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Showing content with the highest reputation on 4/6/2020 in Posts

  1. 4 points
    Haha, Lando uninstalled the game. Called max afterwards. Max: I will never join this game...... Well done CM. And maybe the issue is not the same as 9 years ago. The results are the same. Kicked out of the lobby.
  2. 2 points
    Codemasters, I am writing this forum post with frustration and anger. Earlier today as we know, the virtual Grand Prix featuring multiple F1 drivers took place. Throughout this session, multiple glitches were present, one being a lap counter throughout qualifying. However, the most unforgivable glitch that raised its head as it does almost every single time I even attempt to try online is being kicked out the session / lobby. Lando Norris and Esteban Gutierrez were both kicked out the lobby for 'no longer being enough space in the lobby'. I honestly really hope today exposed to everyone what a poor game you have created. It's absolutely unacceptable this has happened and all of you should be ashamed of yourselves. Codemasters, why are these issues present considering they were present 9 years ago since F1 2010, and have been gradually getting worse and worse since? I would like to highlight there was no apology tweet to Lando or Esteban for this issue, or no explanation as to why this glitch occured. I am writing to ask why this glitch happened. An explanation as to why this game has not been functioning as any other game does is long overdue. I don't want to hear your standard PR rubbish, I want an honest answer. For the love of peace, please make a working game, or just admit you don't have the capability and ability and give the licensing to a company who can. This would be for the best interest of all parties. Thank you.
  3. 2 points
    CM issued a statement sometime ago which said that they have exclusive rights for many years i believe
  4. 2 points
    What is really disappointing is that Liberty Media don't care about their product. You sold licenses for a buzzer and that's it. What about F1 image and the young drivers like MAx or Lando, who are Marketing Machines? Licenses should not be exclusive, this kills the competition. CM always focuses on the wrong things like graphics or "linear storyline" in career. focus on essentials: gameplay, handling, penalty system, online lobbies, AI, damage system, mechanical failures...to name a few
  5. 2 points
    It was pretty embarrassing. But we aren't game designers we don't know what resources codemasters has. We can only help them by providing detailed bug reports and not spamming the forums with hate towards them.
  6. 2 points
    You would be right. None is planned to my knowledge and you're the only person I've seen that has pointed out something like what you described in your opening post.
  7. 1 point
    Please fill out a bug reporting template first. Try to explain the issue in more detail as well, and explain which solutions you have already tried.
  8. 1 point
    Hi to all Steam ID: Saruman For Renault
  9. 1 point
    DRIVING AIDS: brakes, ABS, TC, Racing Line, Gearbox, Pit Assist, ERS so my in my opinio is the best way to learn to driving without assists is: 1. you should turn off the brake assistant, makes no sense to play with it. 2. Start with Automatic Gearbox, ABS on, TC to medium, ERS to Auto first... 3. If you feel comfortable then try to learn ERS Mode to manage manuel. 4. Next step would be Gearbox, if you mange this... 5. you could turn off ABS as last one. Racing Line and Pit Assist is not necessary to talk about.
  10. 1 point
    Nobody needs medium tires. And above all, nobody needs hard tires. In the setup, medium tyres are always recommended and pre-selected by the game. What sense does that make? Every time I have to select softest one again. And why do some write "tires" and others "tyres" instead?
  11. 1 point
    More long special stages, narrower roads and variability. In other words, roads need to be more challenging. (Monte Carlo and Germany at WRC 8 as good examples) Better asphalt physics. Less grip on gravel. Better and unforgivable damage model. Current WRC cars.
  12. 1 point
    Well thats because the pad is so much more stable and boosted people using it are gonna win without even trying. It would be interesting to see a results sheet comparing pad plus auto gears with pad plus manual. I'd like to take the bet the pad users are also using T-Cam!
  13. 1 point
    And why not? Why the heck not? It's the same type of ideology that says a simulation game can never deserve 'best game', that also says a genre movie should never be 'Best Picture'. EG The Dark Knight, or 2001 A Space Odyssey. I don't believe DR2.0 is merely 'another iteration'. It's a watershed. I really do stand by that. DR1 had floaty, finicky physics. DR2.0 nailed it all down, and unlike RBR which was the only other rally game to have believable physics, it is playable with a controller. This may not mean much to sim-heads with racing wheel set-ups, but for us plebs who only use a controller but love rally gaming, it's huge. And it's been done against the commercial tide that always said realistic rallying was commercially verboten.
  14. 1 point
    @KittyFit90, if I were you, I would probably be visiting the fish and chips shop, at least once a day! 😅 😂 🤣 ColinMcRae:DiRTFanNo.1
  15. 1 point
    My 0.02.... I'm pretty new at DR2 (and have very little knowledge of European rally at all) but I'm a redneck so have driven offroad all my life, starting from a very early age. It was only once I got my license that my wheels ever touched pavement. So, I think I have a pretty good set of expectations as to how cars should behave both on- and off-road, IN GENERAL. Obviously, each vehicle is different, and can be set up differently, and I've never driven any of the cars in DR2 in real life. Thus, I can't judge the accuracy of any specific car on any specific road with any specific set-up. That said, WHILE IN CONTACT WITH THE GROUND AND UPRIGHT, I find the simulation/physics aspects of vehicle behavior well within my expectations based on my real-life driving experience. Cars set up for gravel slide but are controllable on gravel, but suck on pavement. Just like real life, so good. Cars set up for pavement work fine there but suck on gravel. Just like real life, so good. Cars set up to compromise on both partially suck at both. Just like real life, so good. Finally, even if the car is set up for the surface you're on, if you drive it too fast for conditions (weather, hills, turns, visibility, whatever), then it WILL get away from you. IOW, it's not all the car, it's also largely the driver. Just like real life, so good. So all in all, whether or not the game is spot-on with its modeling, I find it all quite believable and therefore this part of the game is fine with me. HOWEVER, the physics breaks down when the car is NOT on the ground because, seemingly, the underlying physics model is quite simple. It appears physics only cares about 5 points: the contact points of the 4 tires and the car's center of mass. The collision system, OTOH, cares about the whole 3D shape of the car. This all works fine for handling routine rally jumps where the car isn't airborne very long, is going in a straight line, is right-side up, and will land (hopefully) with its wheels on the road. But you really see the weakness of this system in a major crash with the car flipping or rolling. This is NOT done realistically AT ALL. Of course, your race should be over at this point so wonky crashing behavior doesn't really affect play. BUT, it IS informative of how the game handles regular driving, and that's a bit troubling. The 1st thing you notice with a flipping car is that it rotates about a point that's not anywhere near where you'd expect the center of mass to be. This point is centered between the wheels instead of being towards the front (for a front-engined car). This point is also off vertically. Sometimes it's slightly above the roofline, sometimes just below the floorpan, but never in line with the main masses of the vehicle (powertrain, wheels, and crew). Thus, flipping cars usually rotate around an axis that does not even pass through the vehicle. The 2nd thing you notice is the ridiculously high RPM flipping vehicles often have. This is because the entire mass of the vehicle is modeled at the CoM and the main meat of the physics system only cares about the CoM and the points of contact of the wheels. Thus, when something other than a wheel touches the terrain, and the wheels themselves aren't on the ground so can't provide any resistance to rotation, the impact causes the car to spin stupidly fast because it effectively has zero moment of inertial to the impact force. This all has implications for how the cars drive when right-side up on the roads as intended. The slides will appear to have more oversteer because the car is rotating around a point behind the driver, rather than even with or in front of the driver. The angle of the oversteer might be correct but it will look like more from the in-car driver's POV because he's getting moved more himself in the process. Not that big a deal. The real concern is the vertical offset of the CoM, to the point of being outside the car either above or below. This is probably affected by the ride height setting and the huge range of CoM motion indicates that all is not well with the tire grip algorithms. IOW, realistic vertical movement of the CoM of only a handful of inches due to ride height changes didn't have enough effect on the wheel grip functions, and it was easier to just exaggerate the vertical CoM movement (through a range of about 2m) than to refine the grip model. So, bottom line is, the physics model is pretty simple and has inherent weaknesses. HOWEVER, it has been carefully optimized for a specific set of circumstances (car right-side up and moving along the road), so it does a pretty good job there. It's close enough to expectations based on reality to be quite believable and fun. But its flaws show when you get the car outside those circumstances. Still, on the balance, it's a good system IMHO.
  16. 1 point
    We're looking to make codriver tweaks in the next update, but that's still TBC. This however does require a full republish which means the entire location needs to be downloaded again, so expect another 10+GB update.
  17. 1 point
    I have seen a guy complain it on the steam forum aswell. He thought it should be like hitting stones.
  18. 1 point
    So when is 'Grid - Sorry Edition' due out?
  19. 1 point
    Unless your gonna bring back DRIFT and at least 3 tracks, where done.
  20. 1 point
    Possum Bourne - Rothmans Rally New Zealand 1993. I still live in hope that we'll be able to use this in game without issue in the future... Even if it's just a fool's hope... 😥
  21. 1 point
    The only bad things I can think of are tarmac physics and too forgiving damage model, even with hardcore damage on. Everything else is spot on, best rally game that came after RBR.
  22. 1 point
    If really equal, why isn't PAD allowed in esports? Pads are allowed and treated equally in STREET FIGHTER V e-SPORTS
  23. 1 point
  24. 1 point
    Sadly there is no ingame telemetry or visual representation in the car setup menu to indicate any differences as of yet, despite people vigorously requesting such tools or features for years. Only way to know for sure, is by testing car setups in free practice mode. Don't use Time Trial as your testing ground, the track and the car are tuned for a infinite amount of perfect conditions in there, hence why it will certainly skew your setups big time, for example, once you hit career mode / gp mode / online mode with your Time Trial setups, high tyre temps and wear, less aero and grip, sudden snap oversteer or massive understeer etc. could occur out of thin air, because of how differently the car behaves under real time conditions. So always use the actual Free Practice mode. So, how can you know if you got the correct ride height? -If your car is producing too many sparks, the ride height is too low. -If you car is not producing any sparks at all, the ride height is too high. (Unless you are driving in wet weather conditions, in that situation you will want to have a higher ride height) Also, at default 6/6 the cars already have a natural "rake", which means that the front part of the car dips a bit lower than the rear, giving more ride height to the diffuser to maximize the aerodynamic peformance of the underfloor. Using a 8/6 can also be done without it making too big of a deal on the handling (especially in the wets you will want to have a bit higher values for the ride height to avoid aquaplaning and or spinning on kerbs). But the front being lower than the back is still the way to go in dry conditions for almost all situations (for example: 1/3, 2/4, 4/5 etc.). Either way, there is a huge issue for the car ride height in F1 2019, as all the teams have different natural values at default 6/6, Ferrari / Williams / Renault / Red Bull usually do not produce any, or not enough, sparks when going with the lowest ride height possible, especially the Ferrari is the worst in that category and is known for not producing any sparks even at 1/1 ride height at some tracks. In the contrary, the Alfa Romeo and the Mercedes are producing a pyrofestival at 3/5 ride height (meanwhile, once again, Ferrari does not even have 1 single spark at 1/1 sometimes!!!). Unfortunately, Codemasters did not address this issue to be fixed, and rather gave a vague argument that it is fine how it is. Imo, it would make much more sense to have all the cars have the exact same ride height values from the lowest 1/1 to the highest 11/11 so that they become homogenized to the official numbers for the ride height that have been legislated by the FIA, whilst giving each team a different standard ride height setup in the game if default is chosen (for example: Red Bull 3/7, Mercedes 3/5 etc.) to mimic real life more accurately.
  25. 1 point
    Ok, I found a solution for Windows 7. The problem is, that Windows 7 uses as standard secure protocol TLS 1.0 or SSL 2.0. I think, something was changed at the servers, that they don't accept these secure protocols anymore. There is a fix from Microsoft to set the default secure protocol: https://support.microsoft.com/en-us/help/3140245/update-to-enable-tls-1-1-and-tls-1-2-as-default-secure-protocols-in-wi In section "Easy fix" there is a file to download, which inserts two registry entries. After restart my F1 game used the new secure protocol and all works now.
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