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Showing content with the highest reputation since 2/23/2021 in all areas

  1. 3 points
    There are a lot of theory when DR3 could be announced and released. Also we have no idea what this “WRC” license is and how it will be incorporated. Is it just for cars? Or “historic” WRC cars? Or is it for a full game? And will it be part of the game like the WRX license is in DR2.0. And what is the status of the WRX license that was in three DiRT games? And if it will happen with all this other cars that featured in the game? For me a WRC license isn’t the holy grail, as I actually enjoy the diversity of DiRT Rally and not want it be limited with Rally1 cars. I rather have the late 90’s and 00’s awesome 2.0L WRC cars. Also the license could limit the features and gameplay of the game. one thing I’m more than sure about, it won’t be 3.0. The .0 was a 😉 towards CMR2.0.
  2. 2 points
    What are you talking about? Stop complaining.. buy some Pitcoins and “treat yourself in the store!!” 🤡 This is all you need to know about Codemasters priorities 👇
  3. 2 points
    Please read the message at the top of the thread and complete a full bug report (edit your original post), take care to include a dxdiag and motherboard make and model. https://forums.codemasters.com/announcement/38-want-to-report-an-issue-have-a-bug-to-report-please-look-here-first/
  4. 2 points
    The game is clearly missing an important feature; keep same tyres during pit stop. For example, if you lose a wing and need to pit during a race, whilst there’s hardly any wear on your tyres, there should be an option in the pitting MFD that stops the tyres being changed. Why change tyres on lap 3 when you can do another 6 or 7 laps with them.
  5. 1 point
    The F1 series of games support the output of certain game data across UDP connections. This data can be used supply race information to external applications, or to drive certain hardware (e.g. motion platforms, force feedback steering wheels and LED devices). The following information summarises these data structures so that developers of supporting hardware or software are able to configure these to work correctly with the F1 game. If you cannot find the information that you require, or spot any issues with this specification then please let us know below. Packet Information Packet Types Each packet can now carry different types of data rather than having one packet which contains everything. A header has been added to each packet as well so that versioning can be tracked and it will be easier for applications to check they are interpreting the incoming data in the correct way. Please note that all values are encoded using Little Endian format. All data is packed. The following data types are used in the structures: Type Description uint8 Unsigned 8-bit integer int8 Signed 8-bit integer uint16 Unsigned 16-bit integer int16 Signed 16-bit integer float Floating point (32-bit) uint64 Unsigned 64-bit integer Packet Header Each packet has the following header: struct PacketHeader { uint16 m_packetFormat; // 2020 uint8 m_gameMajorVersion; // Game major version - "X.00" uint8 m_gameMinorVersion; // Game minor version - "1.XX" uint8 m_packetVersion; // Version of this packet type, all start from 1 uint8 m_packetId; // Identifier for the packet type, see below uint64 m_sessionUID; // Unique identifier for the session float m_sessionTime; // Session timestamp uint32 m_frameIdentifier; // Identifier for the frame the data was retrieved on uint8 m_playerCarIndex; // Index of player's car in the array // ADDED IN BETA 2: uint8 m_secondaryPlayerCarIndex; // Index of secondary player's car in the array (splitscreen) // 255 if no second player }; Packet IDs The packets IDs are as follows: Packet Name Value Description Motion 0 Contains all motion data for player’s car – only sent while player is in control Session 1 Data about the session – track, time left Lap Data 2 Data about all the lap times of cars in the session Event 3 Various notable events that happen during a session Participants 4 List of participants in the session, mostly relevant for multiplayer Car Setups 5 Packet detailing car setups for cars in the race Car Telemetry 6 Telemetry data for all cars Car Status 7 Status data for all cars such as damage Final Classification 8 Final classification confirmation at the end of a race Lobby Info 9 Information about players in a multiplayer lobby Motion Packet The motion packet gives physics data for all the cars being driven. There is additional data for the car being driven with the goal of being able to drive a motion platform setup. N.B. For the normalised vectors below, to convert to float values divide by 32767.0f – 16-bit signed values are used to pack the data and on the assumption that direction values are always between -1.0f and 1.0f. Frequency: Rate as specified in menus Size: 1464 bytes (Packet size updated in Beta 3) Version: 1 struct CarMotionData { float m_worldPositionX; // World space X position float m_worldPositionY; // World space Y position float m_worldPositionZ; // World space Z position float m_worldVelocityX; // Velocity in world space X float m_worldVelocityY; // Velocity in world space Y float m_worldVelocityZ; // Velocity in world space Z int16 m_worldForwardDirX; // World space forward X direction (normalised) int16 m_worldForwardDirY; // World space forward Y direction (normalised) int16 m_worldForwardDirZ; // World space forward Z direction (normalised) int16 m_worldRightDirX; // World space right X direction (normalised) int16 m_worldRightDirY; // World space right Y direction (normalised) int16 m_worldRightDirZ; // World space right Z direction (normalised) float m_gForceLateral; // Lateral G-Force component float m_gForceLongitudinal; // Longitudinal G-Force component float m_gForceVertical; // Vertical G-Force component float m_yaw; // Yaw angle in radians float m_pitch; // Pitch angle in radians float m_roll; // Roll angle in radians }; struct PacketMotionData { PacketHeader m_header; // Header CarMotionData m_carMotionData[22]; // Data for all cars on track // Extra player car ONLY data float m_suspensionPosition[4]; // Note: All wheel arrays have the following order: float m_suspensionVelocity[4]; // RL, RR, FL, FR float m_suspensionAcceleration[4]; // RL, RR, FL, FR float m_wheelSpeed[4]; // Speed of each wheel float m_wheelSlip[4]; // Slip ratio for each wheel float m_localVelocityX; // Velocity in local space float m_localVelocityY; // Velocity in local space float m_localVelocityZ; // Velocity in local space float m_angularVelocityX; // Angular velocity x-component float m_angularVelocityY; // Angular velocity y-component float m_angularVelocityZ; // Angular velocity z-component float m_angularAccelerationX; // Angular velocity x-component float m_angularAccelerationY; // Angular velocity y-component float m_angularAccelerationZ; // Angular velocity z-component float m_frontWheelsAngle; // Current front wheels angle in radians }; Session Packet The session packet includes details about the current session in progress. Frequency: 2 per second Size: 251 bytes (Packet size updated in Beta 3) Version: 1 struct MarshalZone { float m_zoneStart; // Fraction (0..1) of way through the lap the marshal zone starts int8 m_zoneFlag; // -1 = invalid/unknown, 0 = none, 1 = green, 2 = blue, 3 = yellow, 4 = red }; struct WeatherForecastSample { uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P, 5 = Q1 // 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ, 10 = R, 11 = R2 // 12 = Time Trial uint8 m_timeOffset; // Time in minutes the forecast is for uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast // 3 = light rain, 4 = heavy rain, 5 = storm int8 m_trackTemperature; // Track temp. in degrees celsius int8 m_airTemperature; // Air temp. in degrees celsius }; struct PacketSessionData { PacketHeader m_header; // Header uint8 m_weather; // Weather - 0 = clear, 1 = light cloud, 2 = overcast // 3 = light rain, 4 = heavy rain, 5 = storm int8 m_trackTemperature; // Track temp. in degrees celsius int8 m_airTemperature; // Air temp. in degrees celsius uint8 m_totalLaps; // Total number of laps in this race uint16 m_trackLength; // Track length in metres uint8 m_sessionType; // 0 = unknown, 1 = P1, 2 = P2, 3 = P3, 4 = Short P // 5 = Q1, 6 = Q2, 7 = Q3, 8 = Short Q, 9 = OSQ // 10 = R, 11 = R2, 12 = Time Trial int8 m_trackId; // -1 for unknown, 0-21 for tracks, see appendix uint8 m_formula; // Formula, 0 = F1 Modern, 1 = F1 Classic, 2 = F2, // 3 = F1 Generic uint16 m_sessionTimeLeft; // Time left in session in seconds uint16 m_sessionDuration; // Session duration in seconds uint8 m_pitSpeedLimit; // Pit speed limit in kilometres per hour uint8 m_gamePaused; // Whether the game is paused uint8 m_isSpectating; // Whether the player is spectating uint8 m_spectatorCarIndex; // Index of the car being spectated uint8 m_sliProNativeSupport; // SLI Pro support, 0 = inactive, 1 = active uint8 m_numMarshalZones; // Number of marshal zones to follow MarshalZone m_marshalZones[21]; // List of marshal zones – max 21 uint8 m_safetyCarStatus; // 0 = no safety car, 1 = full safety car // 2 = virtual safety car uint8 m_networkGame; // 0 = offline, 1 = online uint8 m_numWeatherForecastSamples; // Number of weather samples to follow WeatherForecastSample m_weatherForecastSamples[20]; // Array of weather forecast samples }; Lap Data Packet The lap data packet gives details of all the cars in the session. Frequency: Rate as specified in menus Size: 1190 bytes (Struct updated in Beta 3) Version: 1 struct LapData { float m_lastLapTime; // Last lap time in seconds float m_currentLapTime; // Current time around the lap in seconds //UPDATED in Beta 3: uint16 m_sector1TimeInMS; // Sector 1 time in milliseconds uint16 m_sector2TimeInMS; // Sector 2 time in milliseconds float m_bestLapTime; // Best lap time of the session in seconds uint8 m_bestLapNum; // Lap number best time achieved on uint16 m_bestLapSector1TimeInMS; // Sector 1 time of best lap in the session in milliseconds uint16 m_bestLapSector2TimeInMS; // Sector 2 time of best lap in the session in milliseconds uint16 m_bestLapSector3TimeInMS; // Sector 3 time of best lap in the session in milliseconds uint16 m_bestOverallSector1TimeInMS;// Best overall sector 1 time of the session in milliseconds uint8 m_bestOverallSector1LapNum; // Lap number best overall sector 1 time achieved on uint16 m_bestOverallSector2TimeInMS;// Best overall sector 2 time of the session in milliseconds uint8 m_bestOverallSector2LapNum; // Lap number best overall sector 2 time achieved on uint16 m_bestOverallSector3TimeInMS;// Best overall sector 3 time of the session in milliseconds uint8 m_bestOverallSector3LapNum; // Lap number best overall sector 3 time achieved on float m_lapDistance; // Distance vehicle is around current lap in metres – could // be negative if line hasn’t been crossed yet float m_totalDistance; // Total distance travelled in session in metres – could // be negative if line hasn’t been crossed yet float m_safetyCarDelta; // Delta in seconds for safety car uint8 m_carPosition; // Car race position uint8 m_currentLapNum; // Current lap number uint8 m_pitStatus; // 0 = none, 1 = pitting, 2 = in pit area uint8 m_sector; // 0 = sector1, 1 = sector2, 2 = sector3 uint8 m_currentLapInvalid; // Current lap invalid - 0 = valid, 1 = invalid uint8 m_penalties; // Accumulated time penalties in seconds to be added uint8 m_gridPosition; // Grid position the vehicle started the race in uint8 m_driverStatus; // Status of driver - 0 = in garage, 1 = flying lap // 2 = in lap, 3 = out lap, 4 = on track uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active // 3 = finished, 4 = disqualified, 5 = not classified // 6 = retired }; struct PacketLapData { PacketHeader m_header; // Header LapData m_lapData[22]; // Lap data for all cars on track }; Event Packet This packet gives details of events that happen during the course of a session. Frequency: When the event occurs Size: 35 bytes (Packet size updated in Beta 3) Version: 1 // The event details packet is different for each type of event. // Make sure only the correct type is interpreted. union EventDataDetails { struct { uint8 vehicleIdx; // Vehicle index of car achieving fastest lap float lapTime; // Lap time is in seconds } FastestLap; struct { uint8 vehicleIdx; // Vehicle index of car retiring } Retirement; struct { uint8 vehicleIdx; // Vehicle index of team mate } TeamMateInPits; struct { uint8 vehicleIdx; // Vehicle index of the race winner } RaceWinner; struct { uint8 penaltyType; // Penalty type – see Appendices uint8 infringementType; // Infringement type – see Appendices uint8 vehicleIdx; // Vehicle index of the car the penalty is applied to uint8 otherVehicleIdx; // Vehicle index of the other car involved uint8 time; // Time gained, or time spent doing action in seconds uint8 lapNum; // Lap the penalty occurred on uint8 placesGained; // Number of places gained by this } Penalty; struct { uint8 vehicleIdx; // Vehicle index of the vehicle triggering speed trap float speed; // Top speed achieved in kilometres per hour } SpeedTrap; }; struct PacketEventData { PacketHeader m_header; // Header uint8 m_eventStringCode[4]; // Event string code, see below EventDataDetails m_eventDetails; // Event details - should be interpreted differently // for each type }; Event String Codes Event Code Description Session Started “SSTA” Sent when the session starts Session Ended “SEND” Sent when the session ends Fastest Lap “FTLP” When a driver achieves the fastest lap Retirement “RTMT” When a driver retires DRS enabled “DRSE” Race control have enabled DRS DRS disabled “DRSD” Race control have disabled DRS Team mate in pits “TMPT” Your team mate has entered the pits Chequered flag “CHQF” The chequered flag has been waved Race Winner “RCWN” The race winner is announced Penalty Issued “PENA” A penalty has been issued – details in event Speed Trap Triggered “SPTP” Speed trap has been triggered by fastest speed Participants Packet This is a list of participants in the race. If the vehicle is controlled by AI, then the name will be the driver name. If this is a multiplayer game, the names will be the Steam Id on PC, or the LAN name if appropriate. N.B. on Xbox One, the names will always be the driver name, on PS4 the name will be the LAN name if playing a LAN game, otherwise it will be the driver name. The array should be indexed by vehicle index. Frequency: Every 5 seconds Size: 1213 bytes (Packet size updated in Beta 3) Version: 1 struct ParticipantData { uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled uint8 m_driverId; // Driver id - see appendix uint8 m_teamId; // Team id - see appendix uint8 m_raceNumber; // Race number of the car uint8 m_nationality; // Nationality of the driver char m_name[48]; // Name of participant in UTF-8 format – null terminated // Will be truncated with … (U+2026) if too long uint8 m_yourTelemetry; // The player's UDP setting, 0 = restricted, 1 = public }; struct PacketParticipantsData { PacketHeader m_header; // Header uint8 m_numActiveCars; // Number of active cars in the data – should match number of // cars on HUD ParticipantData m_participants[22]; }; Car Setups Packet This packet details the car setups for each vehicle in the session. Note that in multiplayer games, other player cars will appear as blank, you will only be able to see your car setup and AI cars. Frequency: 2 per second Size: 1102 bytes (Packet size updated in Beta 3) Version: 1 struct CarSetupData { uint8 m_frontWing; // Front wing aero uint8 m_rearWing; // Rear wing aero uint8 m_onThrottle; // Differential adjustment on throttle (percentage) uint8 m_offThrottle; // Differential adjustment off throttle (percentage) float m_frontCamber; // Front camber angle (suspension geometry) float m_rearCamber; // Rear camber angle (suspension geometry) float m_frontToe; // Front toe angle (suspension geometry) float m_rearToe; // Rear toe angle (suspension geometry) uint8 m_frontSuspension; // Front suspension uint8 m_rearSuspension; // Rear suspension uint8 m_frontAntiRollBar; // Front anti-roll bar uint8 m_rearAntiRollBar; // Front anti-roll bar uint8 m_frontSuspensionHeight; // Front ride height uint8 m_rearSuspensionHeight; // Rear ride height uint8 m_brakePressure; // Brake pressure (percentage) uint8 m_brakeBias; // Brake bias (percentage) float m_rearLeftTyrePressure; // Rear left tyre pressure (PSI) float m_rearRightTyrePressure; // Rear right tyre pressure (PSI) float m_frontLeftTyrePressure; // Front left tyre pressure (PSI) float m_frontRightTyrePressure; // Front right tyre pressure (PSI) uint8 m_ballast; // Ballast float m_fuelLoad; // Fuel load }; struct PacketCarSetupData { PacketHeader m_header; // Header CarSetupData m_carSetups[22]; }; Car Telemetry Packet This packet details telemetry for all the cars in the race. It details various values that would be recorded on the car such as speed, throttle application, DRS etc. Frequency: Rate as specified in menus Size: 1307 bytes (Packet size updated in Beta 3) Version: 1 struct CarTelemetryData { uint16 m_speed; // Speed of car in kilometres per hour float m_throttle; // Amount of throttle applied (0.0 to 1.0) float m_steer; // Steering (-1.0 (full lock left) to 1.0 (full lock right)) float m_brake; // Amount of brake applied (0.0 to 1.0) uint8 m_clutch; // Amount of clutch applied (0 to 100) int8 m_gear; // Gear selected (1-8, N=0, R=-1) uint16 m_engineRPM; // Engine RPM uint8 m_drs; // 0 = off, 1 = on uint8 m_revLightsPercent; // Rev lights indicator (percentage) uint16 m_brakesTemperature[4]; // Brakes temperature (celsius) uint8 m_tyresSurfaceTemperature[4]; // Tyres surface temperature (celsius) uint8 m_tyresInnerTemperature[4]; // Tyres inner temperature (celsius) uint16 m_engineTemperature; // Engine temperature (celsius) float m_tyresPressure[4]; // Tyres pressure (PSI) uint8 m_surfaceType[4]; // Driving surface, see appendices }; struct PacketCarTelemetryData { PacketHeader m_header; // Header CarTelemetryData m_carTelemetryData[22]; uint32 m_buttonStatus; // Bit flags specifying which buttons are being pressed // currently - see appendices // Added in Beta 3: uint8 m_mfdPanelIndex; // Index of MFD panel open - 255 = MFD closed // Single player, race – 0 = Car setup, 1 = Pits // 2 = Damage, 3 = Engine, 4 = Temperatures // May vary depending on game mode uint8 m_mfdPanelIndexSecondaryPlayer; // See above int8 m_suggestedGear; // Suggested gear for the player (1-8) // 0 if no gear suggested }; Car Status Packet This packet details car statuses for all the cars in the race. It includes values such as the damage readings on the car. Frequency: Rate as specified in menus Size: 1344 bytes (Packet updated in Beta 3) Version: 1 struct CarStatusData { uint8 m_tractionControl; // 0 (off) - 2 (high) uint8 m_antiLockBrakes; // 0 (off) - 1 (on) uint8 m_fuelMix; // Fuel mix - 0 = lean, 1 = standard, 2 = rich, 3 = max uint8 m_frontBrakeBias; // Front brake bias (percentage) uint8 m_pitLimiterStatus; // Pit limiter status - 0 = off, 1 = on float m_fuelInTank; // Current fuel mass float m_fuelCapacity; // Fuel capacity float m_fuelRemainingLaps; // Fuel remaining in terms of laps (value on MFD) uint16 m_maxRPM; // Cars max RPM, point of rev limiter uint16 m_idleRPM; // Cars idle RPM uint8 m_maxGears; // Maximum number of gears uint8 m_drsAllowed; // 0 = not allowed, 1 = allowed, -1 = unknown // Added in Beta3: uint16 m_drsActivationDistance; // 0 = DRS not available, non-zero - DRS will be available // in [X] metres uint8 m_tyresWear[4]; // Tyre wear percentage uint8 m_actualTyreCompound; // F1 Modern - 16 = C5, 17 = C4, 18 = C3, 19 = C2, 20 = C1 // 7 = inter, 8 = wet // F1 Classic - 9 = dry, 10 = wet // F2 – 11 = super soft, 12 = soft, 13 = medium, 14 = hard // 15 = wet uint8 m_visualTyreCompound; // F1 visual (can be different from actual compound) // 16 = soft, 17 = medium, 18 = hard, 7 = inter, 8 = wet // F1 Classic – same as above // F2 – same as above uint8 m_tyresAgeLaps; // Age in laps of the current set of tyres uint8 m_tyresDamage[4]; // Tyre damage (percentage) uint8 m_frontLeftWingDamage; // Front left wing damage (percentage) uint8 m_frontRightWingDamage; // Front right wing damage (percentage) uint8 m_rearWingDamage; // Rear wing damage (percentage) // Added Beta 3: uint8 m_drsFault; // Indicator for DRS fault, 0 = OK, 1 = fault uint8 m_engineDamage; // Engine damage (percentage) uint8 m_gearBoxDamage; // Gear box damage (percentage) int8 m_vehicleFiaFlags; // -1 = invalid/unknown, 0 = none, 1 = green // 2 = blue, 3 = yellow, 4 = red float m_ersStoreEnergy; // ERS energy store in Joules uint8 m_ersDeployMode; // ERS deployment mode, 0 = none, 1 = medium // 2 = overtake, 3 = hotlap float m_ersHarvestedThisLapMGUK; // ERS energy harvested this lap by MGU-K float m_ersHarvestedThisLapMGUH; // ERS energy harvested this lap by MGU-H float m_ersDeployedThisLap; // ERS energy deployed this lap }; struct PacketCarStatusData { PacketHeader m_header; // Header CarStatusData m_carStatusData[22]; }; Final Classification Packet This packet details the final classification at the end of the race, and the data will match with the post race results screen. This is especially useful for multiplayer games where it is not always possible to send lap times on the final frame because of network delay. Frequency: Once at the end of a race Size: 839 bytes (Packet size updated in Beta 3) Version: 1 struct FinalClassificationData { uint8 m_position; // Finishing position uint8 m_numLaps; // Number of laps completed uint8 m_gridPosition; // Grid position of the car uint8 m_points; // Number of points scored uint8 m_numPitStops; // Number of pit stops made uint8 m_resultStatus; // Result status - 0 = invalid, 1 = inactive, 2 = active // 3 = finished, 4 = disqualified, 5 = not classified // 6 = retired float m_bestLapTime; // Best lap time of the session in seconds double m_totalRaceTime; // Total race time in seconds without penalties uint8 m_penaltiesTime; // Total penalties accumulated in seconds uint8 m_numPenalties; // Number of penalties applied to this driver uint8 m_numTyreStints; // Number of tyres stints up to maximum uint8 m_tyreStintsActual[8]; // Actual tyres used by this driver uint8 m_tyreStintsVisual[8]; // Visual tyres used by this driver }; struct PacketFinalClassificationData { PacketHeader m_header; // Header uint8 m_numCars; // Number of cars in the final classification FinalClassificationData m_classificationData[22]; }; Lobby Info Packet This packet details the players currently in a multiplayer lobby. It details each player’s selected car, any AI involved in the game and also the ready status of each of the participants. Frequency: Two every second when in the lobby Size: 1169 bytes (Packet size updated in Beta 3) Version: 1 struct LobbyInfoData { uint8 m_aiControlled; // Whether the vehicle is AI (1) or Human (0) controlled uint8 m_teamId; // Team id - see appendix (255 if no team currently selected) uint8 m_nationality; // Nationality of the driver char m_name[48]; // Name of participant in UTF-8 format – null terminated // Will be truncated with ... (U+2026) if too long uint8 m_readyStatus; // 0 = not ready, 1 = ready, 2 = spectating }; struct PacketLobbyInfoData { PacketHeader m_header; // Header // Packet specific data uint8 m_numPlayers; // Number of players in the lobby data LobbyInfoData m_lobbyPlayers[22]; }; Restricted data (Your Telemetry setting) There is some data in the UDP that you may not want other players seeing if you are in a multiplayer game. This is controlled by the “Your Telemetry” setting in the Telemetry options. The options are: Restricted (Default) – other players viewing the UDP data will not see values for your car Public – all other players can see all the data for your car Note: You can always see the data for the car you are driving regardless of the setting. The following data items are set to zero if the player driving the car in question has their “Your Telemetry” set to “Restricted”: Car status packet m_fuelInTank m_fuelCapacity m_fuelMix m_fuelRemainingLaps m_frontBrakeBias m_frontLeftWingDamage m_frontRightWingDamage m_rearWingDamage m_engineDamage m_gearBoxDamage m_tyresWear (All four wheels) m_tyresDamage (All four wheels) m_ersDeployMode m_ersStoreEnergy m_ersDeployedThisLap m_ersHarvestedThisLapMGUK m_ersHarvestedThisLapMGUH m_tyresAgeLaps
  6. 1 point
    One of the most annoying things in league racing is, that the penalty system is way to harsh on strict in the races. While it’s way to lean on the most of the tracks on regular. It would be make things way easier if you could set the penalty system for Qualifying and race separately. On the Qualifying a harsh system would be good, while for the race there should be the regular system for most of the races, especially on 100% races where drivers fighting eatch other for many laps and are not able to look always on the track limits. Is that possible?
  7. 1 point
    Thanks for your feedback. It's nice to learn that some people finds it useful ! I'm opened to any quality of life things. Just give me a list of ideas, here on in private, and i'll see what is possible. A lap is recorded when the car cross the starting line. So if a car retire, its last partial lap is missed. It might be possible to to better but I didn't work on that yet. Similarly lap 1 can be a problem because it can depend on the position of the car on the grid. For me it's not an important issue so I didn't work hard on that either.
  8. 1 point
    Well, I've had mine for almost a year now and the pedals feel the same as when I got them.
  9. 1 point
    Codemasters not adressing this issue makes me believe they aren‘t actually playing their own game. Which means their only real interest with this game is in making money. A game developer who is solely profit oriented but not actually interested and passionately invested in their product is always a bad sign for it’s customers. If they would play their game, they would have learned about this issue without us even having to point it to them.
  10. 1 point
    I've had mine since Nov. ACC always had button/light support and their update not long later added trueforce. DR2.0 worked as a basic FF wheel but LSB/RSB, the dial, enter, +&- and rev lights didn't work. Apparently the recent patch has messed even that up. PC2 thought it was a basic/old thrustmaster.
  11. 1 point
    The livery was the same as the one from Delecour/Panizzi combo. Just the number and the windows need to be changed. His plate was 775 LYV 75
  12. 1 point
    As we have quite similar cards @benmills6, try copying my settings and see how you get on, and if stability is improved.
  13. 1 point
    Maybe perform a DDU with the current driver set. Reinstall the driver with Internet disconnected. Delete the hardware_settings_config.xml file and verify Steam files before launch. Do not set anything in the Nvidia Control Panel, just modify the in-game settings to match @BarryBL
  14. 1 point
    Licensing. Someone bought the exclusive license after DR1. Speaking of.... DR1 has the all gravel version too.
  15. 1 point
    This is rather well timed, as I was actually discussing this with some mates (online obviously!) yesterday. Knowing that the DiRT team have been working on "other game(s)" for some time now - and that the WRC license doesn't kick in until 2023 - there is surely going to be another title in the interim?
  16. 1 point
    Pretty simple this one, locking up tyres doesn't do anything to them, it doesn't compromise your line into the corner, if anything it actually helps you, and it doesnt provide much if any additional tyre wear. Drivers are exploiting this, myself included but i'd rather it be like real life, flat spots etc. If you lock up it should be detrimental, it shouldnt help you at all. I have some footage ill post later, I do a normal lap, then 2 laps of trying my best to lock up everywhere, then one more normal lap where i push, all with the tyre wear screen open so codies can see how little locking up affects the tyres. I actually have to put the brake bias to 70% before it starts affecting my lap times. Please do this codies. @BarryBL
  17. 1 point
    Hi all, got some word from the studio this morning, who are still investigating. It seems this may be something that only affects players on PlayStation at the moment, Xbox and PC are unaffected. Thanks for the replies everyone.
  18. 1 point
    Definitely! The stupid dances in weird kiddie pyama’s are ridiculous. I’ve been frustrated with the XP, Podium Pass, Pit Coin situation from the start. The worst thing is that you can’t ignore it, or opt out. After every training session, qualifying or race, you’ll get the podium pass and items shoved under your nose. And now, with the latest patch, a pop up item store window when starting the game. I’ve paid € 80 for a premium game, not some mobile free to play app. This kills the game for me, far more than all the other complaints frequently read on this forum I’m not against DLC, in fact, I welcome it. But it has to be something substantial, like cars, tracks, challenges, etc. Not this Podium Pass nonsense. The vibe I get from Codemasters is that they’re lazy, greedy and do not care about the sport, or their customers at all. Just curious, are you still getting F1 2021?
  19. 1 point
    Have a look here. I used this and works a treat
  20. 1 point
    @UnderclassGDfan everything should be good now. It's a little concerning that this has happened in multiple Clubs but fortunately it seems to be a quick temporary fix each time for now.
  21. 1 point
    Guys please add a real cockpit cam, which should be a realistic one when u drive in a rig .The actual cockpit cam is more a helmet cam 🙂 The actual cam is fine and should stay ingameas helmet cam 🙂 This would be a cockpit cam. Actual more a cockpit cam. And for all of this please use normal values for FOV and everything. The FOV is so different from every other real simulation. And a lot more ability to move the cam. Acutally it's very limited with the sliders. That would be great 🙂
  22. 1 point
    Hi, The tier 1 helmet off the brand new Podium pass hasn't been added to my unlocked helmets even though I am on tier 2
  23. 1 point
    So in this new Series on F1 2020 they finally added a very decent looking Helmet. I’ve been wanting one for so long that didn’t look too bland, lazy and garbage. I was so happy to see the new “Light Speed” Helmet. I immediately bought it and put my own style on it. I love it. Except there’s one thing that really annoyed me. The fact that I can’t change two of the colours on it. One if them is the red lining, the other is this gammy pink colour all over the front. I know this is a little petty but c’mon. Customisation (Especially Helmets) is a very important feature in games like F1. Hoping this is either changed or in future, helmets will be more (Fully) customisable.
  24. 1 point
    I'll make a counter-suggestion: I'd really like hillclimb to be left out completely. I'd also really like rallycross to be left out completely. No land rush, and absolutely positively definitely no effing gymkhana whatsoever. Rally, and nothing other than rally. So that all developer resources are spent on fine-tuning and perfecting rally and making rally content, what is most certainly the top priority of the game, where the resources are best used. Instead of spending resources on petty side content that only a minuscule amount of players are interested in compared to rally, and that is subsequently treated as worthless side content even by developers themselves, such as that game-breaking issues affecting the side content, such as the broken rallycross AI, are ignored because they only affect worthless side content that no one cares about, instead of rally that the game is all about. A Dirt Rally game has absolutely no need for non-rally side content because there is more than enough substance in rallying to make the game exclusively about rally. Rallycross and hillclimb should be a completely separate title from rally. Though that most likely will never happen, because like I said, very few players give a toss about them compared to rally. Which kind of begs the question why the hell they should even be shoved into a rally game at all. Depth, not width. Instead of several half-baked disciplines, make rally the absolute best you possibly can and leave the dead weight out.
  25. 1 point
    In this case, my vote goes to 2000s WRC cars that are missing: Citroën Xsara WRC Škoda Octavia WRC Seat Cordoba WRC Mitsubishi Lancer Evo WRC04 Peugeot 307 WRC Subaru Impreza S9/S10/S11 WRC Subaru Impreza S12/S12b WRC