest times in a car/stage combo. It's things like this which give incredibly long legs to a game, they are the things which build your dedicated playerbase that will keep returning for years. We will find our own fun, challenges, goals, and inspirations to keep playing but we need access to these details. We need stuff to get invested into. Why do you think all of these driving teams/websites exist and have diehard drivers within them? They help foster communities and player interaction with each other. We need to foster better player interactions in-game. As it stands now there is none, and it kills me because of how amazing it could be.
  4. 2 points
    Season 2 Update - 12/02/2020 h This update consists of visual improvements and fixes, including: Season 2 content added (Track Day Supercars pack, 33 Career events) Additional content for all players added (two bonus cars, Red Bull Ring circuit Addition of winning liveries from the FA Racing Logitech G contest All players can now multiply the length of Career races in the Options menu Resolved instances of force feedback disappearing during races Fixed issue of players being unable to change their race number in Profile Players can now correctly choose and change liveries during Multiplayer events Removed corner cutting issues on multiple circuits Adjustments and balances made to Hard difficulty on multiplayer Further stability improvement for both single-player and multiplayer modes Camera fixes for Paris routes Further Multiplayer optimisations, including aspects around entering live lobbies and messaging around host lobby changes PLEASE NOTE: For PC players, once you download this update, the game will start full-screen at 1080p with default graphics settings,so users will have to reconfigure their graphics settings if custom settings were used before the update.
  5. 2 points
    As I mentioned earlier I don't like artificial limits on game /race rules. If the race is crash heavy there should be no limit on how many times the SC comes out. If the situation warrants an sc it comes out, if it doesn't it does not. I'm not the only one who starts to feel an eery sense of immersion in a game or sim when the coding starts to mirror real life physics and rules. If the players in a race can't drive on track well enough to avoid double digit safety cars then maybe, just maybe, they will learn to drive better or the deliberate shunters will have race bans from league organizers. Like in real life. The current coding I believes completely disables safety cars once the 6th has come out. The reasoning for this is to keep the game flowing I believe. This should definitely be an option for the race organizer. A sliding bar in options with the choice of disabled ,2,4,6 or unlimited. That would make everyone happy surely?
  6. 2 points
    I noticed this too .. They have official WRX license, but there aren't all the cars and circuits of the season (both 2018 with U.S.A, that 2019 with Spa).. in my opinion they dared a little too much. If you claim to have the license, you must be sure that you can then have the actual contents. If there was no Ferrari in the F1 game, would you buy it?.. in any case, I don't mind Rallycross, but I sincerely hope that in the next DR3.0 they will focus exclusively on pure rally
  7. 2 points
    Yes exactly i completely agree Mikulitsi. We have been fighting to actually get the safety car for years and it finally happened. Whatever you guys do Barry, please dont revert the changes in the patch, work your way up from there. Yes, It could need some tweaking, and a little less frequency for not dangerous incidents would be good. But its just as Miku said... Its the driving that brings it out very frequently, I watched the posted league race, and most of the SCs were justified. Its not like its not reflecting real-life, its doing just that pretty good. Look at 2019 Singapore GP, three Safety Cars. Singapore is kind of Safety Car heavy... And with these accidents in that League race? Its kind of expected to have a few... Reflects real-life pretty good.
  8. 2 points
    I think this SC update is pretty good except for the track limits under SC (10-second penalties etc.) which is a complete joke. I'm gonna quote another well-known league racer as I agree with his point completely and can't say it better, "It comes out when there is a crash even as in real life. But in real F1 drivers aren't that stupid and don't crash every lap". The bigger problem is that people can't stop crashing and take way too many risks. I'm pretty sure there would be as many SCs in real life too if people would crash so much... EDIT: In our league race last Friday on Russia we got one SC and one VSC because people retired on track/crashed in dangerous places
  9. 2 points
    Just drove the weekly Event in Wales and it dawned upon me, what is wrong with Wales IMHO. Cause currently, especially when conditions are picked by the system automatically (career, community events), Wales ranks in as my least favorite Location, right below Germany. And that despite it being my favorite in DR1. The problem for me is the mood. In DR1 Wales was a misty Forest with moody hills, you felt like being in remote british backcountry. That is mostly gone now. Heavy Rain during Sunset still has Sun shining, daytime is bright and well lit, Rain during day still looks very colorful. And that's it, the lack of conditions really bothers me. The only Rain is Heavy, that should be like a special occasion, like you are just so unlucky the rain started going heavy when your time is up. But now it is 50% of the whole Rally, which makes it all feel 'gamey'. As soon as it dries the only option can be Sunset. It's always shining when drying. There is no Dusk. There is no Fog. There is no light Rain. And where are those nice Fogbank-conditions, that were in D4? Half the time it feels like this road could also be in Finland, just more windy than usual. It is missing the welsh Vibe. The only times I feel the mood is like Rally Wales is during full Nighttime right now. Don't get me wrong, the driving is as best as ever, wet feels properly slippery now and the stages are as technical as always. I really hope there will be a Weather update for Wales down the line, to make it one of the favorites again. DR1 D4: DR2: all official pictures,
  10. 2 points
    Well it is the minimum effort and EA methodology, release a game with only half the content and features one would expect and then release the content slowly as paid dlc to make the game more complete. I would rather codemasters didn't stoop to this level.
  11. 1 point
    You’d better come up with a business plan to make DLC free for this nichest of niche games then
  12. 1 point
    Sure this is what caused it. Video
  13. 1 point
    As above, this is because those series don't have the same 'Concord Agreement' type deal with the circuits. There are several examples of this around. RaceRoom has GT Masters licence but have to licence the cars separately. rFactor2 has a Formula E licence but not the tracks. Project Cars has/had a Le Mans 24 Hours licence but this entitled them to only the track, none of the cars. Kunos clearly have some negotiating wizards, because they needed to licence all the cars and tracks for ACC individually (hence you can't create custom liveries for the Lexus). F1 has an agreement where the competitors and venues (I believe) have to sign the rights to their properties over to the promoter in order to be included. 'Lesser' series don't have this same clout, so what the 'licence' for a series contains is different with each one. And we'll probably never know the exact details, just the outcomes. I wonder if WRC has the right to sub-licence the cars (in the top class), for example. It may have changed, but back when Papyrus were making official NASCAR games they didn't have the rights to all the teams and cars.
  14. 1 point
    The completist in me wanted to see CotA added to complete the 2018 season, but the rallycross track there was pretty ****, so not the end of the world we are missing that. Spa is more of a shame but, from what has been said here and elsewhere, it seems like an expensive track to license. As has already been said by others it is a huge shame that we have no Hyundai in game, either in the R5 or RX Supercar classes: licensing is to blame though!
  15. 1 point
    VR support ? 🙂
  16. 1 point
    Hi @aartstyle,👍 Interesting find. I've begin to reproduce from your advice, and noticed this while re-producing under your advice. After analysing this, I'd say that this isn't a bug and, in fact, by design. The Delta times on the 2 strategies around 4 seconds, so some AI have chose the pre-set more defensive strategy and some the more aggressive one. I'll still discuss this with the Developers as to why they wouldn't just pit for mediums later, but it would be interesting to see what behaviours they make where the Projected Race time is much larger for different strategies. I'll find a new track and investigate. Could also be that the alternate strategy is exactly that; different. Pitting 1 lap later wouldn't be much of an a difference, so offering a chance to attack with a harder tyre would be the next logical choice. I'll still ask though
  17. 1 point
  18. 1 point
    I think we've done some experimenting in the past and came up with these results - Open: 50-60% AI Clubman: 60-70% AI Pro: 70-80% AI Elite: 80-90% AI Master: 90-100+% AI There is a range for each tier because, as anyone who has done My Team knows, there are always a few drivers who are much faster than the rest of the pack while the other 90% of the championship drivers are drastically slower than the leaders. Is it actually above 100% in Masters? Probably not, but holy hell does it feel like one driver in My Team gets some kind of boost in Masters and is setting blistering times that is even ahead of the 100% AI in customs. Decent rule of thumb to test yourself is just 10% difficulty bumps in custom events and you should be at least competitive in the next tier.
  19. 1 point
    Actually F1 cars' ERS is pre-programmed for each track, so the driver won't have to adjust it as much as we have to in the F1 game.
  20. 1 point
    Pit stops for long races (league races) weekly challenges world series online cup changeable weather in long races (league races) car tuning (multiplayer) car wash degrading car parts customised wheel rims customised drivers + male/female choice podiums sponsors car horns yellow flags fastest lap. point SCRAP F1 POINT SYSTEM
  21. 1 point
  22. 1 point
    @UP100 Whoosh You are missing the point, mate. Either unintentionally or willfully, but still missing the point. The point of these videos is how much better Grid 2019 could have looked like. This is why they are posted here in this thread.
  23. 1 point
    I'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.
  24. 1 point
  25. 1 point
    I am now tired of always reapplying settings when I want to drive a single track now and then. I have not been playing your game anymore. You don't care, then me neither. I have tried everything, reinstalling the game as well, nothing helps. Why don't you force the game to check the .xml settings file exist in the first place? PS. This is most likely a Cloud Save issue. The useless cloud tries to get the settings file from time when I had GeForce GPU and they won't work with Radeon. This is my assumption. In any case, no .xml files exist and nobody is willing to upload them for me and I don't understand why. Are they sacred or something? EDIT. Yay! Issue was fixed via email with Codemasters customer service. This case was a classic anti-virus problem, even though I browsed Bitdefender many times. Also remember to find the 'dirtrally2.exe' and make it run as administrator. Sorry for the inconvenience.