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Showing content with the highest reputation on 2/13/2020 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
    This might seem a bit nuts but it would be cool to experiment with. Doing your own Recce and Pacenotes. It might be tedious and awkward but we know it's possible as there's a mod out there that lets you do this. If a system like that were refined and put in the game, it could be a cool way to communicate that aspect of rallying in a game. Multiplayer ride-along/Co-Drive. This would also be nuts, but it would be really fun to have the game support a co-driver that rides along with you in the stage. There could be an in-game UI for a co-driver to show pacenotes on screen and check them off as you go. This would definitely be unusual, but it'd be an awesome option for players to experience being a co-driver. Clubs that required real co-drivers (AI Co-Driver disabled) could be made that could have a really authentic experience. At the least, it would be cool to have the option to join someone in the co-driver's seat just to ride along, even if they're not doing pacenotes.
  3. 2 points
    I don't play career but in leagues the Ia just follow his line no matter what happens around them. If you attack from the inside you maybe can survive but if you are outside they push you out of the track 100% sure. They seem to give space entering the corner but exiting It they just follow their line. Ill try yo make a video. Its a pity
  4. 2 points
    Red Bull Ring is beautiful.. awesome track, the game needs more of this !! Also big thanks for upping the LOD, I asked for more than medium, and you delivered
  5. 2 points
    I think Bahrain wasn't in the 2011 game when they cancelled that one, but I'd like for the track to be at least drivable in the game no matter what happens in real life. Then again I'd say the same for all tracks that already exist in sufficient quality like Germany and Malaysia. Add some track rotation to the career, that'd be a great feature. Wishful thinking, I know
  6. 2 points
    Am I allowed to suggest wrestling the WRC license away from the current holders?
  7. 1 point
    Hi Everybody, I want open this new discussion to know how you think about my idea for a future game F1 2020. As you can see, my idea is mainly based on a graphic collection, similar to the one with which Codemasters publishes its phenomenal racing video games, especially those of the F1 series, based however on the slight difference of proposed contents. As already written on the images, they are only examples and any name or brand imprinted inside them has been reported only for a graphic exhibition in order to better understand the concept. I wanted to add the F1 fonts and get closer to the official graphics. And now let's move on to the game themes. The video game is mainly based on two career methods: the classic one of the "ranks" of pilot, with the difference of trying to land in F1 from the F2 only and only if you arrive at least thirds in the championship. The career mode, in my opinion, should be similar to that known up to F1 2019 with the difference that the swap of the drivers should be at least at the end of the natural contracts in place and not during the current season (beautiful, but not very realistic if in reality we only know the real swap that took place this year between Gasly and Albon in Toro Rosso). Then, vendor swap by season would also be wonderful. For example, Alpha Tauri and Red Bull that from Honda pass to Mercedes, or HAAS that passes to Honda, just to give a practical example. Now, the highlight, for those who also care about the managerial side of an F1 team, would be to make a career as a driver and head of the team, taking care of the main aspects and being the eleventh team that takes the seasons away with a budget management that must be taken care of after a total number of races, a bit like it was in F1 2018 during the discussion of the contracts, but aimed as a team, that is, the care of the sponsors, the confirmation of some technicians and engineers, the development of the car , the compensation, ... Then there are other themes that respectively represent the "head-to-head" duel with your team-mate, competing in one or more heats at choice on circuits loaded at random by the computer. The winner is the one who scores the best average between pole, victories and fastest laps and time at the top of the race. Another aspect is that of the historical races, relive the duels of the past such as Villeneuve and Pironi, Lauda and Hunt, Schumacher and Hakkinen and obviously Senna with Prost but on several occasions and try, albeit virtually, to change the outcome of the real outcome . The last is the classic theme of the F1 single Grand Prix, where you can randomly choose between normal or timed racing. In short, I put some stuff in it, hoping that the Codemasters developer friends can have more information from us enthusiasts to make the video game as exciting as possible. Thanks for the kind attention reserved to me. P.S.: if you have anything adding about my ideas, please propose it, thanks!!!
  8. 1 point
    hmm do You play with the steering wheel or the pad controler? for me AI looks ok and it's hard to win with pad without good starting position on medium
  9. 1 point
    yeah, it's worth it. it's better than DR1 and D4. huge car list now, and tons of rally locations (12) and RX tracks (13). there's one more rally location coming in 6 weeks with two more cars as part of a Colin McRae pack. just make sure you buy the cheaper option 😉 the sale has resulted in a weird situation on my (canadian) PS store where you can either get SuperDeluxe edition, which is the base game and Seasons 1-4 (all DLC) for $66.74 Base Game ($24.99) + Year 1 Pass ($26.99) which is also all DLC with Seasons 1-4 = $51.98 so obviously if you want to get everything, option 2 is quite a lot cheaper, and you get the exact same stuff. both of these options will give you the upcoming CM pack for free.
  10. 1 point
    @BarryBL hello My PC has also been updated to Patch 1.21. About Repair Wing Damage Settings I have confirmed that the wing will be repaired in the race. However, it was not repaired in FP. Career mode and GrandPrix mode were the same. My post on this issue also mentioned this mode. https://forums.codemasters.com/topic/45382-ps4-120-wing-damaged-not-fixed-in-pitstop-2-times-with-videos/ During FP, there is no Repair Wing item in MFD. I guess. During FP, the Repair Wing item is limited to “AUTO”. Isn't Repair Wing possible during FP?
  11. 1 point
    While that would result in a much better game in the WRC series I reckon that would severely limit what Codemasters can dish out to us each time. They’d have to make a new game each year - or presumably have to justify if they wanted to take a year’s break - and they probably wouldn’t be able to include all the extra cars and locations which gives DR quite a lot of USP. I also think the competition between DR and WRC is healthy - they’ll both be trying their hardest to make the best rally sim so my hope is one day I will buy a WRC game and keep it for more than two days 😅
  12. 1 point
    It's all about the 01 for me, I mean it even looks good on a Transit: 😉
  13. 1 point
    THIS. Furthermore, imo, it would be beneficial to get more of a "AI Driver Personality" ingrained into each individual AI of the whole grid, meaning that we see Ricciardos AI to be more brave on braking zones, Verstappens and Magnussens AI being more aggressive and more likely to push the player off track, Perez being more gentle on the tires, Lewis being a beast that gets multiple Pole Laps in Qualifying over the year whilst having a slow start into the season but gradually getting stronger towards the middle of it, Stroll being able to do mediocre or poor in Qualifying but always having great starts and good racecraft to make up for the lost positions during the race, Grosjean having a tendency to take himself out in mysterious ways, Vettel doing the occasional pirouette during the season, Verstappen and Stroll being exceptionally good drivers in changing or wet conditions etc. etc. etc. AI should feel differently so that each virtual driver has their own personality and can be distinctively recognized just by seeing their real time behavior on track as accurately represented as possible, this would increase immersion and realism tenfold, giving more depth to offline races and career mode as well as making online races, with AI turned on, less annoying. Hope such a "AI Driver Personality" feature might be considered for the next gen titles.
  14. 1 point
    Hey Version 1.12.1 - Steam Radeon RX 550, FX 6300 3.50ghz OS: Windows 10 Memory:12 GB The problem with the car and the seat.
  15. 1 point
    In the next build, they are removing the wipers. No water droplets, no need for wipers to take all that performance. 😂
  16. 1 point
    I agree with all the points in the OP except the "more normal visuals". I'm pretty pleased with the way DR2 pops. The RX stages feel more normal and thus feel less entertaining to me. My number 1 all time pet peeve in DR2 is the way the interface obfuscates simple information so much. In particular you *very often* have to select something and wait for a whole loading screen just to get information, such as weeklies and monthlies. Even worse, there are many situations where you don't know if selecting something will take you to a service area, or to a starting line, and if it's the starting line you are forced to race lest you blow your event's progress. There should never, ever, be a situation where the player can't tell whether or not they're about to be forced to sit through a stage but in DR2 this situation occurs often. On top of those 2 particularly bad situations, just in general the whole interface is terrible for obstructing access to simple info. It's super unenjoyable to use, whether you're trying to check your Time Trials records, trying to see what's next mid-event, or trying to see literally anything that's going on when you're in an online custom championship. At best, you must slowboat through at least 1 loading or server communication, sometimes even exiting an event just so you can access options from the main menu, then re-entering. At worst (particularly online midway through a championship), you have no options at all and you are left with no info at all about the races you joined. Non-readied players can't even tell if other players are waiting for them. So if they improved 1 thing in DR3, for me, it'd be: A UX that is consistent in providing slick, loading-screen-free, access to all pertinent info, be it about the current championship, highlighted championship, time records, or online player activity.
  17. 1 point
    This worries me the most. Because this has great core gameplay and big potential. It just begs for more attention from Codies.
  18. 1 point
    wish Codemasters invested actual money in this game series and treated it more seriously F1, Dirt, Grid - that is what Codies make. One of them needs more attention.
  19. 1 point
    Another idea: human error. During the pit stops, the mechanics can fails during the wheels changing, or the car, because we don't pushing the clutch or leaving too early it, can stopping the car
  20. 1 point
    I’m sorry but it will be impossible for me (and I assume everybody else) to play this dlc if this yellow part on the steering wheel remains on the car in-game, when clearly it was never used in real life.
  21. 1 point
    Also I’ve noticed in the screenshots of the forthcoming 98 wrc car that the steering wheel has the yellow centre ring, I know it’s only a small thing but iam open to correcting but I’ve never seen Colin McRae have had that on any of his steering wheels on any of his rally cars,l throughout his career, the 2001 Ford Focus has the same thing which it shouldn’t have.
  22. 1 point
    Multiplayer session list and now this, good news endeed.But, why it has to be like this, we community to force developers to add things that had to be in game as basics... They lost a lot of fans because of missing features... Speachless...
  23. 1 point
  24. 1 point
    1. Live Season Performance Updates for the cars overall performance of handling (downforce, grip and engine power levels), the teams ranking order and the drivers speed as well as consistency as in FIFA. 2. The ability to manually adjust car downforce, grip and engine power levels, as well as the team packing order and driver stats as in FIFA. 3. Helmet cam as in Project Cars. 4. Laserscanned Tracks and Classic Tracks. 5. Full helmet customization via a inbuild editor as in MotoGP19 / GT Sport.
  25. 1 point
    I honestly can't blame them too much, especially if they bought the game early and had certain expectations of the DLC. This is one of CM's first real experiments with this DLC approach, and it's still not much of a thing in their actual flagship series (F1), nor was it a thing in DR1. I'm definitely getting the sense that CM are trying to see just how greedy they can get. I don't think it's purely malevolent, nor are the prices completely impossible to understand, but the way they've gone about doing things was bound to rub people the wrong way and I can easily understand why. I don't see it as entitlement, rather people expecting more out of a once-beloved company whose reputation has been dropping recently, and this is a trend that can be observed going at least as far back as F1 2010, maybe even the original GRID.