Jump to content
Christmas Period - Codemasters Staff and Support Read more... ×

Leaderboard


Popular Content

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

  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
    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.
  3. 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...
  4. 1 point
    Yeah, having watched the video fully, it's a bit odd. Of course, when I don't understand the language, that doesn't help 😅 I'm a bit confused - was that Overtake active while the bar was orange, or when the bar was green? Asking because AFAIK in English there was "Overtake" in orange and "Disable" in green - I'd say when Overtake is written, Overtake mode should be active, and when it's Disable, ERS should work as normal. For now it seems backwards - when "Overtake" is written, ERS works normally, while "Disable" means Overtake mode is on. Codemasters may need to improve this to understand it a bit easier, right now, it's a bit confusing - easiest way would be just not changing the text, keep "Overtake" at all times, and green background would mean it's active. Also why I'm saying modes should be like that - basing on the Spain Hotlap video. The mode was overtake, and O was written on the HUD on the wheel. I watched the video and when "overtake" was supposedly active, 2 was written. Strange. (Also Mode 0 still exists, but only in the pits.)
  5. 1 point
    Hi everyone, I've just started playing Dirt Rally 2, trying to keep myself busy during the coronavirus lockdown. I don't really play games at all since I was a kid, and I'm more of a bike person IRL (road bikes, dirt bikes and mountain bikes). So I didn't really know what to expect, but I discovered this game is amazing, the feeling and experience is better than I thought it could be, even on an Xbox controller, and I'm addicted. So thanks for your work. It's been a lot easier while not being able to go ride dirt outside.
  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: In rallycross qualifying the random times from the other heats are far faster than the AI drivers on track. This is a critical and/or game-breaking issue because it completely destroys singleplayer rallycross, you cannot have decent singleplayer racing because the difficulty is badly mismatched, difficulty level of the random times is far higher than that of the physical AI drivers. Being faster than the AI drivers but finishing 16th in every race is not good racing Method of Reproduction: Start singleplayer rallycross qualifier, set difficulty to say 80 It happens on many different tracks but Killarney is especially bad. Also Silverstone Complete the heat, compare the times of the drivers in your heat to the randomized times from other heats Here is one example. AI drivers are 2:45-2:47 level while random times are 2:29-2:34. They should be about the same level but there is a 4 second per lap disparity, which is enormous. Platform: Steam PC Build: 1230v3, GTX 1070, 16gb, SSD, Windows 10, SB Z, 1440p 60Hz VR Headset used: Nope Wheel/Pedals used: Logitech G920+shifter
  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
    So basically we just have to wait until enough players fall off and doesn't bother with the game anymore? I also expect that the techy guys look at attempts to connect or something like that. Not going off user charts (if xBox and PS4 has anything similar to Steam), as people will be registered as in the game while not being able to connect to your services. I also realize this is about as basic as "restart your computer", but I must admit I've lost complete faith in Codemasters being able to/bothering to fix this. It does seem like the only hope is that some big name (e.g a Solberg or similar) gets issues during the Solberg Cup. Or a big youtuber/twitcher the same. Or even if you guys are doing another eSport type event and issues happens then. If none of this happens I honestly don't see this being enough of a priority, when nothing have changed in 6+ weeks.
  11. 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.
  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
    Attempt at a joke, right? Codemasters have approx 700 employees. Quite a few on the racing games, they also bought/acquired and got the talent from Evolution Studios (PS2 WRC Games, MotorStorm and Driveclub) and now Slighly Mad Studios (NfS:Shift, pCars). It's really not a small company going over 70 mill GBP in revenue in 2019(Fiscal Year) ending on 3.7mill GBP in profit. That's not small studio numbers.
  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
    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.
  16. 1 point
    Good suggestion, if anyone is still listening to feedback at this stage...? I imagine most of us would rather see the end of Racenet, but failing that, saving progress locally until a connection can be re-established would still allow leaderboards/progression to be protected from abuse (if that is indeed the main reason CM titles now insist on a connection), but without the negative experiences when there are brief interruptions. Or if it's still a concern, perhaps limit the number of events or similar that can be completed before requiring a connection, and/or perhaps put any rewards on hold, to be unlocked once a connection can be established to log & "confirm" your progress. This has been a problem with various CM titles for some time now, not just DR2.0... often cropping up after new game releases, updates or big sales events (anything with an influx of new players / traffic). But even outside of those kinds of events where Racenet issues have become predictable (where increased capacity should have been planned for those short periods), there can still be outages that players/CM have no control over, regardless of your equipment or stability of your connection, etc. This kind of "local progress until next connect" would help alleviate a lot of the friction players experience.
  17. 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!
  18. 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.
  19. 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.
  20. 1 point
    This is excellent, but for those of us on PS4 (and consloe in general), it can’t be accessed. 🙁 @PJTierney, why can’t this sort of statistics be a part of the game itself??
  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
    It's a shame the current Clubs platform, having been redesigned from scratch, presents so many limitations that one would think to be basic features. It's a platform with so much potential.
  23. 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.
  24. 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
  25. 1 point
    After finishing a stage, we only see the "Event Time" and "Diff". Please allow us to see the "Stage Time" too (compared to others) in game. We can stage times on the website, but not in game. Also, it would be great if we could use the API to get leaderboards. This was possible in DR1 and allowed us to keep external spreadsheets with times and make statistics (who has won the most stages, the fastest time on a stage etc).
×