Leaderboard
Popular Content
Showing content with the highest reputation on 4/25/2020 in all areas
-
3 pointsFrom my experiences with F1 2019 the game: -105 to 110 AI is able to do real life qualifying lap times on most circuits. -85 to 95 AI is able to do real life race lap times on most circuits. Sadly, a few tracks, where downforce is key, the AI is not able to get anywhere near the real life performance. Why? Because the game is lacking downforce and or grip levels ranging from 5% - 30% depending on track, as Codemasters did not model the car performance correctly in F1 2019. Codemasters probably thought that the simplified front wing, which was a major part of the official 2019 regulations, would have a massive effect on the cars performance. Many thought that the laptimes of 2019 would be much slower than the 2018 season and that the drivers would have to combat lots of understeer. Even the Gurus thought the same. Ironically, the Gurus and Codemasters were totally wrong, and did not anticipate the "genius" of F1's worldclass engineers: These engineers were able to make the cars around 1 to 1,5 seconds FASTER than the 2018 ones, mostly from the underfloor and sidepods, iirc. Fortunately for us, the game came out at a time where we were already 8 races into the real life season. Codemasters therefore had more than enough time to update the car performance accordingly with all the real life data last year. Unfortunately, they did not do so, and the game was released with a ingame car performance that simulated the 2019 cars to be around 1,5 seconds slower than the 2018 ones, with massive understeer. God knows why, probably to cut time in development, or maybe a mismanagement or simply a mistake? Either way, after many critical posts on this forum about the massive understeer, Codemasters acknowledged their error and tried to fix the issue, by increasing the front wing downforce by around 20%. Sadly, that did not fix the issue, but only made it less obvious, as currently, as mentioned above, all cars still lack around 5% to 30% of downforce and or grip levels compared to real life depending on track. Meaning: Codemaster messed up the downforce / grip levels in F1 2019, and moved on without fixing it. The biggest slap in the face for the players? The vanilla version of the game, which console players are forced to play as modding is not possible on there, is still at the stage of a wrong car performance that lacks around 5% to 30% (downforce / grip). Of course on PC, you can basically mod it accordingly and try to fix it yourself, but seriously: One would expect the car performance/ team performance/ driver performance to be accurate, in a "OFFICIALLY LICENCED" game. It is how it is. Hopefully, Codemasters won't repeat that mistake again and will give us alternative methods to always create a accurate representation of F1. ("Live Season Updates" e.g. after every 3 real life races, Codemasters updates these values for us, as a service. | "Editor Mode" for Car performance/ Team performance/ Driver performance, as seen in FIFA, to manually adjust these values ourselves from within the game, without having to mod any files externally.) F1 2020 and future titles will show, how much Codemasters does, to reflect upon themselves. We can only wait and see. PS: Also, yes, it is entirely possible to beat 110 AI with a pad. This is a simcade, so pad players are not at a disadvantage.
-
2 pointsIt seems to me that the car on the cover of the dirt rally (game released in 2015) is a fairly current wrcar(polo rally=polo wrc 2015) ...anyway, I would have no problem that the next dirt rally(3) has "old" specifications and that they "do not match" whit "similar" cars to wrc 2017/18. But if is not, because now the licenses are "harder" ok. we will have to live with it.
-
2 points***IMPORTANT INFORMATION FOR YOUR APPLICATION - PLEASE READ*** We have had reports that the gamertag question was unable to be edited. This has now been resolved. Please go back into your profile and BETA Access application form and update this when possible to be considered 2 of the checkbox questions require ONE answer only to be selected. Selecting more than this will void your application. Please ensure that your selections meet the criteria before closing to avoid disappointment. As a gentle reminder, it is on you to make sure your application is correct and accounted for. I don't mean to be harsh, but there won't be enough time in the day to check everyone profiles 😄😄 😄 If I do it for one, I'll have to consider doing it for all. Hope you understand I suggest possibly logging out of your account, logging back in and checking your information has saved as a general rule to make sure. Also, do note that replying 'Done' is not necessary. Assist to @UP100 on this one 😛
-
1 pointHello Guys! I was thinking about the Driver skills, which are created by Codemasters in the actual Game. After some Races with my mates in our online Season and in offline Career mode I am making more and more my own view of the different Driver skills. I don't talk about different driving style (this would be a good Feature for the future!), I talk about the Performance of every Driver. I am asking myself (and now you) with which values Codemasters work to make differences between the Drivers. I mean it is obvious that for example Perez is quiet faster than Stroll. By the way i think that Perez is way overpowered. We recognized that Perez is often a serious challenge for the Topteams, especially for Red Bull. I am interested in which way you would rank the Driver perfomances and how much difference in time you would see between the Drivers. It would be cool if the Driver perfomances would be seen in the game, maybe in values like it is in Fifa oder maybe in classes or words. Now we just notice different Driver perfomances but we cannot really compare them. By the way I am really missing statistic in the game like the camparison of the Drivers wins in Qualiying and Races. This should be an importend statistic for the Teams. So what is your opinion of the Driver perfomances? How do you think are the Driver perfomances ranked in the game and how should they be? And how do you think should codemasters manage it in the future? EDIT: Now it is out! https://www.formula1.com/en/latest/article.revealed-driver-ratings-in-codemasters-new-f1-2020-game.7qbRlGNR5glUO9aRORmaKf.html?fbclid=IwAR0pNSlRNixomF97GrPtq054Wt9avhjdD780lC9IfLu1ZLOAHBoD-240Lm8 We will get driver Ratings. Funny, that we talked about this Feature a few Weeks ago. Great News! How do you Think about this? Do you like the categorisions?
-
1 pointplease, option to remove "reset to track" on multiplayer races, when anyone spin he need back to track by yourself, not disappearing and appears on track like magic
-
1 pointI'd add: -"Live Season Updates", as seen in FIFA, e.g. after every 3 real life races, Codemasters updates all the relevant values for us, as a service. -"Editor Mode", for Car performance/ Team performance/ Driver performance, as seen in FIFA, to manually adjust these values ourselves from within the game, without having to mod any files externally. Car performance values could consist of downforce, grip, tyre wear / heating, engine wear / heating, engine power, ers efficiency, ers wear, suspension flexibility etc. Team performance values could consist of strategy accuracy, pitcrew proficiency, budget value in tessource points, strictness for expectations etc. Driver performance values could consist of overall speed, speed in wet weather or changing conditions, overall consistency, consistency in wet weather or changing conditions, car management for tyre/ engine/ ers/ fuel, aggressiveness, overtaking and defending "Trickkiste" or trickbox in english for more dynamic racing lines, stamina, strength, cornering speed, throttle management or smoothness, braking management or smoothness, reflexes for better starts or to avoid contact with debris or crashed cars, spacial awareness, character e.g. some drivers being good at the start of the season and lose momentum quickly whilst others gradually get better as the season progresses etc. Obviously, all of this would need a complete overhaul of how the game is being designed, and would take some serious amount of hours put into heavy work from Codemasters. I personally would expect maybe F1 2021 or F1 2022 to have such detailed and sophisticated features at the earliest time possible. But going from Codemasters trackrecord, we might never ever see this in their games at all. Hopefully i'm wrong, and Codemasters got some great software in development for the launch of the new gen consoles. Only time will tell.
-
1 pointOne thing i forgot to mention. It should be also possible for us to see stage times on in-game club leaderboards that have more than 1 stage. Right now we are only given the cumulative times SS2 onwards. I believe we are able to see individual stages times on lobby events, and then there's a tab to check the overall. The same should be available for Clubs 3.0. Basically, just take this big awesome core and go deep on it for DR3. There's really not much need to enlarge its horizon, now it simply needs depth.
-
1 point+1 to that And in addition make result boards consistent because stage results shows different names than championship results
-
1 point@BarryBL If I could add some experience of what I have seen to be the KEY FAILINGS of PREVIOUS BETAS (17, 18, 19) To all the participants The quality of your feedback is important - if I look at a sample of bug reports posted in the TA forum currently, it is very NOISY! It will not win you favour by trying to find the most bugs. It is not a competition and there is no prize. It helps if you complete the bug template, every time on a new bug, and you state what you have tried to prove it is a bug and not just a kink in your setup. Replication is important. It helps if you can confirm and add evidence to exisiting bug reports. You can even disprove them, or say how you found a solution. It helps if you do not jump in and out of Multiplayer lobbies looking to race elsewhere or when you crash out. Spectate and rejoin the session at the next race. Stay connected. We do not need endless posts about people's thoughts about the game. It is a BETA. You will be asked your opinion so save it, and take the opportunity at the end of each focus period (usually a week). Far more chance of it getting read then, than lost in hundreds of (hopefully) quality bug reports. Look for similar bug reports and add to them. Find and confirm bugs in your current game are fixed! To the moderators (keep reading participants) Sorting the wheat from the chaff - merging threads and deleting (or dumping posts) is key to retaining focus. I hope you have some kind of standard message to send to a user informing them that their post has been removed due to being incomplete, not contributing or spam. Consider removing those from the program that have difficulty signing up. It is no good having people who cannot communicate what they have found or are not technically minded enough to do the simplest things like sorting out emails and usernames. In the end To be a beta tester you should be able to produce diagnostic information; the Report Code a dxdiag, a crash dump, hardware settings file the ability to take and share screen dumps, post video to email or share privately (not unlisted) on YouTube (visible to only yourself and the Codemasters beta e-mail address) a detailed description of how to recreate the issue DO NOT sign up if you just want early access to the game - you will be disappointed, the game is not usually made fully open, you will get specific modes and be asked to use them for a period of time. If you can find and quantify ONE bug during this period it will be helpful. If you can confirm TWO others, that's great. It will not be open all the time, you may have periods where you are locked out. PS4 users have previously snoozed the game to get around this. Don't bother posting errors, they don't count because the condition is not normal. It has been general that you have been granted access to play according to the time you log in. Codemasters, I suggest if you can somehow log people out of sessions automatically once an hour has passed beyond the sign-in cut off that would be good.
-
1 pointCan also confirm, as I've been playing it in glorious high resolution for a year ❤️
-
1 pointI'm pleased to confirm that the dev team have discovered the problem and this will be fixed alongside the release of Season 3 on Stadia (which will be within the next two weeks). I will update this thread once the fix has been issued 🙂
-
1 pointCan confirm, the game is enhanced on Xbox One X compared to the Xbox One or Xbox One S.
-
1 pointI just had the same thing happen this week on a daily. Xbox One X V1.13.0 US Xbox One Controller
-
1 pointMicrosoft is Intending for all Xbox one games to be playable on the upcoming Xbox Series X console. Sony have said they "recently took a look at the top 100 PS4 titles as ranked by play time, and we're expecting almost all of them to be playable at launch on PS5." then Sony corrected themselves and said "the overwhelming majority of 4,000+ PS4 titles will be playable on PS5." If it does run, that doesn't automatically mean that graphics will be improved for console versions as presumably that may require some work from games developers to get anything beyond resolution and framerate increases, in any case can already get the game to look and run better on PC.
-
1 point
-
1 pointI've just started noticing this too (I actually made a facebook post of crashing an S4 with the caption "CREST AND WHAT, PHIL?!"), so I think it's a new problem.
-
1 pointThis. I don't wanna call OP's intelligence into question, but to not understand why a company wouldn't put the equivalent "our past games were full of bugs that were never fixed" into advertisement material is kinda impressive.
-
1 point
-
1 pointI'm getting obliterated at Greece 1998 (91 Difficulty). Need to make 20 seconds over 5 Stages, but only gaining 5 on the first, 4 on the second, then losing 15 on the third, and more time on the 4th and 5th.
-
1 point
-
1 point
-
1 pointFor this reason the marvellous DDU tool was created! You can pick up the 442.74 here, please try and report back.
-
1 point
-
1 pointHi everyone, @2Pacalypse you can change this. Go to Customisation > Driver > Profile > Driver Number. The pop-up option in the image above should come up for you.
-
1 pointNot sure. It seems to me to indicate the client is waiting for data from the server (host) and timing out. So that really doesn't shed much new light other than why SSLv3 is being used instead of TLSv1 (but that looks like some kind of fallback procedure from the TLSv1 failure). Problem now still exists since 4 days without repairing itself. I posted this Wireshark report only to prove, that it is not a problem of the users. You can see, that the client (192.168.x.x) starts a TCP connection (SYN), the server answers (SYN, ACK) and the clients confirms (ACK). That's the usual 3 way handshake of a TCP connection. And if there would be a problem at clients (firewalls, router, ...), this connection wouldn't be established. After one packet of client (Client Hello) the server answers with an error and closes the connection (FIN). So it is no timeout at a client. I don't know, if that shown protocol (TLSv1, SSLv3, TLSv1.2, ...) by Wireshark is right, I think, Wireshark is not able to evaluate this data in detail, it only knows, which protocols belong to port 443 and shows one randomly. If that error is really so sheldom, I can provide you some binary files of the network traffic, if it can help to find the problem.