Jump to content
Christmas Period - Codemasters Staff and Support Read more... ×

Leaderboard


Popular Content

Showing content with the highest reputation on 3/4/2020 in all areas

  1. 4 points
  2. 2 points
  3. 2 points
    Hi everyone, I've added this revised ERS format as a suggestion to the developers for consideration for future titles.
  4. 1 point
    I was enjoying Dirt Rally 2.0 a lot until I got upset of listenning that emotionless and monochordic co-driver. It would be expected from frachise with a long list of sucessfull rally games to go the extra lenght to give the player a taste of real rallying. The co-driver in Dirt 2.0 sounds like he's speaking from inside a recording studio, the pacenotes are not fluid, and also very simple (the most harcore rally fans will understand this point). The co-driver doesn't react to crashes, continuing to give the pacenotes like a robot, not even does he warns you something as basic as you going the wrong way. I think Codemasters should consider this issue as it takes off a lot of the "rally feel" from the game, wich is a rally simulator. Take the example from former Dirt Games, specially Dirt 3, wich had a very realistic co-driver, albeit with some flaws naturally. Also the option of having a female co-driver would make sense to return, acounting a growing number of female gamers and also some men would enjoy that.
  5. 1 point
    F1 2019 been a really good game but changing the ERS on almost every corner and lap is a joke! F1 drivers don’t do this they have overtake button. Surly they don’t change it every corner!? I can’t concentrate on driving and changing ERS all the time. I use to race in leagues but got frustrated with saving ERS all the time.
  6. 1 point
    Headlights in DR2.0 are way too weak and the light beam they emit is way too short. It's like low-beam only, and when the extra headlight pods break it's like DRLs only. They should be changed so the light beam goes much, much further down the road. Would make night racing much better and more realistic. A few screenshot to illustrate the problem. The beam is very wide but pitifully short. They only illuminate the road a very short distance For comparison look at this. Difference is night and day, no pun intended
  7. 1 point
    I think it would be appropriate to add indications in co-drivers for the stages of Monte Carlo, especially as regards the sections with ice or slippery curves. They aren't mentioned by co-driver, but would be very useful information to avoid reaching 150 kmh on a curve with ice!!
  8. 1 point
    For a second I thought you were a bot 😁
  9. 1 point
    I've been thinking for some time now about making some of the Subaru Rally Team USA skins for that boat... I mean... R4 Impreza, so, it would be possible
  10. 1 point
    They seemed to like chasing the Focus... ...I never did see the drone footage from the day: I'm curious to know how well it came out, as one of the drones managed to get run over by a 6R4! 🤦‍♂️ No Group N Impreza to put that livery on though?
  11. 1 point
    The editor in Forza is vastly different to what native dev tools can use. Also, fan-made liveries don't have any licensing requirements 😉 When I joined, I gave feedback on the Season 1 and 2 designs, and asked dev team if Season 3 and 4 designs could have more logos and be more "rally like". They took that on board 🙂 I know why that downvote came in, previous posting history and all that.
  12. 1 point
    Elura seems to disagree that you're nominated. You should probably double check.
  13. 1 point
    I think steve jay needs to pull his head in. Most problems people have had like The "kicked for online cheating" or the 1008H: error were caused by stuff done on codies end. A patch change for issue one and a server change for the other issue I mentioned. When something works fine one day then not the next after something codies changed you can know straight away its not your own configuration. Honestly sound like an IT support pleb who tells you too "Restart your modem"
  14. 1 point
    I think this was the original plan, as one of the achievements (Fire Up That Car... Again) dictated that you had to finish in Tier 1 in an event for the Audi Quattro, which was impossible because there were no events like that. it got fixed of course. I think Scotland is free for everyone though, right? so you wouldn't have to pay for that. I'm 96% sure it's offline. Freeplay or possibly a new tab (like the World Series was, temporarily) Scotland is only in the FLAT OUT pack. It's "free" if you already have a Season. Colin McRae Scenarios get their own tab in main menu. I haven't had a deep dive of it yet but from what I can tell it's a similar structure to Historic Championships with each Scenario behind 4 Tiers. That's what I meant by subjective 🙂 For the vast majority of players, every car in the game is "competitive" if you're quick enough. Yes. Here's a fresh screen for you: I believe this is planned. Clubs are limited to 12 Events per Championship (as that's what the game is limited to). It's a bonus livery as part of the FLAT OUT pack. There may be more 😉
  15. 1 point
    Helloooo CM, here few screenshot from these challenges. As always, PC platform and a rusty keyboard No editing.
  16. 1 point
    I tried the game for about an hour... It still arcade, but handle nothing like the other GRID. The driving behavior is far more authentic than GRID Autosport & some handling behavior are more realistic than Assetto Corsa or other reputable simracing games while the rest is more exaggerated. When you steer over the limit or hard on the brake, the car actually do plow straight & you actually do need throttle control going out of a corner, etc. When you need to countersteer out of a corner from too much throttle, it snap hard like it should. I've read & watch video reviews about GRID 2019... I feel like they don't know what is oversteer(when the traction in the rear is inferior to the front ). This only happen when you need to countersteer to keep track, but you don't in 99.99% of the case, It just rotate. The car are very neutral that it rotate easily & still in control of the car. Like AC, it has no lift off oversteer. All the car has fantasy spec & stats, but the car behavior is done right & not too much alien like many simracing game which is nice.
  17. 1 point
    GRID 2019 | Time Attack | Porsche 911 Carrera RSR 3.0 @ Zhejiang Circuit GP
  18. 1 point
    Attacking an wet Australian stage, also in an daily event
  19. 1 point
    Also had some fun with the 240Z at the daily in USA
  20. 1 point
    The teams probably have the computer simulations on where to deploy throughout the lap to gain maximum reward based on driver throttle applications and gears from telemetry. This would then be mapped against the amount of charge to be taken from the store and the amount of regen required for each mode. e.g. Mode 0 gives max regen of store, some deployment (maximum net charge over 1 lap). e.g. Mode 1 gives best regen of store with deployment (net charge but slower, maybe takes 5 laps to regen an empty store). e.g. Mode 2 gives some regen and efficient deployment (net charge over a stint - however that long is depends on a tyre type). e.g. Mode 3 gives little regen and better deployment (net drain over a stint - can't be used for the whole race). e.g. Mode 4 gives no net regen and best deployment in overtaking zones (high drain, maybe store will be empty after 5 laps). e.g. Mode 5 gives no net regen and ultimate deployment over the lap (maximum net drain over 1 lap). This assumes the battery is working 100% effectively in charge and in deployment. I have simplified this to match the game settings, but the teams have many modes and engine maps, so they may use the battery primarily for torque assistance or for extra power to push the ICE towards the revlimiter in the high gears depending on track characteristics, cooling efficiency, fuel saving, etc.
  21. 1 point
    Ok so my initial thoughts are pls don’t change it however I think there is a meet me half way approach that matches real life and would be a great compromise for the game. So the way I think that ERS should work is by having to programme it in the practice sessions which then can be manually overridden in the race. So I think that either the ERS practice program or the race practice program should look at the ERS input from the player and then that should be used as the default in the race. So let’s say on the practice program you turn it to high in the main straight and then to low approaching the corner the car should then do this as default in the race (without further player input). If you fail the practice program you have to manually adjust ERS more in the race otherwise you will either use too much or too little ERS (depending on how you failed the practice program). With my approach you would need to keep online the same as there is no online practice mode that could be used. This matches what the teams do for each GP with simulation and practice sessions in tuning ERS for each circuit. When you hear Verstappen complaining about de-rating and the team saying they will look into it that is exactly what they are doing is tweaking the usage throughout the track.
  22. 1 point
    ERS has been in the game for 2 iterations now and should have been improved for 20 19 but sadly was not. It's better to have it than not have it but the 2 options available are both miles from real life. Auto is just annoying, will lose you races online and only works in Career if you turn the ai down. Manual is WAY too much manual. For sure it's easy to map buttons with a wheel to fuel mapping and ERS and with practice its second nature to switch through settings its just hyper unrealistic and distracting for sure. In fact auto would work more realistically if you had manual override control. Either with buttons or voice activation. Just 2 extra commands would useful imo, CHARGE and HOTLAP. The first would be useful if you have a good lead on the person behind or if you are slipstreaming someone and want to build up charge for an attack. HOTLAP for obvious reasons. These could be switched back to AUTO when the charge is either full (CHARGE) or empty (HOTLAP) so the driver wouldn't forget to switch back, or manual switch back with a button press. For maximum flexibility you could keep the present system but just add CHARGE and HOTLAP commands plus HOTLAP on/off toggle during the race. Wheel users would love this extra control and pad users would probably be using auto and the manual overrides to keep it simpler yet still way more realistic. AUTO could be improved too and be TEAM MANAGED. Jeff would chime in (if you wanted him to!) and say WE'VE NOTICED A PASSING OPPORTUNITY SOON SO WE'RE CHARGING YOU UP /YOU'RE KILLING YOUR TIRES SO DROPPING ERS BEFORE YOUR IMPENDING PIT STOP. Or YOU'RE APPROACHING A LEADER /PACK OF CARS WE ARE GIVING YOU FULL POWER BEFORE THE FINAL TURN INTO THE STRAIGHT. In each case you could also have a PRESS TO CONFIRM OR IGNORE TO CANCEL.
  23. 1 point
    I'm actually okay with how it is atm, but I get why a lot of people dislike it. Good and much requested idea would be to have a pre-mapped ERS strategy with an Overtake-button able to be used as an override
  24. 1 point
  25. 1 point
    Porsche911 CarreraRSR (Water spray looks great) I managed to get some shutter speed via replays. Any sign of a photo Mode yet 😉 👍
×