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Showing content with the highest reputation on 5/23/2020 in all areas

  1. 1 point
    I'm using valve index. Everything is a bit too small. Is there any way to manually adjust the world scale? And i'm not talking about IPD or anything like that - i'm on about the actual objects. Steering wheel, co driver, all feels too small. Wish there was a world scale adjustment like in other games?
  2. 1 point
    With all due respect @sirio994, you haven't played it yet. To play devils advocate, until you've experienced something first hand for yourself, I think its only best to speculate and assume. I've played it and, even though I liked the old system, the new system works well too. Just in a different way. You have to think "is it worth it" for every duel with a driver, which would be what real life drivers would have to do to. The feedback we've had is from Lando and others directly and if they think its an improved model. It makes you feel "Right, I'm going to use this so I've got to use it right" as you might not get it again too quickly. Like, i guess, F1 drivers too. (Disclaimer: I'm no F1 driver in disguise, I've drove a Formula 3000 car for about 12 laps as my IRL non-karting experience around a open track 😛 )
  3. 1 point
    I guess we'd need to understand why teams/drivers do not continually change modes throughout a lap IRL like people do in game to fully understand if it was realistic or not really. Is it because you'd destroy your battery the more times you change it? Is it because it doesn't actually give you the advantage we see in game i.e. there is a lag of getting the power set to actual produce? Does it cause problems for the car if it was done IRL like people do in game? Same goes with fuel. Only then can Codies build a more realistic version of ERS that takes these reasons into account and appeases all. Do they add more wear to battery if you continually change modes? Do they add more damage to tyres when entering higher modes of ERS (more power = more spinning of the wheels)? If it turns out to be because teams just don't want to keep micromanaging this, too time consuming, or just no reason at all yet it can give you the benefit IRL as we see in game, then well you could say game on then but there must be a reason why drivers do not do this IRL and are saying such which needs to be conveyed in game for the old ERS to return. If teams do continually and manually change modes throughout a lap, then isn't the new ERS just that? The AI changing ERS for us and we, the driver, having access to overtake? To me this is what the new system is representing and I am fully behind it. You could add the facility of planning your own mapping but it would have to be the 1 for the race not multiple you can switch anytime as that's just going back to the old ERS system which has already been said to be unrealistic.
  4. 1 point
    This is an interesting idea! Would be cool also if it showed you the track and corner numbers so you can see easily what section of the tracks you are referring to and the outcome of your selection so you can see what sort of usage a lap would be from your setup so you can judge if you'll run out of battery at any point in the race e.g. Start Corner End Corner Mode ERS Usage 1 2 3 -10% 2 5 0 +15% 5 6 1 +1% Obviously you'd need to make sure your battery will survive for the whole race so if, as an example, you have a 50 lap race, you need to make sure the usage per lap is no greater than -2% otherwise you'd run out of battery before the end - can make it only -1% to allow 50% battery available for the overtake button throughout. Think this would be quite complex to strategise for people though particularly through the race - say I used Overtake in the 1st lap and spent like 60% on it, I'd run out of battery about 10 laps before the end if there was no way to change the above, lol.
  5. 1 point
    Guys, do a test. Try a race offline against the AI for a distance of 50%/100%. During the race use mode 2 as your base mode. Mode 1 when the state of charge is low. Mode 3 to catch the car ahead or to perform a undercut/overcut. Mode 4 for overtake. Don not use 0 or 5 cause they are ers off/recharge and hot lap. Use each mode for multiple laps. Use fuel modes the same way. Then come back and quote me to say that it's unrealistic or not enough to keep pace. You will probably quote me to say that it is realistic, fun, it allows you to focus on the driving...BUT IT MAKES YOU SLOWER AND IT'S NOT ENOUGH TO COMPETE ONLINE WHIT DRIVERS WHO MICROMANAGE ERS. At that point it will be clear where the actual problem lies. But please stop telling me that micromanaging was required. It wasn't. Offline in a realistic/simulation type of career/race it isn't. This is the closest experience you can have with ERS to real life...
  6. 1 point
    I hope that this news means the split between arcade and simulation, and we could get a Rally 3.0 game with more realism on the physics and in the competition.
  7. 1 point
    Issue: Huge and abnormal fps drop at a specific point near the exit of the bridge on Old Butterstone Muir stage(s), including the larger ones that include this road segment in Scotland. This elongated stutter can cause an accident while driving at speed on both directions. Only seems to affect gameplay drastically on old CPUs (which can drop fps to single digits), or can be noticeable on more recent ones when heavily taxed under VR and requiring high fps. Changing graphics settings does nothing to fps (even when stopped) at the critical point. The issue goes away in replays. Same as in 1.13 at release date. Method of Reproduction: With an old CPU (preferentially FX or Intel core series 1st gen up to 4th), launch a time trial in Old Butterstone Muir. Using a fps/frametime overlay, drive until the bridge and stop before it. Then drive very slowly until its exit, and watch for fps variation until the car enters the next corner. Please refer to my previous post on this issue (link), and also to ialyrn's clip on the Steam thread (link). Platform: PC/Steam PC Build: FX8350/16GB RAM/RX480 8GB/W10
  8. 1 point
    I think it's the latter. It just honestly feels like a capacity issue, and I am guessing that that's what everyone here suspects. I do not think it's some weird bug that Codies just can't figure out, but rather, it's just that Racenet was already notoriously poor from the start and wasn't made to handle the load it has now. It bombed with an influx of PSN players that CM already knew were coming, and it drops out repeatedly for a % of players every 24 hours, predictably. It looks pretty clear. If that's the case (that it's just load), the decision-makers at CM will be asking one thing: "Will the expense of upgrading be less than the money made back from happier customers?" If no, they won't upgrade. And I think that's a very, very, very likely no. And that's a situation that certainly wouldn't be something PJTierney could announce. It's not even shifting that much network traffic so it really is a poor effort. Dirt Rally 2.0 pushes literally a small number of RX races that need real-time updating while everything else is tiny amounts of data for times and connections. RX aside, establishing connections has got to be the hardest thing Racenet has to do. Is it running on someone's Pentium II or something? Just buy another Pentium guys, please.
  9. 1 point
    That's not what I stated. The only graph I see is the concurrent users, as it helps correlate a spike in forum/social comments with what's actually happening. Given the myriad of data sources and server call types a game like this would have, I imagine there are far more detailed logs elsewhere. It's not my job to look at those, only to trust the word of those that do 🙂 I'd love to be able to turn around one day and say something along the line of "the team has found what causes these things and has issued a conclusive fix" (somewhat like when we said that native Oculus VR support was finally coming to the Steam version), but until that day comes there's not a whole lot I can do really. Server instabilities happen, sometimes total outages, and I pass the word on in both directions. Maybe I'm not accurately reporting them, not reporting frequently enough, or haven't come up with an effective way for you all to give more conclusive feedback, I don't know. Or maybe I'm not coming up with an effective system for communicating things in the other direction. The reality of the matter is that I don't really know what to say to make things better for you guys, maybe I can't, maybe it's not up to me. Ideally I want you all to never have the need to post in this thread again, for you all to be happily playing away without things interrupting your progress. Hopefully that day comes in the near future.
  10. 1 point
    I asked yesterday as although concurrent user charts don't show any prolonged spikes, people are still reporting things (albeit nothing compared to the 1,000+ comments per day [no exaggeration] I was getting between April 8 and 10), essentially proposing the question on whether a drop in users on the chart is the only way to see data, or if there's data on people failing to connect to specific areas of the game, extra wait times etc.. If and when I get an update that I can share, I do so. Server issues are the thing I like least about the game (just like all of you), but in reality I'm just the messenger; I take all of the disappointment (and sometimes hate) that comes in, relay what I can and then provide an update when possible. I can't do much else.
  11. 1 point
    It is. However, a Playstation Network issue shouldn't have consequences for your own servers and systems. Unless you use it to host all your stuff. Which I find highly unlikely. It's a very telling "coincidence", that when countries started quarantines, some were in lockdown etc. and playerbases grew, that the RaceNet errors started occur more frequently. And the more countries that put in measures, and the bigger playerbases became, the more issues RaceNet had. It's not like this started when you guys gave it away for free on PS. It just became even worse when that happened. This all started pre, medio-March. It's been going on to a varying degree for just over six(6) weeks. The fact that you(Codemasters, not you PJTierney!) still haven't been able to fix this, or seemingly doing much more than "monitoring". For a customer, this looks like the game is finished, not much more money to get out of the game, and thus putting just a minimum of effort in to it as well. Sorry to say but this is an awful way to handle business, and it will cause a decline in goodwill from customers, and it will likely cause people to be fed up from issues in future games much quicker as well. I am amazed that a company of Codemasters size, and years in the business are having problems like this, over such time with so little actual communication to customers. It doesn't even feel like anything are being done.
  12. 1 point
    It needs to be clear that the outages are only 50% of the problem. If it was just Racenet failing it wouldn't be so bad. But the other 50% of the problem is the stupid design that someone at CM greenlit: to nuke a player's progress every time there's a connectivity issue. If you guys are going to implement forced-online again, put at least some effort or budget into making it not a player-hostile pain in the arse. Even the network delays between menus - some of which don't even contain networked data - are just bad design that any big company should be embarrassed by. It even has to phone back to Racenet each time you only want to view another 15-ish leaderboard results, for Christ's sake. How did someone design, implement, and demonstrate this to the team without feeling a bit awkward? How did downloading the leaderboards in such small pieces reduce the workload at all compared to downloading sensible amounts of it at a time? It's almost as if there was some kind of early recognition of a need to shave off every ounce of network traffic to minimise server load at every possible moment ... ...
  13. 1 point
    Is there a way to see the full list of recommended clubs, not just 2 at a time? Or a list of clubs that have hardcore damage on?
  14. 1 point
    Tell me, if new Grid would have been released with a sensible price tag and ALL it's current content available at launch, complete with a proper structured championship (like F1) for the various classes and a similarly structured multiplayer setup do you think it would have been a suitable replacement for old Grid? The one thing Grid 2019 gets absolutely right is the fact it feels like a Grid game and with a little more emphasis on structured racing my personal feeling is that it would have been good enough.
  15. 1 point
  16. 1 point
    Frankly the servers have had way too many outages and resolution times way too long since I started playing on July 2019. In particular if the servers go down on the weekend, which happens about once a month, the servers will not come up until Monday at the earliest. In the last 4 weeks we have had 4 outages now. On Twitch a meme developed to describe a situation where Racenet caused a DNF on a club or caused an online lobby to fall apart: people say "I got Racenetted". Twitch Streamers want Racenet to work well and we feel we are often in damage control when our viewers are reacting to Racenet problems. Please don't just make the servers work again, please build some robustness into the servers.
  17. 1 point
    It would be better if when it can't connect, progress is saved locally and then uploaded when there is a connection.
  18. 1 point
    To still have the same issues over a year since they were first brought up and no alternative but to keep taking a DNF and 10 minute penalty is beyond madness. The fact that everyone around the world is in lockdown and accessing the service with the extra time should only result in a latency issue. There has been more than enough opportunity to release a fix that could allow an option to have some locally stored file until connectivity is restored! (As much as that may open the results to being tampered with on the local file, you could have an unofficial result if you choose to complete the challenges rather than DNF!) 2 and a half events into a monthly challenge and I’m stuck with racenet connection issues. Had them 11 hours ago and yesterday too. Most of my weekly challenges over the past two weeks have a DNF stage due to this error. Almost downloaded F1 2019 too but thankfully after giving DR2.0 a go, I’ll hold out with any further CM games if the racenet server issues persist!
  19. 1 point
    Still needs more tho - and that's coming from the "weird" driver who refuses to tune cars and only runs stock setups. Gravel alone would need more than 8 setups. Finland Dry/Wet, Greece Dry/Wet, Wales Dry/Wet, and New England Dry/Wet could burn those 8 slots because all of those are very different setups for people. And there are still even more locations you could need setups for, before factoring in "test" or "work-in-progress" setups. If you already have 7 setups you like, you're forced to save the last slot for your "test bench" or you're forced to screenshot/write things down on paper. The setup save data should be tiny, absolutely unnoticeable on your system, so give us unlimited slots. There is no reason to limit them, and if you must limit them then at least use something no sane person will hit like 99 setups per car.
  20. 1 point
    It is just insane that it’s not available in game. I’m more shocked that its been a problem for so long. Which implies there’s no intention to sort it out. Maybe it’s one of those issues with cross platform comparison that they’re not allowed to do it.
  21. 1 point
    When they do a normal search with filters among clubs. Now finding the club I need is a big problem, turning over 217 pages is not very convenient, and I don’t have much information about the clubs, for example, I’m looking for a club with the current championship in p5 class and disabled assistants, and how can I find such a club?
  22. 1 point
    Hey glad to see people like my masochistic events lol But yeah, I totally agree, until you start having looong gaps between service the tyre options are a moot point. I'm actually pretty sure people still found it faster to take Soft tyres in Argentina last event for the 6 stages of sprints & longs than to take mediums. It is really fun though to see people driving "smart" in order to conserve as much of the car as possible. Unfortunately until they get a chance to revisit the tyre damage model I don't know if we will ever hit a point where tyre choice matters. I've been doing a few tests in Germany and Spain ahead of the championship to see if I can find a point where mediums/hards become the better choice but I don't think I can make it happen without doing something insane like 10 stages without a service.
  23. 1 point
    It was discussed before but it would be more clear if there is only one name/player at clubs. Now there is nick of Codemasters account and then there is nick of account of player (PS4/Xbox/Steam). So there could be Trump at player and championship list and Putin at stage times list however he is same guy. So only one name/player please.
  24. 1 point
    Recent results stage by stage so far. --- from discord feedback @Clubs something's wrong with the assists filter, it says most people are using assists. Is it because of the clutch override and automatic wipers lol? Assists should only be mechanical ones tbh(edited) TL;DR: Remove the automatic wipers, clutch override and exterior cameras from the assists filter boolean list Assists filter should be strict to mechanical assists only, like in DR1
  25. 1 point
    - Please allow us to see individual stage times as well as a total time after each stage. If I have a good stage I want to see it! - Let us select a specific user to compare split times with if we don't always want to compare with the leader. - Let club admin regulate sets of tires available for an event. - This one is obvious, increase stage limit from 12
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