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Showing content with the highest reputation on 1/21/2020 in all areas

  1. 3 points
    Version 1.12 January 21, 2020 Content: New Car: Mini Cooper SX1 - Available January 28 (Season 4) New Car: Renault Clio R.S. RX - Available January 28 (Season 4) New Car: Ford Fiesta Rallycross (STARD) - Available January 28 (Season 4) New Liveries: Season 4, Stage 3 - Available January 28 (Season 4) New Liveries: DiRT Rally 2.0 World Series Grand Finals (2019 Peugeot 208 RX) New Liveries: DiRT Rally 2.0 World Series Grand Finals (Volkswagen Polo GTI R5) VR: Resolved issue where game would softlock when attempting to use S1600 Class cars in a Multiplayer Lobby. My Team: Rallycross Career: Added support for 2019 RX Supercars (Masters Tier) World Rallycross Championship: Added support for 2019 RX Supercars. Added support for 2019 World Rallycross Championship locations. Locations: Jämsä, Finland: Added Rain as a selectable weather condition. Cars: Adjusted behaviour of windscreen wipers to reduce usage in dry conditions. Adjusted visual effects of windscreens when driving through water splashes. Adjusted visual appearance of FOV adjustments to prevent clipping of car interiors. Liveries: Resolved issue where mis-matching country flags were showing on some liveries. Changed driver number colour of Season 3, Stage 3 Liveries, to make it more easily identifiable. Miscellaneous: Adjusted AI behavior to prevent unwanted object collisions during introduction sequences. Resolved issue where Time Trial ghosts would mistakenly appear when changing unrelated settings. Removed World Series tab from main menu. Made several minor bug-fixes throughout title. Made several minor stability improvements throughout title. Version 1.13 is in development, release date to be confirmed.
  2. 2 points
    PC - Edited - Custom livery Ford Escort RS Cosworth
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  5. 1 point
    Hello all, Over the past month we have been collecting from you, the community a list of top issues to improve F1® Mobile Racing. We have nailed down a handful of top issues that we plan to improve in the next few updates! These issues are at the top of our priority list and will be fixed and released alongside our upcoming scheduled updates and new content. We have seen a lot of complaints regarding the quality of Duels. Mainly the fairness of duels and the Safety Rating system. We plan to tackle these issues to create a fair racing environment for all of our players. So we ask you, the community to share videos of instances where you feel you have had an unfair experience in Duels. Share them right here! To send us the video you recorded: 1- Go to https://streamable.com/ 2- Click on "Upload video" and choose the video you have recorded; 3- Once your video has been uploaded, copy the Streamable URL below it, and attach it to your post. Please use the Agree reaction for any that you have personally experienced or feel should be prioritised so we can tackle these issues and improve everyone’s Duels experience. As always, thanks for playing F1® Mobile Racing
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    I would suggest doing this as soon as you can. In my experiance of playing racing games on a wheel, not just with Dirt Rally. The more you reduce the rotation, the less control you actually have; making it far easier to steer more than necessary while on a track/stage. So you could be doing yourself a big disservice running at 300° with a formula rim. Its one of the reasons I use the maximun 1080° of rotation my T300 has, and rely on the games in built soft locking to sort everything else out. You would be surprised by how little you actually have to turn the wheel to get the job done with settings like that. Not saying you cant get good with a reduced rotation and a formula rim though, just passing on my perspective from learning to play racing games on a wheel. Ive sent you a DM with a video linked as an example. Dont want to post it in here and hijack your thread. Edit: Only games I manually set my wheels rotation, are the Codemaster F1 games; and Forza. In Forza, its always car dependant for me.
  8. 1 point
    As a farmer and a rally co-driver, I feel personally attacked by this
  9. 1 point
    PC - Edited - Custom livery Skoda Fabia R5
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  11. 1 point
    PC - Edited Ford Fiesta R5 (Couldn't leave those beauties locked away)
  12. 1 point
    PC - Edited Money shot 1: Money shot 2:
  13. 1 point
    So online has definitely improved. However skirmish needs to go and be replaced with the lobby screen where everyone readies up. Also I think in game chat should be forced as no one is talking anymore. A few lag issues too but hopefully they'll be sorted. The constant tyre screech is boring. As is the awful handling. Take note from grid 1 please. Also a system to filter out the dirty racers would be an improvement. Too many aggressive drivers.
  14. 1 point
    Why don't you reply to me and have different rules for everyone?
  15. 1 point
    Dissapointed with that answer, and if the development team think car setups are correctly implemented that is even worse. Anyone with half a brain that has actually played the game would understand the issues presented by shelbys post. Four examples, sorry I don't have data to back this up, but if you play the game yourself it is easily verified. In career mode in the 18 game when the car was fully developed, even with the hardest possibe spring and ride height settings the car still dragged along the track at medium speed and high speed. Surely not correct and poorly tested. I don't have the 19 game but have seen posts regarding this same issue and it being difficult to get a fully upgraded car through eau rouge at spa due to the car bottoming out. Camber settings are primarily to equalise tyre temp across the surface of the tyre, and secondarily effect lateral grip and hence tyre wear. A balance must be struk in real life between temps, wear and grip. Limits were imposed (along with tyre pressure) in real life to protect against tyre failures. The game does not give separate tyre temps for inner middle and outer parts of the tyre. How is camber relevant, aside from potentially increased lateral grip with greater negative camber? Does it even effect tyre temps and wear as it would in the real world? Toe and camber settings simply cannot be correctly implemented when extreme and exploitative settings are fastest in time trial. Lower tyre tyre pressures increase tyre temperature, not so in the game. In real life limitations were put on the lowest pressure permitted to protect against tyre failures. Lower pressures create more grip and teams run as low a pressure as possible. Because the structure of the tyre is less rigid at lower pressures it moves around more generating more temperature in the tyre.
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  17. 1 point
    Wooah! Edit: Ops, only now I read the first post well: photo taken on PS4 and post-edited.
  18. 1 point
    Somewhere in Argentina. Edit: Ops, only now I read the first post well: photo taken on PS4 and post-edited.
  19. 1 point
    @PRiva1978 really like those 'people watching on' pics a couple of pages back
  20. 1 point
    Edit: Ops, only now I read the first post well: photo taken on PS4 and post-edited. Cheers!
  21. 1 point
    Hi everyone, Just thought I'd give a bit of an update on some of the work we have done on this topic: 1./ Testing through our Handling department and various other able testers on the game, recording comparative times. 2./ As well as my addition to testing, we have taken a random sample of 20,000 times across Career mode on the same tracks with similar car (Would be the same base car, but with differing R&D paths. Over such a large sample size, these would even out towards equal). This includes 10,000 recorded pad times, and 10,000 recorded wheel times. 3./ deeper analysis of the top 100 times recorded in various scenarios and compared percentages of pad times vs wheel times. We have noticed that, in terms of pure delta and recorded times across various testing methods, there is a variant of around a tenth of a second a lap between wheel times and pad times across all skill levels. This does vary, with some tracks being marginal for a pad user, and some tracks being marginal for the wheel user. Over the course of a F1 season, or even a series of races, they do equal out. From a Codemasters perspective, our main aim is to make sure pads and wheels can jump into lobbies together and feel that, if they perform at their best in that session, they could get a good result compared to their overall abilities and speed. With the data we have looked at, we believe that this is currently the case. If people do spot any extreme cases (tracks, setups, game modes) where the difference is large, please give us the examples and we will try to investigate.
  22. 1 point
    Hi everyone Hotfix 1.18.2 is now available on PC only. Please see the notes below to see what’s been updated. GENERAL - Addressed an issue where the game would crash for some users while booting the game. Please note that this is a hotfix, and not the latest patch update. Please use this topic as its discussion thread if needed.
  23. 1 point
    @PJTierneyI'm sorry but I'm afraid I didn't understand. We would like a 2D cockpit camera lock (not in vr, it already there). Pratically, a "lock to horizon" option in 2D, option that all driving games have. If you read this topic you will understand better. It is quite short (the topic). Thanks for your reply.
  24. 1 point
    Let me try. This is a very common scenario where the opponent slams into your face but you are the one getting the penalty. So much for hard racing or unfair racing? https://streamable.com/y4deg
  25. 1 point
    Uh oh. You saw a classic Impreza with wide arches and called it a 22B, didn’t you? This is a common mix up, read on for enlightenment… OK smart arse, if it’s not a 22B, then what is it? Prodrive used "S" prefixed numbers to designate the various generations of Impreza World Rally Car they built. The '97 World Rally Car was the S4 and they continued from there. The full list per year is: 1997 - Impreza S4 WRC 1998/1999 - Impreza S5 WRC (the '99 car had some improvements over the '98 car, but retained the same S5 designation) 2000 - Impreza S6 WRC (also known as the P2000) 2001 - Impreza S7 WRC 2002 - Impreza S8 WRC 2003 - Impreza S9 WRC 2004 - Impreza S10 WRC 2005 - Impreza S11 WRC 2006 - Impreza S12 WRC 2007 - Impreza S12b WRC 2008 - Impreza S14 WRC So, depending on the particular year of "classic" shape Impreza you are looking at, it’s either a S4 Impreza WRC, an S5 Impreza WRC or an S6 Impreza WRC. Got it. Got any more useless Prodrive/Impreza naming facts? Prodrive also used a similar system for their Group N cars, except these are identified by an "N" prefix, not an "S". The only exception to the rule is the 2007 Impreza WRC, which was identified as the S12b WRC (rather than S13 as you would expect). The Japanese are a superstitious bunch and so Prodrive avoided the number with their car designation! There is also an interesting anomaly late in the history of SWRT as, when the S14 wasn't ready for in time, they put an S14 engine into an S12b chassis: that car (KT57 SRT) became a one off S12c. That’s all great, but where does the 22B fit in? The 22B was a road car released in 1998 and designed to emulate the look of the 1997/1998 Impreza World Rally Car. The two door, wide arch, Impreza World Rally Cars were on stages for well over a year before the 22B hit showrooms and its name is actually homage to the rally car: "22B" is hexdecimal for "555". There is a lot of confusion between the 22B and the World Rally Cars of the era. This is compounded by the fact that there are a huge number of online articles about the 22B that contain incorrect information. Officially there were 424 22B's (400 for the JDM, 24 for export). Of the 24 export cars, 16 were for the UK, 5 for Australia and 3 were prototypes. As with a lot of Subaru limited edition runs though, some of the numbers are a little hazy. It was originally stated that there were three #000 prototype cars (which were given to Colin McRae, Nicky Grist and David Lapworth), however a #000 was recently identified in the STI Mitaka showroom, which implies there were four #000 cars (I have subsequently read that David Lapworth actually got #400, but that's not been verified). But they look pretty similar. How can you be so sure that’s not a privateer with a 22B on the rally stage? Well first up – and as mentioned above – the 22B was a limited edition road car, so only a loon would risk bending one on a rally stage. Critically though, the 22B was fitted with a 2.2L engine: WRC regulations of the era limited turbo cars to 2.0L so, by its very nature, the 22B couldn't be a rally car. Incidentally, although they look similar, the S4 WRC and 22B have different panels. If you look at the two side-by-side you can see it, it's most noticeable around the front end and rear arches.
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