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Showing content with the highest reputation on 3/17/2020 in all areas
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3 points
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2 pointsIs it Manage your expectations, or Manage their expectations, or Manage our expectations, i think Grid 2019 is the best ever grid they have ever produced, it takes your breath away, the hard work which went into this game shows, i just wonder how much Alonso was paid, was he paid more money and attention then the actual game cost to make , no matter ,Grid 2019 is brilliant cough cough,
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2 pointsMy biggest issue with GRID 2019 is that it feels like a massive step backwards compared to Codies other racing games that are available at the moment. The F1 series and Dirt Rally feel like they've had a bit more thought put into them, and with the hype surrounding Alonso being a "consultant" on GRID, I thought they were going more towards those games with GRID. Sadly, though, GRID feels like a game that was put together by a B-team of developers over the course of a couple of months. It has nice handling, but everything else around it feels like "That'll do!"
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2 pointsI found this video on utube and i thought it was the new CM project .. After late LOD , dark graphics , fake reflections , broccoli tress next step for CM is to go low poly graphics? lol By the way this game looks a MUST HAVE for classic SEGA arcade lovers like me!
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2 pointsLet's not forget Esports with a Tcam Which is just as realistic as me winning the lottery🤣 just can't bear to watch it when they do it like that. Like I always say, a driver sits in the COCKPIT, not on his Halo. So when you want official Esports, make it as official and realistic as possible, and make cockpit cam mandatory, I'll bet most of the laptimes plummet by 1 to 2 seconds. however it would be funny as hell to see actual f1 races with the drivers sitting on their Halo🤣
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1 pointPC v1.22 / 50% Races / Career Mode / Third season Hi Folks! I play in my career the third season, and since some patch, I don’t really know which one, but it’s not that long ago, the Safety Car appears in almost ervery race. At the moment I have driven 9 races, of which it appeared in 7 races, sometimes even several times in one race. It annoys me so much that I am already considering whether to turn it off, which I actually don't want. Can someone explain this? Can this be just a coincidence? Has anyone else observed this? Thanks in forward!
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1 pointCheaters aren’t winners. Neither are those who indulge in unfair behavior on the track. So far they’ve gotten away with it because the game allowed it. The current update where we are allowed to call out unfair drivers is a great step toward managing this nuisance. And I hope the game has algorithms to figure out who cheats and yet calls out an unfair player (eg if you’re always reporting against players...that can’t be true. Similarly, if more players are reporting you...where there’s smoke, there’s fire). I am assuming there is. But there’s also another way to promote fair play. By adding the option to applaud a fair player/good driver. Someone who has won fair and square while they have out-driven you. I just came off such a race and was beaten - and the driver who beat me drove wonderfully. Kind of made me want to go shake his/her hand. So I thought why not get some bonus points by virtue of your opponent calling out your driving skills. Gives me the option to high five or shake hands with my opponent. Which adds to their bonus points. Punishing bad behavior and rewarding good behavior working in tandem. Something to consider, Codemasters? Thoughts from others?
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1 pointI've been playing the F1 games since last March. In that span, I've racked up close to 900 hours on both 2018 and 2019, winning multiple AOR league racing championships in the process. I consider myself to be an above average driver, not the fastest by any means, but definitely capable of putting down some solid lap times. Over my year of sim racing I've also dabbled in several other sims, mainly iRacing and Assetto Corsa. Having played all 3 games quite intensively, I've noticed what I enjoy about each game and where they excel. After coming back to F1 after playing the other two for several months, it really leaves a lot to be desired. Please don't get me wrong, F1 2019 is a great game, but it isn't without it's faults and there are some things that need to be done way better. There are several main points that I'll be going over, which if improved, will drastically increase the quality of the game. I'll be referencing iRacing and AC quite often throughout as I feel like Codemasters could learn a lot from how these two simulations implement certain aspects. Force feedback/tyres These two go hand-in-hand as the what the tyres are doing is directly translated through the force feedback. While this is area that has drastically improved over the years, it still has a long way to go. My biggest issue is that you can never properly feel when the car is on the edge of grip. I've lost count of the amount of times I've spun with absolutely no warning that I was about to lose traction. When you're driving the fastest circuit cars in the world, you absolutely need to be able to feel when you're on the edge of grip. The understeer enhanced feature is definitely not the way to go with this. In iRacing, when you're pushing the car hard, you can feel and hear where the edge is, allowing yourself to extract the maximum from the car. You'll notice I said hear and this is a pretty crucial aspect. In both iRacing and Assetto Corsa, your tyres will quite literally be screeching at you as you near the edge of their grip. The feel part is hard to explain, but whatever they're doing differently in their FFB allows you to toe the line better than the F1 games. Anyone who has played either will understand what I'm talking about. Locking up your tyres in real-life racing is a huge no-no, but in F1 2019, it's not punished at all. This creates unrealistic driving styles that completely ruin the immersion, similar to how people were exploiting high rear ballast systems in F1 2018. I like the direction Codemasters are heading with the FFB, but it is one area that needs to be focused on. Sound Checkout this short clip of the RSS Formula Hybrid X 2021 mod for Assetto Corsa. This is a community created mod and it captures the sound of an F1 car infinitely better than any of the F1 games. The cars in F1 2019 sound very flat and lifeless. Notice how aggressive the 2021 car sounds on the downshifts, listen to the turbo and ERS noises, IT'S SO GOOD. It amazes me how a mod team can create something better than a full-fledged game studio that specializes in racing games. When comparing the RSS mod to the honda engine in F1 2019 (the engine the RSS mod is based off), it's honestly a bit of a joke. The Renault engine, in my opinion, is the best sounding in 2019, but when you compare it to the one in real life it sounds nothing alike. Increasing the realism and sound quality of the cars will be a huge step in increasing the immersion in F1. At the moment, they're really nothing impressive at all. Continuing on my from previous point above regarding tyres, they need to be more dynamic in terms of sound. As we're driving virtually, we need as much information as possible from our eyes, hands and ears. HUD This game desperately needs a virtual mirror. Having to use the look back feature to watch for overtaking cars is absurd. Of all the racing simulators I've played, F1 is the only game that doesn't feature a virtual mirror. It's stupid to have use the look back feature as you're approaching a heavy braking zone at 300+ km/h. Having a virtual mirror will allow better battles on track as drivers will have much better awareness of what's going on around them. 2019 took a huge step in the right direction with the introduction of being able to customize your HUD, but they need to take it a few steps further. In iRacing, I use a piece of software called "Joel Real Timing". This application allows me to create an overlay that I can display on my screen while racing. These overlays can include a massive amount of information including a track map (iRacing doesn't have this by default), full leader boards with gaps, deltas, pit stops, fastest laps, average laps, along with custom fuel calculators. Basically, you have enough information to fill your entire screen. F1 2019 pales in comparison. At the very least, give us a leader board that shows all 20 drivers and the intervals between. Having a track map is awesome, but I want to be able to see how many seconds the car I'm chasing down is ahead, at ANY GIVEN TIME, not at the beginning of a sector or the start of a lap. I want to be able to see how many tenths I'm gaining a lap and I want to be able to see how many laps into his stint he is. This is basic information and I'm honestly having a hard time going back to the game after being spoiled with this in iRacing. The next point is a bit nit-picky but nonetheless, is something I'd like to see. In the t-cam view, you can see exactly how much throttle and brake you're giving. When driving in cockpit, this information is gone. Why? Can this not be part of the custom HUD elements that we can drag wherever we want on screen? ERS This has been another point of controversy ever since it's been added. The system we have now works, but it is not realistic and requires WAY too much micro-managing. To maximize your lap times, you really need to be adjusting your ERS on the majority of corners, particularly low-speed. Some find this fun and it is rewarding once you get it figured out, but as Lando Norris said in one of his youtube videos, it's simply not realistic. I can totally understand the difficulty in trying to replicate this system, as it's likely that every team has a different mapping for each track, but there has to be a way to make this easier to manage in a race scenario. I think we definitely need to have an overtake/push to pass button for maximum deployment (similar power to setting 4 - overtake in the MFD) and we should be able to cycle between two modes (they could be called deploy and harvest). Then, it would just be matter of selecting harvest through slow sections and before big braking zones and then using deploy through high-speed corners and straights. Obviously the system would need to be a lot more fine-tuned than this, but I think that would be a better direction to go than what we currently have. To conclude While this post may just seem like I'm sh*tting on the F1 games, I assure you, it's coming from a place of love. I see so much potential in these games and I just find they're lacking in very basic elements. I haven't touched on physics as that is something Codemasters has done quite well. They've found a really good balance between simulator and arcade. F1 cars are incredibly hard to drive and the physics are realistic enough that you are punished for your mistakes, but the cars are totally drive-able. If anyone has tried the McLaren in iRacing, you'll understand where I'm coming from. That car is an absolute chore to drive and I don't find it fun at all. Codemasters have found the sweet spot where it comes to realism and driveability, giving you a fairly fun F1 experience. It is by no means perfect, but I think that with a great team of developers these games can be turned into masterpieces. Spend less time on the stupid DLC packs and the gimmicky stuff that nobody cares about and invest more on what matters the most, the driving experience.
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1 point
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1 point*assuming it is displayed in the same way as Dirt Rally 2 (I see no reason why it shouldn't be)* "content not installed" "this profile save requires content which is no longer available" Underneath these two lines you will see the name of the missing content (I'm guessing the Aston Martin Vanquish) Do this: 1> Quit the game (ignore the three options the game gives you) 2>From dashboard highlight the Grid icon, press <start> and "manage game and addons". 3>The 'ready to install tab' will contain the missing content. Simply select "install all" and restart the game once the process is complete. All that has happened is you've played the game (and created a save file) then deleted DLC at some point. When you've returned to the game your original save cannot find the DLC and has thrown up an error to tell you it's missing. "Screenshots"? C'mon, this is a bog standard error... https://gamerdvr.com/gamer/boris-the-frog/screenshot/15607840
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1 point
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1 pointCorrect, it's like any other rally location that was released as DLC. Colin McRae Scenarios are a bit like Historic Championships in that they have a spot on the main menu and are split into Tiers/Chapters.
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1 pointHey guys, So after doing a stage in the monthly community event I got this error code: 37f45a6ab4647f8-3a311d18-0-2. I got this after doing a stage in argentina ( I think maybe the 8th one?). Anyways my ingame name is Ryga and I've never experienced anything like this. I will keep retrying to continue for now. Any idea how to fix my issue? Using windows 10 btw. Kind regards, Ryga
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1 pointYou are calling out a company that spent over a year removing "games for windows live" from Dirt 3, a full 4 years after the games initial release; and calling them names? Dirt Rally 1 was built up with them listening to consumer feedback during the early access phase of its development, including completely overhauling the way force feedback worked. To the point of even adding VR into the title. They even added VR into Dirt Rally 2.0 for the PC, after fans of the game who use VR made it very clear it was a highly wanted feature. Sure, they have hit a few bumps in the road here an there along the way. They have certainly done things with DLC in DR2.0 that I dont exactly agree with (selling back tracks from DR1 to us as the only example, but they did do work on them to make them fit with DR2.0's track degradation system, so swings and roundabouts), and still havnt resolved all the issues with DR2.0 (Colour banding on the Oculus rift, which makes it impossible to play a night stage at all if you have destroyed your lights). But they are certainly no EA or Activision. Dirt Rally 1 is stull fully fuctional online, so is Dirt 4. As far as I know, even the older Grid and Dirt games are. Least on PC, and I assume on console too. If you want someone to blame for all this online DRM bs, blame the people who cheated the games online multipler and leaderboards. Blame the ones who refused to pay for games and only pirated them. Because they are the biggest reason why games devs and publishers have gone the way they have, why they are becoming always online. Pirating has been so rampant in gaming since the 80's, that they have been forced time and time again to come up with anyway to protect their investment. And given how much work it takes to make a video game (or any peice of software), they have every right to do so. Even if we hate it. Its a case of others ruining it for the rest of us. I hate all this always online rubbish too, but I fully understand why they do it; and why they invest so heavily in DRM measures. And as for DLC, that has been a thing for decades. Long before the internet was a thing. You could get new levels, and even game patches. Especially for systems that used floppy disk drives, and even on CD-Rom when that tech was added. They used to be included in monthly video game magazines. You could even buy full on expansion packs. Notable games from the 90's where Duke Nukem 3d, Quake 2. Notable games from the 80's that offered expansion packs, are Dragon Slayer and Xanadu. The list is actually more extensive than that, but I wont be listing them all here. Even Sonic and Knuckles was an expansion pack on the Sega Mega Drive, as well as a stand alone title. Sega came up with the idea after been forced to split Sonic 3 and Sonic and Knuckles into 2 seperate titles, due to the cost of the cartridge that would be needed if they didnt. Some older games also got re-released as "gold" or "GOTY" editions as well (just like some do today), which added new content as well as patched bugs that had been found after release. Which shows how little you clearly know about gaming history where add on content, and even game patches are concered. So "money-grubbing DLC galore" has been going on in gaming since the 80's. Its nothing new at all, its not a modern concept in gaming; the internet just made it more accesable and profitable. This information comes curtasy from someone who grew up with gaming in the 80's and 90's, no pretending from me. My first gaming system/computer was an Amstrad CPC 464 using Amstrad basic and cassatte tapes. I grew up using BBC Micro's in School, and then the Macintosh Classic and Classic ii. Using Amiga's, NES and Master system's. The ZX Spectrum, ive used pretty much every major home computer and games console going at some point in my life. Using the earliest versions of Windows. Ive grown up around gaming and tech, and I have seen its ups and downs over the years. As said above, I hate the always online bs too, and that games often lose features because of it. But that is the realm of gaming as it stands today, and I fully understand the devs and publishers needs to protect the products they have invested countless hours into. If you dont like it, all you can do is vote with your purse and not buy the games that use the things you dont like. You may not be interested in VR, and thats fair. You may not be on a platform that offers it as an option. But the VR market is growing, and it is not as expensive at this point as it was. Oculus Quest for example, is full standlone VR that is resonably close to the same level as PC VR, and also offers Oculus Link; which means it can be used for PC VR now as well. The landscape around VR is beginning to pick up speed and evolve, its getting into more and more customers hands now. So it is something all racing and flight/space game devs should look towards at this point. As said above, with Codemasters now owning Slightly Mad Studios. They should now have access to a game engine that has a robust VR implentation for racing games. Perhaps even the best implementation of VR in racing games at this moment in time. There is absolutly no reason that games they produce after 2021 and onwards, should not be using VR for both OculusSDK and SteamVR. The Madness Engine works with both in Pcars 1 and 2 on steam. Codemasters biggest issue with adding VR, as mostly reported in the gaming media, agaisnt adding VR support for F1 as an example. Was apperently due in large to game engine time of development for VR to be added. That should no longer be a factor at all with the Madness engine. If they happen to use it. As for the tech, there is actually a lot of rubbish out there. People adament you need the highest end system possible (which you dont unless you are trying to run everything maxed out), that you have to use X amount of supersampling to make the picture better (in my personal experiance, you dont. It just wastes resources and often forces on ASW which halves the framerate). That even the screen door effect is really bad. There is a lot of misinformation out there about VR, but so long as you stick with Oculus or HTC Vive (avoid the Vive Comos at this time though), or can afford to drop money into a Valve index on the PCVR side of things. There really arnt as many issues as people like to make out there is. The tech is young, I will agree with you on that aspect. But I will encourage anyone to try it, if they can. Proper PCVR, and even the Oculus Quest; are the only options worth investing into right now.
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1 pointAnd CodeMasters has done literally none of what you say here. What are you even complaining about? DR1 and D4 servers are still up and working. What is your point? You have zero valid criticisms so far, you're just making a strawman argument about something that hasn't happened, then complain and act like it proves your point. Also, learn to use punctuation. Your entire second paragraph is one incoherent, rambling, run-on sentence.
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1 point
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1 point
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1 pointYou're welcome! If you're playing offline it's entirely up to you how you play and enjoy the game. People only get into heated discussions when they are talking about online, especially ranking and esports events.
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1 pointHi @aartstyle, Good question, one of the first ones I had on the topic when I started. Our aim is to have as many people battling it out, regardless of how they play, in a fair and competitive manner.
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1 pointHi @ShelbyUSA @advanceapple, I've moved this to the pad vs wheel thread as it more suited to there. To de-construct the video, I have the following points: TRL Limitless, by his own admission, performed his best lap on the pad which was 0.227 seconds down on his best wheel, which he also said he would be confident he can improve upon in the video All of his PB's in this video are with a wheel. (This would make sense as he is a wheel user) At around 12:05- 12:20, TRL also says in the video there is "absolutely no competition" in the lock-to-lock steering on the wheel compared to the pad. He also states that, although he feels he can find 95% of his available performance in a shorter time using the pad, finding his peak performance would come through practice on the wheel. The pad is going to be a more 'pick up and play' item because not everyone has a wheel available. I would like to see a video of a top pad player who doesn't have a wheel doing the same video. To sum up, a lot of what @ChasteWand says applies here. The fundamental times (so the actual lap times) are very similar from experienced pad users compared to experienced wheel users from our leaderboard data. Its just the 2 ways of playing the game, with two different controllers, have 2 different profiles and different strengths and weaknesses against each other. However, over the course of a lap, the times are similar. Its also about the player experience, something that we have tried to get as correct as possible. Immersion for a wheel will naturally be much more than a pad, and will give the player more understanding. However, not everyone can be in the position (space, time, money etc) to be able to invest in a wheel setup but might also be huge fans of the sport and the game. Therefore, we have attempted to give everyone, regardless of time, space and money, the opportunity to maximise their performance on the game, with enough time, effort and practice. And from our lap time delta, wheel and pad users can compete in the same arena and we aim for this to be the case.
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1 pointHi everyone, Just thought I'd give a bit of an update on some of the work we have done on this topic: 1./ Testing through our Handling department and various other able testers on the game, recording comparative times. 2./ As well as my addition to testing, we have taken a random sample of 20,000 times across Career mode on the same tracks with similar car (Would be the same base car, but with differing R&D paths. Over such a large sample size, these would even out towards equal). This includes 10,000 recorded pad times, and 10,000 recorded wheel times. 3./ deeper analysis of the top 100 times recorded in various scenarios and compared percentages of pad times vs wheel times. We have noticed that, in terms of pure delta and recorded times across various testing methods, there is a variant of around a tenth of a second a lap between wheel times and pad times across all skill levels. This does vary, with some tracks being marginal for a pad user, and some tracks being marginal for the wheel user. Over the course of a F1 season, or even a series of races, they do equal out. From a Codemasters perspective, our main aim is to make sure pads and wheels can jump into lobbies together and feel that, if they perform at their best in that session, they could get a good result compared to their overall abilities and speed. With the data we have looked at, we believe that this is currently the case. If people do spot any extreme cases (tracks, setups, game modes) where the difference is large, please give us the examples and we will try to investigate.
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1 pointVehicle: Volkswagen Polo GTI R5 Livery: Delporte/THX Racing Driver: Davy Vanneste (BE) Codriver: Kris D'alleine (BE) Rally: Rally van Wervik 2019 Class: R5 Installation manual can be found in the download. Livery can be downloaded here: http://www.rallygamer.com/dirtrally2/liveries/page1.php
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1 pointFor recurring problems I'd agree with you, but this is basically a one-time problem with occasional additions. So yeah, I can understand people wanting, I dunno, better FFB or a fix for the sound cutout bug. Neither of those issues really bother me much, but I'm not about to belittle someone for wanting something better (assuming they're respectful about it).
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1 pointI understand his point just fine, I just don't think it's a big deal. As I already said, I agree with his point, to an extent, but on the other hand yes, I do think it's OK because there's a workaround. That doesn't mean I think it's a good situation, just that it's more of a "eh, whatever" thing. If a dev gets some spare time to make credits optional, or to add a "reset credits" feature, great, but if not, I'm not going to lose any sleep over it.
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1 pointIt's not "forced" on you if there's a simple workaround for it. For what it's worth, I agree that the free credits should be optional, but on the other hand, it's really not as big a deal as you're making it out to be.