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Showing content with the highest reputation on 2/9/2020 in all areas

  1. 4 points
    I just finished the iconic 'Heat for Hire' Ford Sierra RS Cosworth livery and couldn't resist posting it here as well... LOOK AT IT!!! 😮 FREAKING BEAUTIFUL!!! Download link: https://www.racedepartment.com/downloads/r-brookes-lombard-rac-rally-1989.30836/#lg=attachment348311&slide=0
  2. 3 points
    I think some of you Brits will love this one... Russell Brookes - 'Heat for Hire' Ford Sierra RS Cosworth https://www.racedepartment.com/downloads/r-brookes-lombard-rac-rally-1989.30836/
  3. 3 points
    No fog/haze/mist effect for performance reasons. Clear and realistic visuals must not be compromised, only add as much eye candy as you can without sacrificing that. High graphical fidelity with the looks ruined by an ugly and unrealistic haze effect is completely bass-ackwards and counter-productive. If photorealistic visuals require less high-res textures or high-poly assets then so be it, overall it'll look far better A proper FOV and seat position adjust like in sims such as AC. The seat position adjust is way too limited, and FOV changes in large steps rather than in degrees, and FOV only affects some views Rallycross AI needs massive improvements. The random AI times from qualifiers are way off (they should be around the same as the drivers in your heat but they can be even 20 seconds faster), the AI difficulty is very inconsistent across tracks and weathers, the AI drivers will ram you as if you weren't there and behave very bizarrely sometimes (such as always taking joker on first lap if they lead). If you can't make the AI work then leave rallycross out entirely, it's not even worth including if you can't race in singleplayer Online and career separated entirely. Fully offline career (especially when you can't get Racenet to work reliably, and your progress can be wiped anytime), leaderboards can be left out of singleplayer completely (only upload your times when plaing online-based modes). Online events shouldn't require having the car in career mode For career mode, keep the open-ended infinitely replayable type of career but maybe think of some ways to add some details and depth to it. Do not go the Dirt 1-4 route of having a completely pre-defined career mode that you complete in 10 hours and has zero replay value. A racing sim is about depth, these are games that you can play for hundreds of hours. Some customization for career would be nice, like having some choice on legth of a championship, how often you have service etc. Improve the way career difficulty works. Beating masters requires damn near world record times on every stage, not a realistic possibility for overwhelming majority of players. Add an optional world record difficulty for career or something. Also everyone should not have to start on open difficulty that is way too easy for many players. Car upgrades removed completely. An unrealistic feature that does not belong in a sim, and grinding extra horsepower for your cars adds nothing positive to a game. These are homologated racing cars, not some homemade tuners Better integration of DLC into online events. The current system suits no one, DLC players can't play their DLC since most events are base game content only, and vanilla players are locked out of most events. No one benefits. Needs a serious rethink More unique stages per location. 30km per location is really not a whole lot. 13 locations is a lot but there could be more stages per location Longer stages Longer intervals between services, having it every 2-3 stages is too frequent with short stages and forgiving damage Damage in DR2.0 is too pansy even with the so-called hardcore damage on, needs to be more realistic and punishing. If you really want to cater to players who can't avoid crashing then implement a singleplayer-only option to turn damage off Events that don't involve driving the same stages in short and long versions (at least not in the same direction) Make tyres choices more meaningful. It's a pretty underdeveloped and half-baked feature as is, basically softs most of the time and that's it Guides, in-game explanations, detailed online postings that explain stuff about the game in great detail. It's very odd that a sim has advanced features and players don't have a clue how they work since Codies don't care to give any real information. This needs to change in the future Better liveries for cars. In DR1 many cars had good-looking fantasy liveries, way better than the awful Dirt 4 livery generator stuff in DR2.0 More consistent and reliable pacenotes. There are some places in DR2.0 (as in DR1) where the pacenotes are just plain wrong, or doesn't properly warn of danger spots, or calls tight corners after high-speed areas way too late. Basically the only way you get good is you memorize the spots where the pacenotes are off. That's not how rallying should work More powerful and realistic headlights, in DR2.0 they are too weak Adjustable post-process filters (saturation, contrast etc.) Detailed driver stats. Stats that are tracked across all gamemodes. How much you have driven with each car, location, etc. The cars stats feature in DR2.0 is just bizarre stuff, do it right this time Car showroom
  4. 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 😄 < added 2020-10-08: something else that would be amazing, although perhaps is a bit optimistic, is the option for snow in some locations where it makes sense, so we could for example have a Wales where it goes from cloudy and rainy one day, to proper Sweden-like snowy the next, completely changing the character of the stages. If we could do the reverse with Sweden, all the better 😄 > 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 (+@Mike Dee, @Yaggings) 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. See Yaggings’ thread on the topic for more ideas here. 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 (in both the colloquial ‘really great’ sense, and the more literal ‘thing of fantasy’ sense). 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! Easily shareable tuning setups DR1 did quite well here with the Steam Workshop integration, but it could be even better. Perhaps being able to export a setup as an encoded string of text, and import likewise? That way people could easily share setups on social media, forums, etc, and it would be cross-platform. More FFB options (added 2020-10-08) I get that the aim in DR2 was for the force-feedback to accurately replicate what you’d feel through the wheel in a real rally car, but we’re not sitting in real rally cars, we’re sitting at home, so we miss out on a ton of information that would inform our driving: g-forces, vibrations through the seat, rumbling felt through the pedals, and so on. As such, it would be great to have the option of simulating these forces through the wheel, even if it’s not strictly realistic. I know that was done to some extent with the FFB update that added vibration effects controlled by the Suspension slider, but that felt a bit shoehorned in. It would be better if there were dedicated sliders for these effects. Smarter cockpit view (+@FlatOverCrest) (added 2020-10-08) This is kind of a pet peeve, but at the moment the HDR autoexposure algorithm seems to be a bit primitive, and often makes things too bright or too dark. It should almost always base exposure on the road, not your car’s dashboard or the sky or some random tree. In addition, the weather effects when in cockpit view should take into account the fact that we’re looking at a 2D screen (or two of them, in VR), and can’t focus past raindrops etc. as we can in real life. 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. Triple-screen support (@Drummeer, @FlatOverCrest) Along similar lines as VR, proper independent triple camera-per-screen support. Using nVidia Surround to make 3 screens act as one doesn't cut it. 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. Also: livery editor! Let us make it feel like our car. 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. < added 2020-10-08: As a minor addition to this, something @Yaggings mentioned: a more “human” co-driver. I mean no offence to Phil Mills of course, but because he’s so professional and able to remain calm no matter what, it can sometimes feel like he’s not really in the car with us, and doesn’t react believably to what’s happening with the car. Also related, per @somethingthing: being able to ask our co-driver things like how far until the end of the stage, for those who like to play without a HUD. > 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 jump physics (@bn880) Consider spinning masses on the vehicle, and changes of rates of spin and how they should affect the vehicle mid air. Currently jumps can exhibit some weird behaviour. 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. Moreover, having the equivalent of three of DR2’s long stages per location would be fantastic (and of course more would be even better, but I’m trying to be somewhat realistic 😄) 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 😉). < added 2020-10-08: per @PJTierney, something that'd be cool for multiplayer would be (optional) staggered starts: rather than everyone starting together, they set off at 1 minute intervals, like in real life. Bonus points for being able to see the ghosts of other drivers, so you can clearly tell when you have (been) caught up. > 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. More ‘scenario’-type stuff (@Jack4688) (added 2020-10-08) The Colin McRae scenarios are a cool idea, and it’d be nice to have them as part of the main game, either integrated into career mode (a bit like the WRC games), or maybe even as part of online, like as daily/etc. events. Other drivers on stage (@ThunderboltSix) (added 2020-10-08) There doesn’t need to loads of them, but being able to catch up with, or be caught up by, other drivers on stage would really help sell the immersion, that the other names and times on the leaderboard aren’t just randomly generated. Stats, stats, stats! (@Mike Dee, @Philigula) All the numbers! How many miles we’ve driven (in each car, and in total); how many times we’ve rolled the car, most popular stage, most popular car, how many posts we’ve knocked over, how many spectators we’ve killed avoided at the last second. And so on. Related to this, per @michaelf, is UDP support on consoles. It’s already on PC, and allows for cool things like bass shakers, external dashboard displays, and @bn880’s RDA application, so having it on consoles would be great too. 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 🙂
  5. 2 points
    VERY basic comparison: Ford Fiesta WRC: 4WD. 1600cc turbo charged 4 cylinder engine. 36mm turbo restrictor. Approximately 380 BHP. Ford Fiesta R5: 4WD. 1600cc turbo charged 4 cylinder engine. 32mm turbo restrictor. Approximately 290 BHP. Ford Fiesta R2: 2WD. 999cc turbo charged 3 cylinder engine. Approximately 200 BHP.
  6. 2 points
    You didn't have to do anything, you chose to pay for them. You could've just not bought them and enjoyed only the new tracks. I see this argument all the time and it makes no sense to me.
  7. 2 points
    You’d better come up with a business plan to make DLC free for this nichest of niche games then
  8. 1 point
    Not sure. It seems to me to indicate the client is waiting for data from the server (host) and timing out. So that really doesn't shed much new light other than why SSLv3 is being used instead of TLSv1 (but that looks like some kind of fallback procedure from the TLSv1 failure).  Problem now still exists since 4 days without repairing itself. I posted this Wireshark report only to prove, that it is not a problem of the users. You can see, that the client (192.168.x.x) starts a TCP connection (SYN), the server answers (SYN, ACK) and the clients confirms (ACK). That's the usual 3 way handshake of a TCP connection. And if there would be a problem at clients (firewalls, router, ...), this connection wouldn't be established. After one packet of client (Client Hello) the server answers with an error and closes the connection (FIN). So it is no timeout at a client. I don't know, if that shown protocol (TLSv1, SSLv3, TLSv1.2, ...) by Wireshark is right, I think, Wireshark is not able to evaluate this data in detail, it only knows, which protocols belong to port 443 and shows one randomly. If that error is really so sheldom, I can provide you some binary files of the network traffic, if it can help to find the problem.
  9. 1 point
    I know this isn’t really the thread for it, but I’ll add my 2p that the fog/smoke in Finland is on another level and I really wish there were a way to address the ‘clear, daytime’ conditions. In fact, my #1 hope for any future patch/improvement. Wales it’s there but it’s not as intrusive. From the screenshots it seems like Scotland will be similar to Wales, although if there were any chance to dial back textures a little to improve ‘clear’ conditions, I’d snap your hands off.
  10. 1 point
    so that's why trees looks so much better...
  11. 1 point
    If you have updated firmware in the T300, try uninstalling PCARS2, then uninstall the drivers with Geek and reinstall after a reboot. That would be the test. Unfortunately, I don't have PCARS2 or F1 '15 or '17 installed and I used a G920 for those games, only used the T300 with '18 & '19
  12. 1 point
    The "mist" is an undesired effect. Looks awful and nothing at all like reality. The mist isn't just at longer draw distances, in some places it appears like 10-20m from your car. Or 100m from your car which is not a long draw distance in 2020. In some places you can't see the road because of this "mist". Again at a very short draw distance. On dusk or sunset you can see pretty far, no mist. Then in daytime you can't see squat. REALLY does not add up.
  13. 1 point
    On a couple of spots in Finland the fog can really be "in your face".
  14. 1 point
    a stone's throw? what part of the world do you come from where humans can throw stones 80-100m?
  15. 1 point
    Ok, who from Codies put BBQs in the stages? 😂
  16. 1 point
    The calibration tool doesnt need a powerful computer to work, and you may need the calibration tool if you bought that ricmotech mod. Neither should be needed though, it really is just a case of practice. As said before, the th8a i use is not modded, running default factory calibration. The issue your probably facing, is changing the gear before you have the clutch depressed fully. I assume your using a clutch pedal, so you just need to make sure its pressed fully before you move the gear lever. This js why I suggested slowing down and concentrating on just the act of shifting. Never drive any racing game in an active attempt to go faster, just learn how to drive instead. Speed comes naturally as you get used to it. Not just with driving, but with shifting as well. When you try harder to do something faster, thats usually when you will make a mistake. So to reiterate what i said before, slow yourself down and give yourself thinking time. It will allow you to practice in a stress free situation, and you will improve from there.
  17. 1 point
    You're basically getting the prequel and the sequel to the '95 Impreza 😉
  18. 1 point
    This thread will go in there in the near future, but I'm leaving it here for a while so that it gets more traffic 🙂 Suggestions being a subforum above DR2 now will have more people visit it in the future, especially since we're nearing the end of DR2.
  19. 1 point
  20. 1 point
    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.
  21. 1 point
  22. 1 point
    Seems "The Team" was "hard at work" doing downgrades on top of the pile. 😂
  23. 1 point
    For me personally the most important thing would be a deep career mode with - create a team - progression through car classes, e.g. junior => R2 => R5 etc. with historic rally invitational events - hire engineers, staff, additional drivers - a customizable difficulty level (like the slider in the F1 games)
  24. 1 point
    Hello, here is the adaptation of Adrien Fourmaux 2020 decoration to the Monte Carlo 2020 https://www.racedepartment.com/downloads/ford-fiesta-r5-adrien-fourmaux-m-sport-monte-carlo-2020.30776/
  25. 1 point
    Come on Natan, let's not shoot them for anything, Grid series (excepting Grid 2) handling/physics is good and the main reason we all love Grid games, graphics of grid 19 is an other story.. Also Assetto corsa has weird handling unplayable with gamepad (you need wheel) and the chase camera behind the car is the worst in any racing game with Nfs shift 1-2, there you feel that the cars floating like boats..