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41 pointsAfter last week’s F1® 2020 Announcement, we are delighted to offer you the opportunity to join us for another year of our F1® Beta programme. We’ll be road-testing our handling additions and alterations, the new split-screen feature, as well as the online multiplayer section of F1® 2020, as we look to continue to improve key aspects of this year’s game. Applications for the F1® Beta Programme are now live, and will run until 06/05/2020, 23:59 BST. To sign up to the closed Beta, you will need to head to your profile page. To get there; click on your forum name in the top right corner of any forum page and select “Profile” from the drop down menu. When on your profile page, click “Edit Profile”. You should be able to find the Beta Sign up area after the Social Media section. Please confirm that you are applying for the correct Beta, read and fill everything out correctly and make sure you have access to the email address associated with your forum account.
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4 points
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3 pointsI think I've spoken about this somewhere else. But it would be lovely if the Online My Team career would actual be useful. I suggested having Clubs somewhat connected to My Team in case people wanted to use their custom team and purchased cars like in DR1, as well as future esports events. It makes a lot more sense putting these all inside the multiplayer career mode, otherwise it just sits in the dust like now. I think the only multiplayer modes that can stay out of the My Team would be Timetrial and Lobbies. The other ones can get embraced by the whole My Team module, as the game would feel a lot more connected and relevant, since some of the features now in DR2.0 feel disconnected, irrelevant, sitting in the dust. Another thing that would be interesting would be pairing Clubs with lobbies, or make clubs somewhat more integrated in-game, so that we could for example load a club on a lobby and race with people from that club, live, so that we could actually broadcast something rather than just set times. I think it's what missing for clubs right now, ability to broadcast it. I won't even mention again the 12 stage limit, the inability to mix cars or classes, the static degradation and static weather conditions for everyone, etc, because that's obvious it needs a fix. You guys have weather forecast probabilities that change throughout a running order implemented on My Team (at least it seems like it), but you don't make use of it at all, which leads me to think it's just there as a decoration. Having access to the running order, in order to be able to define degradation based on running order would also be awesome, as every player would have a different degradation like in real life. Allows to control the set of tyre changes so that hard tyres become relevant, and these will become even more relevant if longer stages become possible, as well as a bigger stage limit for clubs happens. The running order could also mean we could have a dynamic weather system at last, so that some players may get rain, while others not. But the change can't be so drastic from one weather to another. You need to make it rain gradually. This way we can finally have a weather forecast system that actually works, and we could set the weather as random (the engine simulates one and gives a weather forecast for each stage and running order interval) in our tournaments, so that tyre decisions and gambling can be reinforced. Basically all of the main systems you made for DR2.0 are brilliant and pretty much sufficient. The main problem is that these system are not being explored to their full potential in DR2.0, and I believe DR3 will be able to connect all of them properly. Also don't forget about keeping on improving gravel physics. I see everyone talking about tarmac because it's what calls the most attention, but don't leave gravel in the dust 😄 it's good, but can surely be improved further. Any improvement we get in the physics, no matter what surface, is always a plus. It's what sells this game the most. Making hardcore damage a bit more hardcore would also be nice, so people don't exploit setups to their exhaustion. Some setups for certain situations are unrealistic and are making the pros also win time, because the car is still stable and since there's no real damage applied to them, it doesn't matter if the suspension takes more damage or not due to the setup of the car (example stiff setup on Argentina), because the hardcore damage is simply not enough. Setup should have impact on the tyre wear, as well as part wear, specially if you're exploiting stiff suspension and dampers on rough rally. The dampers or the suspension should be more prone to break the more you try to abuse the tuning in certain situations, and this in turn will also help with realism and making things a bit more fair for everyone. You can call it an unexpected moment, but in reality it's just probabilities and accounted risk factoring. Last but not least, I'd like to leave a note, an obvious one in fact: Please let the normal DiRT franchise in the shelf for now. You could already see for a second time that the DiRT Rally franchise is what the market is asking for, it is no longer a spin-off, as it now became the pedigree of rallying, not only for Codemasters, but for the rally community as a whole. Working on a DiRT5 would be a serious business mistake. Also, it is important that the future DR3 brings something new to the table, instead of "just" more content (for that we could keep with DR2.0). It is expected by the community that DR3 is able to take advantage of the newer technologies, the new generation, and therefore we are expecting that you break some limits. I'm mostly talking about stage length, stitching Route de Turini to Pra D'Alart for one big stage for example, while keeping the other existing versions as smaller variations. This would be utterly important for the current Tyre Wear system. It would also be important, and another selling point if you could bring 1 more long route to each existing rally in DR2.0. By 1 long route I mean another Route de Turini -> Pra D'Alart, in the case of Monte Carlo the Sisteron stage comes to mind. It would also be important that in this specific rally you give us some more tarmac, perhaps you can start the Sisteron route at its original starting point so that we have more tarmac to play with and actually make the Soft Tyres a bit more relevant in that rally, because the tarmac bits we have in the current stages are not really enough. Aside from that, there are still some rallies that can be brought to the franchise, in order to sell something new to us. Corsica (tarmac), San Remo (tarmac), Kenya (gravel), Portugal (gravel), Mexico (gravel) comes to mind. There are some fan favourites like Ireland (tarmac), Azores (gravel) and some others, but to be honest it would make some sense pursuing the more public relevant ones first like Corsica, San Remo (if u decide to go for Sardegna it turns to gravel, however San Remo would be awesome as we don't have so many tarmac offerings so far and this one is still historically relevant and is currently not part of WRC, so should make it a bit easier on the legal and design freedom part), Kenya and Portugal, since these have had way more WRC appearances. I'm not sure how you will deal with the existing rallies in DR2.0, if you're launching then in the base game or re-sell them via DLC like before, but this time not only improving each location (Monaco having random ice and snow distribution like in real life for example), but also adding another big route to the mix (= 2 long stages) for each one. Perhaps it would make sense to give us all the surface types at the base game first, so that the game does not feel incomplete at launch, and to avoid another uproar like we've seen in DR2.0's launch. Or maybe just pack it all to the base game, and launch with the full content, because you'll have more than enough time to work on it since everyone is busy with DR2.0, and we won't stop playing for a long time. So yes, DR3 needs to bring something significant to the table in order for the community to justify the transition to the new game. Make sure all the possible bugs are ironed out this time. I'm talking about crashes, blatant visual glitches, force feedback, etc. The more you iron out before launch, the better the launch will be. I have to say I was afraid that DR2.0 would go down the drain due to the horrible launch it had and the massive review bomb it received at launch. There is no need to take these kind of risks, take your time, and don't be afraid to invite community members to help you test the game if you need to. If the money men start to make pressure on you guys once again to release an unfinished, unpolished game, just give them the middle finger and rub the DR2.0 launch in their faces 😄
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3 pointsI saw that video, and also read that Scott Dixon didn’t think the IndyCar felt real at all. I doubt that any sim/game is very realistic, they all just vary in their lack of realism in different ways. I think they are more a virtual nod to their real life counterpart, they do some things quite well but not others. I don’t really mind, I have a great time on them anyway. I get a buzz piloting a virtual F1 car about some of the worlds most iconic tracks and corners and I have literally whooped with delight in some of them. Any game that can bring out the smiles and those types of emotions while I’m sitting on the couch playing is a winner. For me it’s about the fun and the challenge. Thank-you to Codemasters F1 games for those moments I have experienced. I always loved the triple left hander at the Turkish Grand Prix that was in previous iterations of the CM F1 series always looked forward to that one. Such a shame that track was dropped from the calendar but there are so many others to be enjoyed. I hope the producers of racing games keep striving for more realism though, and that we always have improvements in the physics and handling as the years go by.
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2 pointsSo i've did some bug reports over the last days but seeing as you're working hard now on making f1 2020 actually playable, I thought it would be a good idea to get the most annoying bugs in a list so no one can say afterwards that they weren't aware of the issues. I'll only limit myself to multiplayer bugs that i'm 100% sure are still in the game as of patch 1.22 and that I feel absolutely need fixing for the next game. Nothing about weird design choices, stuff missing or the likes. Just things that are 100% not W.A.D. and should be. So for point 2 and 3 on the bug report form: These happen in unranked lobbies on version 1.22 concerning point 7 i don't think using a pad or a wheel makes a difference for any of those. For the rest of the points i'll try to be as thorough as possible one by one. FPS 1. Stutters when someone joins or leaves the lobby This happens in almost every race, but not every time someone joins or leaves for everyone. It happens more often in open lobbies cause of more people leaving and joining so in league races this is less of an issue. A video of this issue i think is not really nescessary cause i don't believe anyone playing this game online hasn't encountered this issue yet. It is not 'game breaking' like most of the issues but very annoying and one at the wrong time can have you invalidate your lap, stutter back inside someone but mainly it's just a nuisance. All you need to do to replicate the issue is join an open lobby and have someone join that lobby. 50% of the time you will get the stutter and if you didn't half the rest probably did. 2. FPS issues for the host after someone leaves the lobby Now this happens way less often but when it does it is way more destructive. After someone (we have a suspicion it has something to do with a bad connection, but it can be anyone) leaves the session sometimes the host's fps just tanks and the game quickly becomes unplayable. This remains until the host has left the session. (usually, this results in the lobby being messed up, all positions mixed up, cause of perpetual 'migrating host') If he rejoins he can continue the race (having lost loads of seconds) But usually this requires a full restart cause the stream is all messed up for the rest of the race. 3. FPS issues when people change settings. Accessing some of the menu's in the settings during the race can result in a very severe stutter. (E.G. the wheel settings) This can cause big issues when someone wants to change a setting in the formation lap, or during a safety car, or even just on a straight. It happens every time when opening certain screens. It happens in single player too but there the simulation pauzes when getting into the menu's so there's no issue there. Solution would of course be to just not change the settings mid-race but the option is there so it should work. Pitstops 4. If someone just retired in the pits and their teammate pits within a lap or so he can get held way too long for seemingly no reason except glitching animations. Seeing as retiring in the pits is the only way to ensure there being no safety car on retiring this is the prefered choice to retire for people during league races if they so desire. This can cause the pitcrew to glitch out however not being ready for the next car. It doesn't always happen as sometimes the retired car still drives out of the pits in which case there is no big issue (unless the not-retiring car is really close) I've made a full bug report about this the other day but I thought to include it in the list as it's a big issue. 5. Double stacking is way too slow. I've been pondering on whether or not to include this but as it causes other issues too i decided to. In real life a +- 4 second gap is enough for 2 cars to double stack without too much of a penalty for the second car. In a lot of league races where the first pitstop is an early one a lot of teammates will be relatively close to eachother. In the game 10 seconds is not even enough of a difference and the animation will often mess the second driver up very severely. (especially in weather change or safety car situations) Pitting in the same lap in these 50% races we do can be really important. In real F1 they also sometimes pit 1 lap after the other, but when you think about it in a 50% race (with double wear) that would be the equivalent of doing 2 laps more which usually loses you positions. This makes it all the more important that this double stacking issue gets fixed. 6. Double stacking causes issues for drivers in the pitbox behind When the team ahead of you decides to double stack, and the second car is blocked from getting into their pitbox, they will block the way out for the team behind. I'm pretty sure this is a very illegal thing to do, and yet the PIT AI in game makes you do it. there is no way to slow down a bit in the pit straight to make the gap a bit bigger, it's all on autopilot from the moment you enter the pitlane and the pit ai is all too happy to impede other cars. I've never seen this happen on purpose to impede another team but the fact that another's team pitstop can have such a bad impact on another team is just wrong, and it gets amplified by the double stacking taking longer than it should. Connection Issues 7. Connection issues causing cars to jump backward or forward. Sometimes when driving in between other cars you can see them jumping backwards or forwards randomly. I don't mean people with a very poor connection having lag, i mean your game having to second guess for a driver with a good connection where exactly he is. Sometimes this means someone just joined the lobby and he had a tiny stutter that you lucked out of this time, but this also happens very randomly as just a connection issue. When nearing a braking point or being close to someone in a corner it doesn't need saying that this can cause big issues. 8. People loading in the session (quali, formation lap, race start) and the rest of them still waiting for them. Now we've seen this happen in open lobbies a lot but also during league races. In league races it usually happens transitioning from quali to the race. Sometimes this happens during the black screen and people need to leave for the session to continue (and probably restart cause then they're not in the race) Sometimes this happens during race start and one person gets to see the lights and drive off and the rest are still waiting for him (spinning circle) This is very likely just a check that gets missed by the host due to crappy p2p connection and no server that know's what exactly is going on. To reproduce this issue just start a few lobbies. you'll run into this before too long. 9. People who disconnect and then reconnect during a (league) race have their timings messed up. They can be driving in front of someone and yet the game says the driver behind them is -3.7 seconds behind them (which is, in fact, ahead of them) When crossing the line at the end the driver might lose positions like they do when they have a penalty. just because there's like 3 seconds (just an example) added to their race time for no reason. This doesn't always happen with people reconnecting, in fact i think it happens less then half the times. but it does happen. Funny side effect can be that a driver within a second of someone can still miss out on drs) The game being reliant on p2p and steam servers people disconnect a lot so this emphasizes the issue. Of course we can easily correct this after the race but it just looks very messy and unprofessional. Especially in a game that is so much about time. The time needs be right. 10. Drivers being invisible for others but not vice versa Nothing more terrifying than fighting someone who can't see you. We've had some reports during the lifetime of this game of people getting blocked by others (mainly in quali) and then the other persons footage showed noone behind them (or crashing into them) at that time. This happened a lot more in last years game (and last years game had the very bad habit to have a desynced ai car drive around in everyones session independently.. so people driving through the ai car in your session and spinning it and having it parked on the track somewhere, they either had their own ai car driving slow somewhere else or they weren't desynced with said driver) In this game the issue is lessened still there. An actual server where the simulation takes place instead of having every client talk one on one with other clients can go a loooooooooooong way in fixing issues like this. 11. Sometimes the safety car doesn't react well to the driver in p1. And also sometimes people are allowed to pass it and others aren't. There's certain variants of this issue. Sometimes the car in p1 gets told to pass the S.c. and all the others can not do the same. (giving him a free lap) Sometimes the safety car just doesn't start driving early enough. And sometimes the car in p1 gets told NOTHING and just passes the safety car and some of the people who follow him get away with it and some others disqualified. I don't know if this is connection related but i wouldn't be surprised. Again an actual server where the race gets hosted on would go a long way in resolving these issues. PENALTIES 12. Drivers getting huge penalties for very minor things. Sometimes going wide at a certain place (most often a place where going wide means you lost time already) the game can give you huge (5 or 10 seconds) penalties. On a related note very small cuts/track extensions behind the safety car (where gaining time is obviously impossible) can give huge penalties too. My thoughts are this is because the game uses some delta pace to determine if a penalty is required. If you went faster than that while off track the game gives you a penalty. This is obviously a bad way to do this because it can easily be you still lose a lot of time after rejoining (cause you're going slower after sliding back on track) The game needs to wait a bit longer to really see if any time was actually gained. Those penalties during safety car periods should in my view be disabled altogether; they have no use. 13. Only the host can get a penalty for bolting it early under vsc It is common knowledge by now that as soon as the game says 'VSC is ending' people can bolt it, however red their delta might get. This is not true for the host, however, who WILL get penalized. apart from this being very unfair, obviously, it just means that for anyone but the host the vsc rules don't really apply which is a problem. Very easily replicable. And common knowledge at this point so i don't think any more needs being said. 14. Drivers are allowed to overtake on the s.c. restart before the line. Now just to have the rules clear one more time: In 2018 there was the first safety car line whereafter people were allowed to overtake, but in 2019 (and so it should be in this game) drivers are not allowed to overtake until the start-finish line. The game however, doesn't penalize people accordingly for overtaking before the line after the safety car went in. https://www.twitch.tv/drc_daan/clip/BoldPoisedTaroYouDontSay?filter=clips&range=all&sort=time Here's a good example. Obviously this guy got penalized by the league. But it's weird that the game, that seems so happy to hand out unreasonable penalties, keeps completely silent at such an obviousa display of rule breaking. Because it is such a well known F1 rule I don't consider this a weird design choice but just a bug. hence why it's on the list. 15. Grid penalties for seemingly no reason (or for getting crashed into) This game is already legendary for handing out grid penalties for no reason ('blocking' people on an outlap too) or getting crashed into. This is just a problem with a poorly implemented and very arbitrary penalty system altogether but gets amplified by the fact that we can't choose which parts of the rules the game can govern. (Point being I get how hard it is to have the game decide who is at fault in a crash, but for the love of god, then why is the game doing it? let people do it) (e.g.https://www.youtube.com/watch?v=hInc2jTAKXo) 16. Grid penalties sometimes appear to be time penalties (in quali) We've had cases where a 5 place grid penalty actually got counted as a 5 seconds added to the quali time, which of course means starting last in 99% of the cases. This is clearly a bug as there is no time penalty for quali in the F1 rules and the game clearly states that it's a grid penalty (however unfair) This was the case for the guy in the video above. He got a 5 place grid penalty (for nothing) and got demoted from p1 to p16. fitting perfecly with a 5 second penalty. 17. 5 Second penalties not showing in the telemetry. Now we use the telemetry to keep track of the penalties (for the drivers and for the commentators) Cause there is this HUGE oversight in the game were spectators are deprived of easy access to the penalties. But the telemetry doesn't show stop go penalties. I get this is because they are not served yet and they can 'disappear' again. But this can catch out a lot of drivers and commentators and makes this whole oversight in regard to penalty visibility even more sad. No one can keep their eyes fixed at the bottom of the screen all the time (and when multiple people get a penalty in short succession you can easily miss it) So it happens that we're surprised at the line by peoples 5 second penalties. Now while i feel these pitstop penalties shouldn't be in the game at all (the game can clearly not handle the responsibility of handing out penalties we can't easily revoke) While they're in the game and we're unable to disable them, I consider it a bug that they are invisible to other people until the end. F2 18. Tire choice unavailable in (25%) f2 races yet people starting on different tires. I find it weird that tire choice is disabled in the first place but people will start on random tires (whatever tire they did quali on) And if you're starting on the harder compound for no reason in the sprint race it puts you at a big disadvantage. I think this mode just got rolled out before anyone actually got around to playing/testing it because this is one of the first things you notice when driving these f2 cars. It takes one race to wonder why other people start on faster tires than you and why you didn't get a say in the matter. I reckon it's a small one but it's still a bug. Either everybody starts on the same tires or we can choose. no randomness in multiplayer. ---------------------- So some of these bugs have already been reported with video's. If @BarryBL wants any clarifications I would be most happy to oblige. I can get video's for all of them but a lot of them just speak for themselves.. and are already well known at this point. These issues have been in the game since version 1.0 and are still in the game now at version 1.22 They are kinda ranked in order of annoyance but they are all big problems that have people yelling "Codemasters again" in frustration more often than you'd like to think about. Please bear in mind these are just the big ones, that absolutely need fixing for the next game. There's a lot more issues with the game, and this is just looking at multiplayer bugs. I'm not even mentioning the fact that the game just crashes, I think Lando Norris has shown the world really well how stable this game is (And what people should do with it until it gets fixed) When you get the game running however these are the biggest issues you will run into. And fixing them should be a lot higher on the priority list than custom livery in single player.
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2 pointsGod this game is a joke online...full of morons and muppets. And the penalty system is a farce. Someone intentionally smashes into you....you get the penalty for getting in the way of a d*ckhead.
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2 points@sjsharp2010 I love Mass Effect, played them all 🙂 @ColinMcRae:DiRTFanNo.1 Yes I have the Saturn V set from a few years ago, but I don't really have much Lego...on my desk at home I have the females in science kit which I got as a sort of reconciliation gift after my wife and I lived together again after being separated for a while.
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2 pointsYup. Continuing with massive issues in Norway as well. PC. I actually thought for a little while that Codemasters seemed to care about these issues. But now it looks like it was just due to the new players in the free-period and trying to make an impression on them. Honestly don't understand why I spend loads of time trying to get an eSport-thing up and running on DR2.0
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2 pointsHello everyone! Time for another Riggs long post 😄 First of all, i'd like to talk a little bit about the current Car Class organization that DiRT Rally has been using. The current car class is being organized by Group, which itself is following the right rules, but it's not entirely realistic when it comes to play the game. I believe the current car grouping method should be changed for DR3, to allow for a better balancing among classes, specially the older classes, because we are seeing the impossibility of mixing some cars that raced together, just because it's on another group. The blatant example is the Mitsubishi Lancer Evo VI, that feels completely out of context, despite being in the right Group of cars, since it is a Group A. Context-wise, the Evo VI is a lot more a 2000cc rally car than a Group A in DR2.0, because despite being a Group A vehicle (the last Group A vehicle to live), it was racing with the new-gen WRC cars, such as the Impreza S4, Ford Focus, even the Impreza 2001 during half of that season, the 206, the Corolla and the Xsara, not to mention Skoda, SEAT and Hyundai. And to be honest, we could re-arrange this grouping method in a way that would rather benefit more than prejudice, as the game would not only appear to have more cars, as well as classes would make a lot more sense and be more balanced. For example, the Lancia Delta crushes the Group A, it has last raced in '93, and it is competing with cars from 1995+, completely obliterating them unrealisticly. I'm not sure if the Lancia overpower is actually realistic, as real reports show the Lancia Delta Integrale having difficulties to keep up with the upcoming cars like the Celica, the Lancer Evo III (let alone Evo VI) and the Impreza, despite having 80 more bhp. So i think the current Lancia performance stats is unrealistic for Group A, and basically renders the other cars in the group useless. One of the groups I would love to see would be a 1998-2002 group, in which all of these cars lived and raced together throughout these years, and then we could finally have the Lancer Evo VI race with their colleagues, which in my opinion is one of the biggest setbacks in DR2, as we can't even get over this limitation with Clubs not allowing class or car mixing. Why end it in 2002? Because during the after 2002, cars began upgrading to their next successor, some manufacturers left and WRC began a slow downfall, and also some regulations and suspension technology were put in practice. That's where the 2003-2006 class is born, in which we already have the Skoda Fabia 2005. This also means some cars may appear in more than one class (Red 206 and Xsara for example). Anyway, assuming we do not lose any of the 'main cars' in the game, you can already predict what cars I want in-game, but here they come nonetheless Rather than ask for any car, I'm going to suggest cars that aim to fill a gap in the current DR2 car portfolio scenario. Citroen Xsara WRC This car would be available to pick in the 1998-2002 Class, as well as in a possible and eventual 2003-2006 class (to match with the Skoda 2005, the Solberg's Impreza 2003, etc). Wearing a full red Total livery (2001-2002), and then adding the Telefonica blue colors in 2003. While it would be ideal to have both liveries, we know Total is a present brand in current DR2, so it might be easier to just keep the Total one and the car looks great in it. I'd just love to see the car in the game to join the others. My second pick goes to the Toyota Corolla WRC I know, it's a Toyota. But it's about time 'we' try to settle the Toyota ghost. There seems to exist a little bit more flexibility towards Toyota letting their cars appear in games, so definitely a good moment to try, specially now that DR2 has proved to make a good reproduction of cars. This car is the missing piece between the Impreza S4 and the Lancer VI, a perfect addition for the 1998-2002 class. This ends my 1998-2002 suggestion list, as I consider the Xsara and the Corolla enough effort to get into the game as they are historic valuable cars in the WRC. I'd like to have the other 2000cc cars such as the SEAT Cordoba Evo 2, the Hyundai Accent Evo 2 and the bathtub Skoda Octavia Evo 2, as they have indeed participated in this golden era of rally. But I assume everyone would rather play with the more successful cars and leave these ones in the dust, like it has been happening with some of the cars in other classes. It is unclear whether or not these 3 cars were worse performers due to their lack of power, handling, or simply due to lack of pilot skill. It is important to balance all the cars and keep all the cars true to their spirit, otherwise we end up having a Lancia Integrale situation once again. Group A Toyota Celica GT4 In order to reinforce Group A and give the Lancia Delta a proper rival, this car needs to be in the game. So why this one and not the ST205? Because this one has covered more seasons than the ST205, mostly due to Toyota being banned in 1995 for the illegal turbo. This car also has more liveries to explore. Basically we would finally have a balanced and chronologically coeherent group with the Lancia Delta, the Toyota Celica and the current Ford Escort Cosworth in-game, not to mention the Legacy and the Impreza 555. This would round up the 1993-1995 very nicely, and if you managed to throw in an Evo III in the mix, even better. Subaru Impreza S9 (2003) Logical choice, specially now that there seems to be a lot of support and empathy from and for the Solberg family. Not only does this car look great, it drives great, everyone remembers it, but also our beloved Petter Solberg was champion it, co-drived by the DR2.0 co-driver Phil Mills. I seriously thought this car was going to make it into the game at some point, given the logic. But sometimes logic isn't everything. Perhaps DR3 is the best game for this car to appear. This was the only car capable to dethrone Sebastien Loeb's Xsara, and even then Citroen won the manufacturers that year. This car would make a lot of sense in the 2003-2006 group i suggested above, to compete with the Xsara, Red 206, Ford Focus (in case you guys have any means of adding another variation of it) and the Skoda Fabia 2005. Peugeot 307 WRC I know a lot of people don't like this car. Me being one of them. This is the car that sent Peugeot down the toilet, just like the Evo VII sent Mitsubishi down the toilet, not to mention this car is often remembered because of that unfortunate accident in 2005. However, despite all of the gearbox and power steering problems, this car was faster than the 206 (a lot), and it is a car that races against the Impreza S9+, the Fabia 2005 and the Xsara. Launched in 2004 after Peugeot saw their 206 not being able to keep up with the competition in 2003, this car would fill a gap in the 2003-2006 group. This is a logical car to fill a gap, but I wouldn't risk losing the ability to get one of the cars above just in order to get this one. Play with the budget. And with that, you guessed it right: Mitsubishi Lancer WRC It's perhaps the Lancer I hate the most, not just because of not being able to give a proper competition to the other cars, but also because the designer didn't really know a worse place to put that rear wing. However, this car made its appearance after a sabatical year in 2004 with the 307, and it raced up until 2005. Given its historical importance, it makes sense to get added in case the 2003-2006 group is to be. Last, but not least, we finally have the 2007-2010 class. We already have the cars of this class in the game, the Mk2 Focus and the C4. It would be awesome if we could see current in-game car variations such as the Evo V, Focus 1999, Focus 2003-2005, and the Escort WRC, but i'm almost sure the manufacturers will ask for a similar price like if it was a new car.
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2 pointsSadly no final Abu Dhabi car performance / team performance / driver performance or even livery and car model update... (On PC that is not such a big deal, modders can fix it themselves quite easily; even though it is still shady to realize that Codemasters are not doing this themselves. | But, on consoles, it is a completely different story, as consoles do not allow modding; so, Codemasters not updating such vital data and or info, it is a huge slap in the face of anyone that was expecting a official representation of the xxxx F1 season.)
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2 pointsBOYCOTT THE BUMP! It's funny such a minor section of track can cause so much misery. Actually it's not funny at all sorry, it's annoying! 😳🙄😎
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2 pointsI've spoken to the developers on this, and they agree that having all of the options available for the player to choose would be more accommodating for everyone's situation. Everyone, regardless of how much they play the game, should have the ability to pause or restart single player modes. The option is there for people to not restart and you can always just not press pause and let your dinner get cold. That's what a microwave is for, right? In all seriousness, thanks for the feedback @RickFlare96. We just need to accommodate for everyone, and pressing an extra button to retire gives the people the option rather than taking it away, which could majorly frustrate players 🙂
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1 pointHello, I have played the original Overlord game aswell as Overlord 2, and I really enjoyed it, and I even play them to this day and I really wish Codemasters and Triumph games would make Overlord 3, or for my part sell the rights to another company that wants to expand the Overlord universe, I know many loyal Overlord fans are dying to know what's next and are really looking forward to a prequel long overdue. As many of you know, the fourth Overlord (the one you play in Overlord 2) died because of the shining and one of the netherghuls (from Fellowship of evil) is overlord now.. but the third Overlord (the one you play in the original Overlord game) is still trapped within the Infernal Abyss, Gnarl even mentions him a couple of times in Overlord 2 and Fellowship of evil... I for one really hope he can escape so we can play as him again. I have send emails to Codemasters before but they are focusing on other games and thats why I need the help of all loyal Overlord fans to change their minds, so please give this discussion a lot of attention so we may see this story continue.
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1 pointMaybe this is a long shot but I always say things surely won't change if you don't voice your opinion so here's my two cents : I think (and hope) changes should be made for future updates of F1 2019 and the upcoming F1 2020. First, during career mode in F1 2019 I have flashbacks turned OFF and yet I'm still seeing this : I'm sorry but this pop up shouldn't even appear with flashbacks turned OFF. Now, I get there are some people who prefer keeping flashbacks option ON and starting over when they feel they made a silly mistake but for those who don't, the session should automatically end when you sustain terminal damage after a crash or have a race ending mechanical failure. Which brings me to #2) Mechanical Failures - Now I think it would be a great idea for F1 2019 and F1 2020 to have the player suffer from random and spontaneous terminal mechanical failures regardless of the condition of the car's mechanical components. Like, say I'm in a close race against one of my rivals in the middle of a grand prix, my car's components look a-ok, everything is good, then suddenly my engine blows up or I have a suspension failure ending my race, something like that. I think those two aforementioned suggestions would add some drama and excitement to single grand prix weekends and the career mode cause you never know what you could expect in any given grand prix event. Now don't get me wrong, I'm not saying these mechanical failures should happen every race but they should happen every now and then, it just makes things more fun in my opinion. What do you guys think? @1512marcel @BarryBL
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1 pointFor me personally it would be enough, if the game runs at 60fps at ALL TIMES + no tearing + no "car double"-effect. And maybe higher resolution. But I play on X-Box One S, I assume the game already runs better on a X-Box One X, so I would take that. If I buy a next gen-console, it would be the X-Box Series X due to my catalogue of games.
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1 pointHey buddy, just an idea but I got some magic beans for sale. PM me if you want some OK? 🤓
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1 pointYeah exact the same as i said. The have to introduce a Real sim handling (and laser scanned track) and it would be an awesome game
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1 pointI’ve actually seen that video, it’s called “Monaco Grand Prix 1962 - high quality footage - flying clipper”. It’s such a great clip. This makes me want to revisit Project Cars too, thnx mate 😄
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1 pointYou still haven't edited your original post into a bug report. I still have no idea of platform.
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1 pointHi @MicheMai51 and @guidomix I'm sorry that I haven't responded sooner. We did see a similar experience in our league race last week, and has been sent to the developers for revision
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1 pointYo, this is my rig.. Make you faster? maybe maybe not..., at least not at the intensity that I like it at. it for instance... hitting walls.. and other hard objects can hurt... so ... you tend to drive a bit more... cautiously It is however a fantastic addition, to be able to feel so many more inputs from the real world. it can travel 14 inches , so hitting a jump you feel your stomach ... completely worth it. also, I did this to add pizzazz to my resume. ASK any questions if you would like. I just recently this year got this working and am in the process of making a nice open source project for people to follow along with. Later!
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1 point
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1 pointHow awesome would it be doing long runs in practice to have the ability to switch tyres or just to change the front wing in practice or its starts raining so you can switch to inters or wet etc. Please look into doing this for 2020 or 21