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Showing content with the highest reputation on 5/26/2020 in all areas
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4 pointsOK - So I have just been watching a very interesting YouTube (link below if CM allow it) by Hywel Thomas Mercedes Power Unit Director who explains about the limited number of "Strat Positions" available to drivers during a race (there may be more but he's not saying on YouTube) - In short their appears to be only a "race neutral setting", a "safety car setting" and a "STRAT 2" position - or "qualy mode". All the rest of the MGUK settings are mostly pre-mapped before the race. This mapping depends on the track, length of straights and number of straights etc all designed to conserve energy for when it's needed, a bit like the earlier post by "The Empire Was Right". He also talks about how this mapping involves "Derating" - saving power at certain points in the track. All in all very interesting and too much for me to summarise here. What I'm getting at is maybe CM have got it right - drivers constantly changing the ERS during a lap to exploit a faster time is not accurate. Yes drivers can change a small number of Strat Positions during a race but not like it is currently in 2019 CM Game. Also they can make small adjustments to the Strat mapping using the HPP setting if or when the pre mapped settings are wrong - but that is another chapter in a very long post. So what I'm trying to say is - let's wait and see how it goes - no more exploiting the ERS and place my Fantatec wheel on ebay! Here is the link to Mercedes-AMG You Tube Channel - The bit about "Strat Positions" and "DeRating" starts at 8min 43secs and ends around 14min 20secs https://www.youtube.com/watch?v=RwwUOYTbyfs&feature=emb_rel_end%5C
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2 points
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2 pointsThanks for all of the feedback so far everyone. We're looking into some of these issues now. In terms of delta times, we're not considering adding this in at the moment as the data should exist for everyone to do what they need. As stated above, delta time has so many different approaches and uses that it isn't something that we can add in to accommodate everyone's own use case. For example, there have been requests for the gap to the car in front, pitting delta, realtime delta used in Time Trial. Even something a simple as gap to the car in front comes with lots of design interpretation to make it work correctly: If we simply work out the gap time gap between each car passing the specified point in the circuit, how do we interpolate between differences in track position reported by the car as these don't usually align? What happens when cars enter the pit lane or go off track? Do we consider using predictive deltas, or based them retrospectively on cars passing the same point in the track? What happens if you are not racing the car in front due to lapping them or alternative pitting strategies? What happens if cars are on in-laps or out-laps? ... and so on. The game already uses a few different approaches to delta times and even more have been suggested by the community. As each one is a subjective design choice, we prefer to just provide the lap and time data and let you all choose how to use this. We'll provide an update on the various changes and bug fixes ahead of the next beta phase. Thanks.
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2 pointsIssue: incorrect Personal best times in Time trial Platform: PC Steam Sometimes if you restart your race in Time trial not far from the finish, your unfinished result can be recorded as your "Personal best" time. If you check "Splits" times, the last split will be several seconds only, as if you teleported to the finish. If I have not reached the finish line, my overall time should not be the "personal best". This is hard to reproduce, you need really many restarts.
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2 points
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1 pointHi all, new to the forums here, but long time GRID player since the first one on PS3 and even played TOCA on PS1 back in the day. I've finished all the races in career mode, and the only remaining trophy left is the infamous "Around The Globe". Since I was still at 8000 km, I thought I might make the grind more interesting than just going round ovals by attempting to complete all the remaining objective milestones. IMO, some of these objectives are out of place since we don't have dedicated drift events/cars and this is a circuit racing game, not rallycross. But anyway, here are some tips I discovered while trying to get them. Hopefully someone finds this useful. - Airtime - San Francisco GP reverse is best. You can get about around 5 seconds per lap with a fast enough car. So far I found the Super Touring (V8 Supercar) works well. It's fast enough to build up speed and doesn't have too much downforce so it can fly longer, plus it's heavy so it lands quite stable. It's also good for getting the drifting milestones below because the track has lots of 90 degree corners. Car setup: gear/spring/damper/rollbar max left, brake bias middle except as noted below. - Braking Drift - put brake bias max rear, brake and keep braking during turn in to register this. - Feint Drift - release the brake a bit early (so you don't trigger this as braking drift), turn opposite to the corner and back into the corner quickly (if you're used to rallying you'll get it easily). - Power Drift - brake early again, overslow the car, get on the gas slightly and just before you hit apex do a quick lift off the gas and back on again. - Powerslide - this took me a while to figure out, but the differentiating factor with power drift is you CANNOT let off the gas completely + your drift has to start AFTER the apex. So brake early, hold about half gas and after you clip the apex, mash full gas. With this method I get about 50% success rate. Car setup change: gear one click left from middle, damper max right. I find if you stay in 4th gear it also increases the chance of getting it (3rd gear is too short so you hit rev limiter before getting any slide). The Camaro works better than the Ford/Holden for this. - Two Wheels (my BIGGEST problem) - who on earth thinks this is a good idea, and why are the requirements so high??? I've read using classic cars or F1000 at Havana is a good method, but it only gives a split second and there are not a lot of kerbs that are high enough to get you up on 2 wheels. Can any of the developers step forward and explain the rationale behind this objective, or are they just trolling us? Even after completing all the other objectives, I'm only at 20 seconds by getting it here and there accidentally. Not going to attempt to complete level 2&3 because it's just dumb. -------------- Next and somewhat related: the issue of livery unlocks. I noticed on the objectives page that the purple icons correlate to new liveries. Currently I only have 1 purple icon left (Two Wheels level 3), but I counted in garage I have 5 liveries that are still locked. I've done every career race, got all trophies and reached max prestige level (red "G" icon instead of numbers), and I still have legendary liveries that are still locked. Any devs want to share how to unlock the remaining 4 that are unaccounted for? I listed them below. Heritage 70, Heritage 71, Urban 30, Custom 4, Tuner 4 I suspect we are actually missing a whole prestige level because I've only gone through 4x99 level blocks (multicoloured level numbers > bronze > silver > gold > red G). According to this reddit post and wiki there should be FIVE blocks: https://www.reddit.com/r/gridgame/comments/dj229g/3rd_prestige_200_levels_to_go/ https://grid-2019.fandom.com/wiki/GRID Alternatively, they are being saved for possible Season 4 milestones, but since we never got them they will remain locked forever... -------------- Second issue, on the garage thumbnail currently my game always shows that I have 1 new livery (number with orange "!" besides it on top right). I've gone through every car and every livery and cleared all the new unlocks, but I can't get rid of the [1!]. Is this a bug or is there a phantom livery somewhere that I missed?
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1 pointGet on the grid with our brand new gameplay trailer* for F1® 2020, featuring the epic theme by Brian Tyler. Celebrate the 70th anniversary of Formula 1® with intense racing wheel-to-wheel battles on some of the season’s most demanding circuits. We’re not just showing off the wheel-to-wheel racing of F1®, but the Formula 2™ cars as well, which is now fully integrated into Career mode. You’ll also be able to choose from playing a full season, half season, or three-race F2™ experience. Of course, we’ll also be adding the 2020 season as a free update later in the year. And we still have more 😉. Be the 11th team in F1® 2020 – out 10th July 2020
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1 point
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1 pointHi, First off, loving the game, can't get enough of it 🙂 In my pursuit of improving lap times, I have turned to using the UDP telemetry info to gather data for review. Specifically, I'm trying grab the data packets and analyze my performance against stronger drivers using excel. The problem I have is that the UDP packets don't seem to include track boundaries. These would be super useful in analyzing driving lines. So my question is, where in the game files can i locate the xyz coordinate data corresponding to the boundaries for each track?
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1 pointFor me there is not one problem that I could point out that would make the game significantly better. It is more a combination of little things that bugs me and ruins the experience (sometimes). I like the F1 games and at the moment I am racing almost every day. I play career mode, but that is getting kind of boring as me and my teammate are way faster than the rest of the grid. I race online with 2 close friends, which juices up the races from time to time. Yesterday I tried a ranked session for the first time in months. Qualified 3rd on Spa, had a decent start. Got punted in the back while braking for T1, got pushed off track and received a 2 second time penalty for exceeding track limits. At that point, I realised why I do not race online with strangers. These are the things that annoy me most: Online penalty system (see case mentioned above for an example) Lapped cars that are not allowed to overtake and unlap themselves under SC conditions. How and why is this still a thing? Host migration failing in a league on PS4. Happens all the time when I am racing with 2 of my friends and someone leaves the session. Why is there always so much secrecy around tires? Why is the tyre allocation hidden in a menu, why can't I see how many laps a certain tyre can last during a race. When I have an accident in lap 4, I want to know if I can finish the race on hards. Jeff certainly is not going to tell me. Why can't I see what the status of my tyres is when setting up a strategy. It just doesn't make sense to me why we are left in the dark so much when it comes to tyres. The unbelievable amount of grip the AI has when it starts to rain hard very fast. The other day I was racing in Canada on 50%. It went from dry to absolutely undrivable in one lap. I was on fresh softs while the AI was on old hards. They drove like nothing happened. Their times went down, but the sense of control they had didn't go. Meanwhile I'm sliding around the place like I'm on ice. Went from 1st to 6th because in the last lap. Coming back to this point: there should be more going on in a race between the AI. The well known bot train is a big issue when driving 50% and even 100% races. Why don't they crash in turn one every now and then? In real life, a lot of races are boring but not all of them. Crashes happen, big ones. Little touches that causes cars to lose time so they change their front wing. In my career, this rarely happens. It happens to me, but not to the AI at least. The strange things that happen to the AI lap times when a session is fast forwarded. The fact that I always end up in the back when simulating a race even though I have the fastest car of the grid. Wrong curbs and track elements on some tracks. I know it can't all be fixed in one year. At least Codemasters have shown they're willing to invest time in this. I just hope they proceed doing this so we will get better representations of real life tracks in the future. Getting disqualified for driving the wrong direction when I have spun 180 degrees and have to turn around in the grass or gravel. The whole career part of career mode. The story of Devon Butler and Lukas Weber isn't interesting or immersive. I just became world champion and all you do is ask me about my rivalry with Butler who is 8 places down on the standings. I am world Champion and still I just get half a bar from teams like Mercedes, Red Bull and Ferrari (who had the worst car on the grid by the time I won the championship). I do want it to be more challenging to get from the bottom to the top. But come on, a world champion should be wanted. I hope My Team mode changes this for the better. Why isn't the speed trap shown in the data, only in the TV feed where you can see the speed trap of those who are out on track on the moment. I want to be able to see my own speed and compare this with other drivers.
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1 pointThe biggest thing I would change is the fact that wet lines are non-existent in Codemasters F1. For me, having to experiment with lines in the wet is a fun challenge and it should be a performance differentiator. I was sorely disappointed first time I drove in the wet in the game as I quickly realised that the quickest line was exactly as per the dry line and the AI drives exactly as it does in the dry only at a lower speed. See Max Verstappen in Brazil a couple of years ago for an example of how extremely different wet lines are from dry and how effective these extreme lines can be.
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1 point
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1 pointWet-dry and AI Pit strategy. Yeah that’s two but linked some what. The drying time is too quick and you cannot make a strategy when it rains. It’s very rigid when you pit for wets and back to drys. You cannot make a gamble for a couple of laps and gain a lot of time.
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1 pointGood first attempt. What software you use for it? Its for Jobfixers BRC? Both me and @James McAdam also compete in the Belgium Championship 🙂 Trying to beat with our PS4 controllers some other people
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1 point
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1 point
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1 pointStill waiting for the i20 GRX cars 😄 But as it is not an announcement, it won't be those.
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1 pointI don't understand this change. With current hybrid F1 cars the ERS deployment is automated, drivers do not have press any buttons like with pre-2014 KERS system. They can however change the way the car deploys ERS for different situations, like if they defending or attacking or just hotlapping in qualifying. They can also increase or decrease the rate of regeneration from the rear axle when braking. This is pretty much how ERS management works in F1 2019 (without regeneration setting and everything else also simplified). In addition to all this drivers also have this "overtake button" which turns everything up to 11 for a short period of time if they need it. Adding overtake button in F1 2020 is good change but I don't understand why they removed the possibility to change ERS mapping on the fly. I suspect it might be in order to nerf players performance against AI or something like this. Pro players at least seem to fiddle with fuel mixture multiple times per lap (which is a whole another discussion). Now if you can create your own ERS mappings then, that sounds interesting but still whats the point if can't cycle through them during a race?
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1 pointIn F1 2020 it will be possible to build our own ERS mapping? We are not using and deploying ERS same style. Adding this function will be a great step forwards.
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1 pointThis would be the most sensible thing to do and to expect. The ability to switch between the SOC 1 - SOC 3, and the overtake button on top, would make a much more realistic experience. Either way, i hope Codemaster went to take a even more realistic approach by giving us the ability to individually map and program the ERS in the car setup menu ourselves, by choosing parts of the track and applying ERS mode + SOC mode to our liking, so that it will do exactly what we programmed / mapped automatically and we only have to change SOC mode, i.e. programming the 3 ERS Modes before even hitting the track on Spain: Straight to Turn 1 = Highest ERS mode for maximum power, 150m board ERS turns off and the SOC will be used to harvest energy. Driver behind us can clearly see that by the red blinking light flashing shortly. Turn 1 - Turn 2 = ERS mode off, SOC mode on to harvest more energy. Turn 3 = ERS mode on at medium, SOC mode turned off. Straight to Turn 4 = ERS mode on maximum, 30 - 50 meters before the braking point ERS turn off and SOC mode is being activated again for harvesting. Etc. Etc. Etc.
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1 point
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1 point
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1 pointGENERAL Random track generator OR a track editor This is a big one. Dirt Rally has a special "advantage" - lack of official stages. That makes this series a perfect candidate for innovation in that regard. Truth is, tracks are a consumable. At some point you learn them and they stop being surprising. If Dirt Rally 3 wants to avoid the plague of a comical amount of DLC tracks and two season passes, it should spend the time and effort to come up with a truly revolutionary random track generator. It can still have DLC, don't worry, but these can be of cars and countries, rather than tracks that we already know anyway. And you can support the game with dozen of seasons if you want, if the base game would be fulfilling by itself. Better (worse?) co-driver Sometimes realism comes with a detriment to the gameplay. Mr. Phil is very calm and pretty clear, which is quite realistic - he's a professional and he tries to keep the atmosphere in the car cool. However, to a player that might feel like he's just reading the pacenotes at a desk, completely unphased to what's going on around him. We need a less professional co-driver, that does exactly the opposite - adds dramatism and nervousness to the experience. They should react when you drive off the road or hit stuff, they should ask if you're okay if you crash, they should change their voice tone in dangerous situations at high speeds. It might feel counter-intuitive, but it adds to the character of the game and makes it that much engaging. Cuts and tire damage As I have mentioned in a different thread, cuts aren't liked by anyone, neither the experienced players nor the newbies. However, you might never get to eliminate them - if you're too strict, the maps start to look goofy and limited, and some will slip past you anyway. As I have suggested, soft tires should take the most damage when driving off-road, up to a point of a flat. Slower, but harder tires should allow newbies to make a ton of mistakes and still get to the end in one piece. Hardcore Damage Seems that everyone's gripe with hardcore damage is that it's not really "hardcore". While this definitely needs to be fixed and improved, I would also like to see more types of damage - brake failure, gear failure and many others. OFFLINE CHAMPIONSHIP The basis of Dirt Rally (of any Rally game, really), is traversing the track from one end to another as fast as possible. What defines a game mode here is EVERYTHING ELSE. If there's nothing else distinguishing a game mode, it has no reason to exist - and that's the case with almost every mode in Dirt Rally. Focus on Hardcore It might be daunting to explain to Corporate that you'll focus on the players already playing your game, rather than making it easy and approachable, but here's the counter-argument: Dirt Rally now has a reputation to uphold, it's already known as "that game you're going to crash and burn in" among the casual population. The answer to a strong identification is not to distance yourself from it, but to lean in as hard as you can and meet the expectations. What I mean by that is game balance. The game should be balanced for hardcore damage and no resets (including an auto-loss if you Alt+F4), and include additional features (such as random events). That does not mean you CAN'T turn these off, just that the game is made with the assumption that you'll eventually turn them on. In-depth Team Management Team Managements in DR1 and DR2 are extremely linear - you get more money, you upgrade your team members and that's it. In reality, it's not management, it's upgrades that get you closer to the "ideal" racing conditions. Do I have suggestions in this matter? No. I realize the reason the system is so boring is because it's difficult to come up with something truly interesting. So I can just offer criticism of the system and hope you'll figure a way to make it better. Sponsors and decal customization It might seem pointless to include customization in a game where you never see your opponent's cars, but believe me - nobody REALLY sees your amazing decals in Need for Speed, yet people still apply them. Sponsors aren't just an addition to the management aspect - they should get angry when you trash the car with their logos on it, forcing you to drive more cleanly. MULTIPLAYER As in the previous section, each game mode has to feature something that differentiates it from the others - however, in the case of multiplayer in the current Dirt Rally titles, the issue is that there's nothing "multiplayer" about them. Every person on the leaderboard could be called "John Johnson" and it would change absolutely nothing about my experience with it. In a game where you're never interacting with other competitors, an extreme amount of attention should be put into creating that interaction though other venues. Rank and ladder system https://forums.codemasters.com/topic/39258-overly-specific-description-of-a-possible-ranking-system/ I've already posted my idea for a ladder system a long time ago, but the recap is - five tiers, plus a "Legend" tier for the Top 100 players. Bracket players into small groups, so instead of finishing "289" and having no idea how good they actually are, they finish between 1-100 and can directly compare themselves to others. The goal here is feedback and interaction - a player has to see how good they are and how their skill increases with time. In-depth breakdowns and the feeling of progress Keeping with the theme of progress, currently the system produces one winner and hundreds of losers. You will always see a "red" bar on the left side of the screen, because you're compared against ONE score of ONE player that happened to go the fastest. A player must be provided with a stat sheet of what they did right and what they did wrong. Even if they haven't won, was there a split they did particularly fast? You have to let them know.
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0 pointsIs it still possible to create a Club? because it's 3 days already I'm trying every now and then, but it never works… I log in on racenet, then go to Clubs, Create a New Club and I insert everything, even the description field, then I go to Save, and it loads for a while then reloads the page, but the Club is not create and I get no message of any sort… I tried different names, and with some of them I get the message "A club with this name already exists", but other times there is no info on why it's not working
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0 pointsAm I the only one who ranks USA as their least favorite track? I'm forcing myself to do the Weekly Event. Definitely not looking forward to most likely getting track warnings and or a time penalty. It has no flow to It. Not to mention it's extra slick with the Classic cars. Anybody else in the same boat? Almost forgot to mention that second last turn, you know.... the blind one 😒