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Showing content with the highest reputation since 3/15/2021 in Posts

  1. 7 points
    I think multiclass and/or blacklisting particular cars in Clubs would be a solution that keeps everybody happy 🙂
  2. 7 points
    Thought I'd extend the NZ series 😄 https://www.racedepartment.com/downloads/andrew-cowan-1972-heatway-international-motor-rally.40733/ Lot's of fun researching this one. This is a conversion of a Mini Clubman GT driven by Scot, Andrew Cowan, the winner of the 1972 Heatway International Motor Rally in New Zealand. GC3, and it's sister car, GC4, were built in 1971 at the British Leyland Abingdon Special Tuning Department in the UK, for the New Zealand Motor Corporation. The co-driver of GC3 was New Zealander Jim Scott. Jim won the Heatway alongside Andrew Cowan in 1972 and 1976, his most high-profile co-drive being for a young Ari Vatanen in New Zealand’s first World Rally Championship round in 1977. Jim was also a team manager with the Masport team and Possum Bourne’s Australian rally campaigns.
  3. 6 points
    Interesting comparison video of a Spanish stage. Just great to see how close the stage is compared to the real stage. Lightning is a bit different, but that could have do with time of day. Maybe in the game a bit to yellow though. Also quite a difference in handling. The real car is just “planted” and clean. While ingame it’s much more floaty or that asphalt is a loose surface in game with just a higher grip. Probably if there is more grip/resistance of the underground and tyres and stiffer suspension/tyres, I think it could make a major difference.
  4. 6 points
    This is true. Car balancing has the biggest effect on esports players. Everybody below that is pretty much not driving optimally to begin with, so no matter what car they pick there's more to give. That's why you see a little more variety in Dailies compared to Time Trial as people are just picking a car and doing a run instead of optimising their time over several months.
  5. 5 points
    The controls and mechanics of Metal Gear Solid V: The Phantom Pain are so solid they're the high benchmark of any open-world game I consider playing now. Fun fact: I worked at Konami during the years of that game's release, even have a full-size replica arm on my desk as I type this. I also wrote my University Thesis on the metanarrative of Metal Gear Solid 2: Sons of Liberty 🙂
  6. 5 points
    2021 WRC2 Ford Fiesta M-Sport Red Bull Adrien Fourmaux Renaud Jamoul https://www.racedepartment.com/downloads/2021-wrc2-ford-fiesta-m-sport-red-bull-adrien-fourmaux-renaud-jamoul.40929/
  7. 5 points
    i think in the next few days you may see the new teaser for the next game. often around easter at big studios they leak launch new trailer for next game. on dirt twitter they said something new is coming soon. We have 𝙖 𝙡𝙤𝙩 to show you next week for DIRT! Announcements. New stuff. Cool things. You know the drill. See you then, yeah? hmm...monday at 2pm maybe ?
  8. 5 points
    Lunchtime Daily went well:
  9. 5 points
    The quattro/037 battle would be great to see and it's doable with multiclass clubs... But there are cars wich are slower in real life in every conditions, and, again in my opinion, they should stay the same in the game... i wouldn't want to see the citroen DS be as fast as the mini just for the sake of balance.
  10. 5 points
    I still wonder why my boss pays me some days when I can't help but see reddit comics as DR2 memes...
  11. 4 points
    Something @Mike Dee pointed out to me last night, with the Beta you can change your RaceNet name 🙂
  12. 4 points
    Funny post from a younger Craig Breen using CMR https://www.instagram.com/p/CMm4kgxnwdK/
  13. 4 points
    A decent fix would be to have multi-class events, but allow event creators to specify exactly which cars go into which class. The faster cars in H2 could mix it up with the slower cars from H3. The 6R4 could be matched up with any number of 4WD cars. The 90s Group A cars might be good up against the RGT cars. Could even let the event creator name the classes themselves. I’m copyrighting ‘RWD Deathtrap Class’
  14. 4 points
    No date yet for a hotfix but I can confirm that work has been done to help resolve this. Once I have a date I'll share it 🙂
  15. 4 points
    Having car X vs car Y struggle in another location doesn't solve the "balance" issue per say, and is another layer of complexity that existed to an extent IRL. The reason is not every rally/run consists of multiple events that would balance things. Also things did not completely balance out IRL with dominant cars between events either. So I think sticking with the black/white list solution, and if time permits a ballast/restrictor solution for eSports to better show off the game is probably the way to go. I disagree with DG on forcing vehicles to do basically the same times overall, unless it's a specific option chosen for a championship or eSports event. Even now in the car restricted dailies the problem of dominance magically disappears, that's white listing at play. I'm quite sure if there was a way to black/white list we wouldn't only get Citroen 2000CC and Lancia Delta club events, but instead the slower cars would get used.
  16. 4 points
    Please, no BOP in DR... I understand why some guys would like to see more balance between the cars in some classes, but, at least for me, historic accuracy is way more important than equal cars... What is the point of having 10 cars in one class if they all drive the same? Hey, even with the stratos, if it really was that dominant in its years, why not portrait it the same way in the game? More complex options for clubs in order to restrict or enforce the use of certain cars, and a revised class system would help in diminuishing the differences, but, in my opinion off course, the different "personalities" of the cars are one of the core aspect of the game and should still be a strong point in future releases. If someone wants to try to be the fastest in daylies/clubs, then, by all means, choose the fastest car... For those who, like me, are slow, choosing a slower but funnier car and trying to be the fastest with that car is always a good/fun option...
  17. 4 points
    Ah, that's an interesting approach - I know it's all managed through third-party apps (Content Manager), but Assetto Corsa has a nice way of managing that, where any admin can adjust restrictor or ballast settings of any car in a session. Obviously, physics of the various mods are all over the place, so I can't say they have "realistic" default physics, but certainly not balanced! ACC and rFactor2 with their regular re:BOPing is obviously ideal for online competition. Oh, one request for whatever the next title may be... let the relative pace of the car affect the AI times too please (ideally differently on different surfaces - eg Stratoses are dominant on tarmac but struggle vs the Escort [that will be in its class, right?] on gravel)
  18. 4 points
    There's two schools of thought on this: You make every car in a class authentic to real-world performance (or at least based on the numbers provided by manufacturers). You make every car in a class perfectly balanced with one another, even if it's not the most realistic. Both have their benefits, and depending on the game both can be done. GT Sport has authentic stats for most cars, however when you use them in esports competitions a secondary Balance of Performance layer is applied and modified over time. That being said, GT Sport was designed specifically as an esports platform so the ability to do BoP adjustments was likely factored not only into the game design, but also the legal agreements with manufacturers.
  19. 4 points
    As long as we can get custom car lists and mixed classes for any future community clubs, I 100% agree with this. I want accurate cars, not necessarily a completely level playing field. Ideally we could balance higher performance with more fragile parts, but good luck getting Manufacturer licensing to agree that their car is "less durable" in a video game.
  20. 3 points
    Do you ever get 'gamed out'!? You buy game after game, some you want, some you just think you do, and some you just shouldn't have. You get caught up in hype and seeing other people play and you forget that, at the end of the day, it's YOU that will eventually be playing the game. I've bought several titles, studied playthroughs religiously, but, then I've never played the game myself. I got rid of loads of games just recently that I realised I'd never play. Then I thought 'Well what could I play!?'. Thankfully for you guys, the answer was Dirt Rally 2.0. I moved the game back to my main SSD, tweaked all the graphics and I've been having an absolute ball! Hooning a Mini Cooper through Scotland has been fantastic. I just wish that I could start from scratch on every country and every stage, but, thanks to Race.Net we don't get to do that. We're still haunted by PB's we set more than a year ago and could never now equal or better. Whatever, it's made a difference to be blowing doors off instead of heads Thanks Codies!
  21. 3 points
    1. A detailed description of the issue. Please include any error codes here. In multiplayer (Unranked lobbies), under Safety Car or Virtual Safety Car, whenever you make contact with someone whether it's a very small contact or a major one, the game awards you (and, most of the time, the driver you hit aswell) a 5s time penalty for "Severe collision". 2. What version of the game you are using (Shown on the start screen in the bottom left corner of the screen) Latest version, v1.16. But it's been there since the release. 3. Game-mode? Unraked lobby, multiplayer. 4. What are your replication numbers? Minimum test attempts are 4. Please also add EXACT replication steps for us to try too. This glitch happens every time you hit someone under Safety Car or Virtual Safety Car, without fail. 5. What troubleshooting have you attempted? Please always try to attempt to fix the issue A player can't fix that issue. 6. What peripherals are you are using (gamepad, wheel make & model etc) I'm using a G29 wheel but I don't think it's related to the gear as anyone can get that bug, regardless of their peripherals. 7. Any screenshots or video of the issue? If the video is long, please include a timestamp for when the issue appears. Here's one example but he can easily find at least 20 other videos: - View 1: https://www.youtube.com/watch?v=_WHZTL5enNk - View 2: https://www.youtube.com/watch?v=3j41jw1ULAE&feature=youtu.be (Note: in that example, one of the drivers (the one behind) got damage. This does not have any effect on the glitch) @BarryBL Make sure to send this to the devs and keep up the good work. Racing on this game has been very enjoyable so far 😉
  22. 3 points
    Your opinion is as right as others, there isn't a right or wrong opinion in this matter... it's all a question of personal taste, and both ways have pros/cons and can be implemented... It's great we can all discuss these questions with the final objective of helping to improve what is already a great franchise... but... pleaseeeeeee, no BoP 😄 😄 😄
  23. 3 points
    I'm not saying we shouldn't have the options to turn things off but the other issue is needing to have the game logic working correctly. Or you are actually saying that we just don't implement rules into the game! What's the point of an off switch if off is the preferred position? The reverse is true. Turn on the options you like! Interesting question I'd hope to have answered by a simple thought - do you think that when designing the game, the devs designed the game with assists and then turned them off? It's a rhetorical question - of course the game is designed to work no assists and assists are added. They may be set on as default (for a beginner) but would be turned off. The ruleset is designed the same way - rules are designed to work but I think the option to turn off was added under user request. Some users will want to play by the rules. Primary troubleshooting would be to make sure the rules work as closely to realism as possible.
  24. 3 points
    I think discussions like these could easily be avoided entirely by just offering more options to the players, especially to people running a league (with it's own rules most likely) on their own. More options never hurt. So while it's cool to think about different implementations a of given ruleset, why not give the players the power to choose between certain rulesets?
  25. 3 points
    Season 5 BMW F1 Honda Teammate: Vettel I think it is a thing of a beauty 😊