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  1. 36 points
    Version 1.9 October 1, 2019 Content: Added files for Yas Marina Circuit, Abu Dhabi in preparation of DLC release on October 8th. Added files for Peugeot 206 Rally in preparation of DLC release on October 22nd. Added files for Volkswagen Golf Kitcar in preparation of DLC release on October 22nd. Features: New feature: Broadcast Mode (Beta). Players can now spectate others in Multiplayer Lobbies. New camera angle: "Dashboard" VR: Added "Launch DiRT Rally 2.0 in Oculus VR Mode" command to Steam version.* Adjusted default Chaperone setup by forcing Seated Mode. Improved readability of various UI elements. Made various improvements to reduce stutter during head movement. Audio: Resolved multiple triggers relating to audio cutting out mid-Stage. Resolved issue where turbo blow-off sounds were not playing when players released the throttle. Hardware: Added "Handbrake Deadzone" and "Handbrake Saturation" options to Advanced Input Settings. My Team: Added ability to "restart" My Team career by resetting player inventories. Resolved issue where selling an upgraded car would not show the correct amount of Credits refunded. AI Challenges: Resolved issue where AI drivers would score double points after player recovers from Terminal Damage. Freeplay: Custom: Added ability to autofill an Event with all available routes for a chosen Location. Historic: Resolved issue where retiring from an event would mark current Championship as "Completed". Cars: MG Metro 6R4 Rallycross: Updated power and weight statistics on car selection screen. Lancia Delta S4 Rallycross: Updated power and weight statistics on car selection screen. Ford RS200 Evolution: Updated power and weight statistics on car selection screen. Peugeot 205 T16 Rallycross: Updated power and weight statistics on car selection screen. Note: These are UI changes only, to better reflect real-life values. Car handling has not changed, already representative of real-life performance. AI: Modified AI behaviour when taking the final corner at Estering, Germany. Miscellaneous: General stability improvements and minor bug fixes throughout title. Version 1.10 is in development and is expected to release on the final week of October 2019. * Launching DiRT Rally 2.0 in Oculus VR mode (Steam) currently applies the same graphics settings as in 2D Mode. This is set to be updated in Version 1.10. In the meantime we recommend you review your graphics settings when playing in Oculus VR Mode.
  2. 30 points
    Argentina Update: These are the 3 "major" cuts I have determined so far with the upcoming WC stage. I will also be adding them to the main post. These aren't too terrible, and I am still trying to make 100% sure there are no crazy cuts that ignore entire splits - but luckily most of them seem to be covered by reset boundaries. Only thing I still have left to try is going fast enough to jump over all of the rocks/people without getting reset... Argentina Cut #1 Argentina Cut #2 Argentina Cut #3 --- So while practicing for the upcoming qualifier, we have slowly been enlightened about how egregious a few of the cuts are. They are so bad that we need to have CM address these cuts. We need a clear answer whether or not these cuts will disqualify drivers in the Qualifier or if these cuts are now a requirement for everyone to use. There are 4 major cuts I want to initially address, some much much worse than others. The first, is the tree cut - you split the trees after the double 1R over bridge to keep the car in 3rd gear and carrying more exit speed. This one is dirty, but it is honestly the least of my concerns. CUT #1 The next is the worst of the bunch - the "digging up potatoes in the field" cut. This one blatantly ignores all track limits, dodges two corners, and gives you insane exit speed on what should be a square left. This cut has at least 3 seconds in it, and if this one isn't a DQ cut then the entire integrity of this WC is lost. Video as well - https://clips.twitch.tv/SplendidKawaiiMonkeyBIRB CUT #2 The next two are more well known cuts, the standard haybale cuts. Easily a half second in each of them, maybe even more if you can get your lines right. They happen right at the very end of the stage, and again blatantly are ignoring track limits. CUT #3 CUT #4 And the overhead view with each corner marked with entry/exit points for the cuts. So we need an official statement on this. As a community these are serious issues that we need clear guidance on so that EVERYONE here is on equal footing come the 10th. The last thing we want to see are fast drivers losing out to people who are willing to take the dirtiest of cuts in Qualifiers, only to be forced to watch these cheaters drive slower than most of us in the actual quarter/semi/finals when they are under the microscope. If you are not going to do anything about these cuts in Qualifiers, then say it so the rest of us know that cuts are required. I hate to do it and be that guy, but I'm tagging CM on this one. We need answers. @PJTierney @Skiddyboy13 @CM_Ads
  3. 29 points
    Hello everyone My name's PJ and I'm a new addition to the Codemasters team, as Social Media Manager for DiRT. If you've been around the DiRT forums you might have seen me in the Gossip thread, chatting about the game or sharing videos, and it's going to be exciting to do that in an official capacity now for you all To give a little background on myself, I've been in the games industry for quite a while, having worked with Konami Europe for the past 6 years on the Yu-Gi-Oh! Trading Card Game. While there I was responsible for all of the official website updates for the region, as well as social media content and the occasional livestream. In my spare time I like to keep busy with creative projects themed around motorsport, and have had the opportunity to do some cool things in the past with Top Gear and Red Bull Racing. I'm also very active in a few motorsport-related Discord groups, talking F1 and Sportscar racing. Games-wise I'm big into my racing games (my first proper experiences were F1 '97 and the original Gran Turismo), and tend to go for all the Achievements in any game I particularly like, including a whole bunch of recent DiRT and F1 titles. I'm also a bit of a Final Fantasy and Metal Gear Solid fan (part of my university thesis analysed Metal Gear Solid 2's meta-narrative), and am not averse to the occasional Street Fighter battle, as some at Codies are already aware I'm still getting up to speed on all things Codies, but I know it's going to be an exciting time and I look forward to keeping you all informed and excited about the world of DiRT in the future
  4. 28 points
    So while I of course get that you guys want to sell some more worthless cosmetics before throwing in the towel, the fact that no (0) of the countless issues with the game got fixed this patch, or there being not even a mention that you guys are even AWARE and INTENT ON FIXING any of the countless issues with the game, can be seen as just a very big insult to your customers and a very big '**** YOU' to anyone that once believed in codemasters as a company. Instead we got 'for future patches' Balanced AI pace in the wet Ability to disable voting in Leagues Fanatec DD1 wheel base not being recognised on PS That last one is arguably very bad, can't have one of the more expensive wheels not working on your game, But the fact that you think these are the main issues the game has that need to be fixed you guys are truelly in denial. Why is there no mention of all the countless stability issues? (we have to restart 4/5 of the lobbies before races even start) (rpm glitch still not fixed) Why is there no mention of all the issues with racing in general (mainly penalties and inconsistent ghosting) If you want to us to use the league system so much: why is there still no good way to add reserves to the league? NOONE wants ai. NOONE. And with the inability to really use league mode.. the fact that you removed championship mode (which was fine) in combination with the abysmal stability means we race a lot of races without tire-park ferme rules in place. I'm not even gonna start on how sad it is that the spectator/commentary side of things didn't get looked at for YEARS now even though that is the mode that would have gotten the greatest benefit from the new graphics. (real drivers in an f1 car have the HUD turned of....) @Faya Can you please tell us these things: - Is there still a development team? or just people doing cosmetics now. - Is there any intention at all to fix most, if not all of the issues? (stability issues being, of course, the most important) - Why is communication between developers and community so bad? Is it just you guys don't 'dare' tell us you're not gonna fix anything? - Are you working on f1 2020 already and if so, why? Will it be better? why? - Is there really a belief at Codemasters that sticking your head in the sand like an ostrich will make all the problems go away? Why is there no sign that you KNOW about all the issues with the game. It would make people who lost faith with the game and you as a company maybe a bit inclined to give you time to fix it. As it stands now you just **** in our mouths by not even acknowledging the messy state the game is in but DO try to get even more money from our pockets with worthless stupid cosmetics. And granted, the cosmetics would be fine if there was actually a good game to play. But to only bother with cosmetics after you've made people pay 60 for such an unpolished, unfinished, just bad game with issues that have been with us since f1 2017 or even longer now.. It really really looks like this is a social experiment. "How far can we go and how little can we do while STILL having some f1 fans buy the game every year." I hope you guys quickly realize how much potential you are wasting by not fixing your game, or I hope FOM quickly realizes how you are prostituting its licence and giving the sport a bad name in the process.
  5. 28 points
    Speaking of improving previous locations, Greece can be run in the rain this time 😉
  6. 27 points
    Version 1.10 October 30, 2019 Content: New Location: Jämsä, Finland - Available November 5 (Season 3) New Location: Killarney International Raceway, South Africa - Available November 19 (Season 4) New Location: Lydden Hill, UK - Available December 3 (Season 4) New Liveries: Season 3, Stage 3 - Available November 5 (Season 3) New Liveries: Season 4, Stage 1 - Available December 3 (Season 4) VR: Optimised overall SteamVR performance, to match that of Oculus SDK. Reassigned Oculus SDK preset graphics settings, to use VR config file (same file used by SteamVR in previous versions). Microsoft Store PC version: Added ability to change game language. Achievements: New Achievement: Finnesse - Roll your car and continue in Finland. New Achievement: Flying Finn - Get airborne 100 times in Finland. New Achievement: Greece Lightning - Win an Event in Greece by over a minute with Hardcore Damage enabled. New Achievement: Have a Break - Buy a Kitcar. Past & Present: Resolved issue where Achievement would not unlock when a player retires from the final Event. Locations: Ribadelles, Spain: Adjusted sunset time on loading screen. Ribadelles, Spain: Corrected specific pace note in Italian language. Yas Marina Circuit, Abu Dhabi: Adjusted various Track Reset lines (note: Leaderboards will be reset for this Location during update rollout). Yas Marina Circuit, Abu Dhabi: Resolved issue where black boxes were appearing behind cars at Dusk. Yas Marina Circuit, Abu Dhabi: Made numerous minor improvements and bug fixes. Estering, Germany: Added spotter callout reminder for final lap, if the player has not yet taken their Joker. Powys, Wales: Resolved issue where dust-based visual effects were not appearing when player rejoined track. Cars: BMW M2 Competition: Added ability to repair Turbo components in My Team. Peugeot 206 Rally: Added exhaust flame visual effects. Audio: Volkswagen Golf Kitcar: Updated exhaust audio. Added ability to disable post-Stage comments at Finish Line. Resolved issue where audio was missing from internal camera views in Time Trial. Resolved issue where podium crowd audio was too quiet after winning Rallycross Finals. Broadcast Mode: Added ability to use Trackside cameras. Added ability to select a specific player to spectate and follow through multiple Stages/Races. Made numerous minor improvements and bug fixes. Clubs: Added UI indicator to show if a Championship has enabled Hardcore Damage setting. Added UI indicator to show if a Championship has enabled Force Cockpit Camera setting. Added UI indicator to show if a Championship has enabled Allow Assists setting. Hardware: Ensured that Handbrake Deadzone and Handbrake Saturation settings work correctly across all game modes. Added input reporting slider for when players are configuring handbrake settings. My Team: Corrected UI display of Staff members in My Team after a player resets their RaceNet data. Miscellaneous: Made several minor bug-fixes throughout title. Made several minor stability improvements throughout title. Version 1.11 is in development and is expected to release around December 9-14.
  7. 26 points
    Hey guys, Lets collect the wishes for the next game. I just think CM already works on F1 2020 so maybe we will give them some ideas what the people want the most. Lets start: (!!!) 1.1 Coop-Championship -> like it was in 2018. Real life car performance. Online with friends. Saving between sessions. 1.2 Coop-Career or Versus Carrer (!!!) Liike the singeplayer but you can race with at least one friend for the same team and upgrade it together OR: you can also race for different teams and improve those (!) 2. Safety Car (!) - it is just triggered random sometimes; but when there is an accident it doesnt come out -> No random SC/VSC -> but if there is a car on the line or at a dangerous part of the track: bring it up! -> Red flags if a crash occurs which blocks the SC -> SC going through the pitlane if the start straight is dangerous (debris/broken car) 3. AI overhaul -> more AI mistakes (in particular in wet conditions) -> more AI crashes -> more AI DNFs after getting beside the tracks/on the dirt/spinning -> more AI fighting, less backing up ->AI driving in multiple lines, opposed to what we currently have where the AI always forms trains. 4. Balancing R&D -> its a nice feature but needs some tweeks and fixes (too fast, unreal: after 1-2 seasons Mercecdes can be the worst and backend cars be the best...) 5. Real Car/Driver performance -> the performance patch this year was a joke. Ferrari has the best engine in real life. In the game it is mercedes. Verstappen should be a lot better than gasly etc. -> also the engine should only be upgraded by the engine manufactures (!) 6. Damage Model (!) -> Damage to the underfloor -> Damage to the bargeboards -> random DNFs for the player(it unreal that only AIs get DNFs) -> option to turn it on/off (for those who dont want it) -> damage when driving to aggressive over the curbs -> damage to the brake system (option to turn is on/off?, use lift and cost to cool it on heavy bracking tracks, R&D to improve cooling system) -> damage to the tyre after a collision (front wing) -> damage to the rear wing (would end the race? only after heavy incidents like those where the car is already broken without loosing a tyre at the moment) -> damage to the sidepods (would end the race? only after heavy incidents like those where the car is already broken without loosing a tyre at the moment) -> better visual tyre wear (the visual model this year is very bad. its not complety shiny at the beginning. Looks always used) => marshals cleaning the track => damage the tyres by driving over debris => broken cars should be pulled away like in real life (trucks and cranes) and not just disappear => tyre flat spots - RED FLAGS - Tyre falls in pieces heading back to the pits if you have a damaged tyre 7. Better penalty system (in particular online!) -> add "under investigation" after an action -> get penalties later (after 1-3 rounds) 8. Upgrade Tracks -> in particular the curbs on most tracks. They are often very flat in the game) -> laser scanned tracks! 9. Handling model: - I think it is really good but should be a bit steady. Sometimes you loose the back in high speed corner by just getting on the curb. (In real life the cars have a lot of down force when driving fast and dont loose the back at those corners) - remove input lag - cars should be 1 - 1,5 sec faster; reach the top speed faster; less understeer; more grip 10. Update the driver transfers -> option to turn them off/on -> no that much dynamic for the top teams (as they often hold their 1st drivers (hamilton, verstappen, vettel) -> the leader of the Championship (Hamilton in my career) should not switch to Renault or something mid-season. He shouldnt change the TOP team at all! 11. More customization -> give us the option to change the colour of the suits and gloves -> free editor for the sponsor -> maybe an face/suit/glove/car editor for shapes and colours (fully free customization) (!) -> SPONSORs on custom helmets! (!) => helmet editor 11.2 Car Editor -> lets have our own multiplayer car: => choose an enigine manufacturer => choose a front wing, under floor, barge board/side pod combi, braking system, halo design, rear wing, etc. -> with same performance for ranked games -> with different performance in unranked matches -> maybe with a "cost system" ->Example: you start with 20 performance points -> choosing a renault/ engine costs 3 points, Mercedes engine 4, Ferrari engine 5; the same system applies to the other parts; better parts = more expensive; you cant get the best of everything at the beginning. You earn performance points for good races/rankings. => We would need an MM filter (1. Lobby: 20-22 performance points; 2. Lobby 23-26 performance points; etc?) 12. Dynamic car model - if you research a part in career with R&D it gets visible at the car (not for every upgrade but maybe for a few) -> so if you upgrade your nose/bargeboards/underfloor/Halo/front wing/rear wing you can see visible changes (like in real life, instead of just patching the car models the car can be visually upgraded duo to the R&D system) 13. Improvements to the weather system -> more complex weather system -> more changes in unstable conditions -> make it harder to drive beside the track -> higher spray density -> Correct blinking rate of the Red Backlights of the cars, especially in the wets the blinking rate is way out of sync to real life. - BRING back localised weather (!)14. Improve the pit stops/manual pitstops (!) - add/fix the steering animation !!! -> let us drive manually in the pitlane (maybe as soon as the player goes towards the pit crews he gets black flacked and ghosts -> no problem with FIA/FOM for driving over the pit crews :D) -> if you go before the light turns green you ghost and get a penality for unsafe release -> Option/Practice Program: train manual starts (in the pitlane, in career training) 15. Gameplay/Car performance/Handling - cars should be 1 - 1,5 sec faster; reach the top speed faster; less understeer; more grip - real TV graphics (2019 was a good step forward) - FULL Control (under SC, VSC, warm-up LAP, get yourself into the pits, get yourself on the starting grid, COOL DOWN LAP!) - Cool down lap ! - improve the radio (it should sound like in real life) 16. Improve the game performance -> F1 2019 got major FPS Drops!!! 17. Fix the bugs 18. Young drivers test/between seasons tests -> maybe for reputation, R&D points, as application test for a better team (!) 19. Better Game support/ Better communication from CM -> publish a road map for the patches update like ( 10.07 release; Juli patch 1 with fixing bugs, late juli Patch with adding XX, juli/aug patch XX, august adding XX, unknown/later: we plan to xx) -> more feedback from the community managers @Faya @RedDevilKT ( we really appreciate your work, hope they can give us more infos in the future; also answer faster; maybe expand the staff for it) 20. Virtual mirrors 21. More ffb options -> the ability to shape the FFB curve/proggression -> maybe a tire slip slider 22. Camera Updates: -> Helmet Cam, for maximum immersion -> VR-Support (or: Increased Look To apex Values, as we currently don't have access to VR this could be a viable alternative option) 23. Sound: - Correct and improved Engine Sound, at the moment the Engines sound as if they are barely revving. - add a realistic radio sound 24. Media/Podium/Around the grid - Add Press Conference interviews like in NBA 2K - Add more podium celebration animations. I can't believe you worked 2 years on this game and it has only 1 podium celebration - Give a voice to our character - lets move around the paddock - move to the car/garage manually - more cut scenes getting into the car etc 25. RED FLAGS 26. Other: - better temperature management (more overheating: breakes, engine -> lift and cost, driving not behind a car (a bit off the line) to get cleaner air) - Triple Screen support - Option (in mp lobbies): Force cockpit view for multiplayer - VR support - Free Practice (with all different options: weather, (euqal)car performance, rules etc.) - different LED dashes for each team - Make each team have their own Invitational events. For example if you drive for McLaren then in the Invitational Events you should drive McLaren's historic cars, not/not everytime Ferrari's or Williams's. - Make F2 drivers step up to F1 when another driver is dropped or retires (maybe the winner and 2nd place of F2?) - Add Pre Season tests with many practice programs. Completing these programs should reward you Recource Points like in Free Practice (instead of just getting a bonus after the season; add a "simulate test" option for those who just want to get started with the next season like one can skip the training sessions) - Make R&D slower. The R&D pace in this game is worse than last year - 17 Season Career. I know that's a bit too much and probably no one will complete 17 seasons, but doing only 10 seasons in F1 is like starting at 18yo and retiring at 28yo, which is very unrealistic since most drivers retire after 17-18 seasons. (- Add the option to retire from the sport whenever we want) - Create a longer Career mode story and (make it last 1 or 2 seasons and not only 3 races) - Polish the game properly. Less bugs at release Feel free to add/post your wishes. I will add them to the list. You can also quote/comment on the most wanted features! Greetings!
  8. 24 points
    [Updates] Hi all, Patch 1.05 is out now on ALL platforms! We are continuing to track down and fix more bugs and we’ll have more information about any further patches soon. Need help? Come and visit us in our Technical Assistance forums. Please be sure to check out the read me thread before posting. Something from this patch not working the way it should? Tell us in our patch discussion thread here. [Original post] Hi all! As always, you can find this on our blog here as well. ---------------- Time flies when you’re having fun, it’s already been over a week since we released F1 2019! We have heard your comments and questions about future updates, what’s coming and when, so with that in mind, we asked F1 Franchise Director Paul Jeal to give us a behind the scenes glimpse into what is being worked on right now... Hi everyone! Many thanks for your support so far on F1 2019. We’ve loved the reaction to all of the new features, especially the introduction of F2, and the man everyone loves to hate, Devon Butler. It’s also been great releasing the game and seeing it being played and enjoyed so much earlier this year, which brings me nicely onto the topic of this blog which is aimed at giving you guys a bit more visibility into some of the game updates and enhancements that are being worked on right now, along with some time estimates of when they might be available. The timings are approximate, as is the case when testing updates and working on a licensed product, but rest assured we are working as hard as we can to bring these to you as soon as possible; Patch 1.05 – which includes 2019 Car Performance Updates & F2 Online – is currently in test across all platforms In this patch the performance order of the teams has been rebalanced to better replicate the F1 Season and how it has evolved since preseason testing. This update affects both the car handling of your car and the performance of the AI cars. Individual team handling traits have been tailored to be more representative of their real-life counterparts, with updated aerodynamics achieving a performance improvement of between 1 – 1.5 seconds per lap, mainly in higher cornering speed, and vehicle performance has been updated to give a more accurate assessment of each car’s strengths and weaknesses. The other headline news is that F2 will now be available in Unranked Multiplayer and LAN games. In addition to the above, there are numerous other fixes which we are looking to incorporate into this patch. 2019 season performance updates F2 is now available in Unranked Multiplayer and LAN Improved AI performance in wet weather Improvements to AI blocking behaviour In photo mode changing shutter speed will no longer make the screen go black Fanatec wheels will no longer send strong force feedback turning the wheel to the right on race starts Rain / ERS charging lights now work on PS4 Pro First Ten Down (Complete 10 races online) achievement will now unlock correctly Stopped graphical glitches occurring and getting more frequent during long play sessions Various other stability and bug fixes Our desire is to get patch 1.05 out to you as soon as possible. It is currently being tested across all platforms, and we anticipate it being available for you guys in the next 1-2 weeks. Keep your eye out for further updates once we have more concrete dates for this! Post patch 1.05, we are working through a number of updates which are a little further off, but these should all be made available over the next couple of months Paul Ricard Pit Lane Update – July/August Visual Car Updates – August. You will be delighted to hear that we will be adding the Ferrari 90 Anniversary logo onto the engine cover as part of this update! F2 2019 Season – September These updates are in addition to other more general bug fixes and improvements which will continue to drop, with specific details of those fixes in the various patch notes. As ever if you are experiencing any issues, or you have any other questions please get in touch with us, either by dropping us a tweet, heading to our Facebook page, Instagram, or saying hello in our forums and we’ll do our best to get back to you as soon as we can!
  9. 22 points
    Hi team, I have some feedback on the decision to leave DLC nefs encrypted. I’ve tried (somewhat unsuccessfully) to keep this to the point. I've made the key points bold to aid in sending feedback upwards. Firstly, I appreciate the open communication from @PJTierney on this. This is much, much better than keeping us in the dark. Thank you team. The main reason you’ve encrypted these files is based on the concern that if left unencrypted, players won’t purchase the DLC but will export the DLC models and replace the model of an available car. Some perspective: The .nefs validation system you’ve built is already checking for .nefs file modification. The impact is, if people were to replace models in an available car, their career saves will be disabled and times will not be submitted online. The community has already shown from the launches of DiRT 4 and DR2.0 that with this degradation in experience, very few people will risk or bother going through the effort of installing custom liveries and models. People would need to go through the effort of installing custom software, extracting the appropriate model files, and replacing these within the nefs of an available car. This process is not trivial. They would then get the visual benefit - but that’s it - and the replaced car model is cannibalised. My strong suggestion is that for the amount of effort involved in the modding process, and for the quality of in-game experience gained - people won’t bother. The few that do are probably going to pirate or never pay for DLC in the first place. And in the meantime your paying, dedicated and engaged community get frustrated and disappointed. What continuing to encrypt DLC cars means for us: Frustration and disappointment. Less engagement with the game. Less motivation to purchase future DLC. Allowing the community to create liveries may seem trivial - but it is a crucial part of helping create an engaged community that will continue to invest time in the game. Will I use the Porsche 911 SC RS? I’ll try it out and move on. But if I could create a livery for it, I would without a doubt spend around 24 hours of my own time creating a custom livery - then be motivated to spend about as much time in game driving it. In DR1 my favourite car was the 2007 Focus in the 2000cc class. I haven’t touched it in DR2 because the liveries are rubbish. I won’t use the 2000cc class at all as part of Clubs because I can't use a livery which immerses me in the experience. It’s a massive missed opportunity. The only thing that is making me try the other available R2 cars at the moment is the fact I can create a livery that helps engage me and my team in the experience of competing with others as part of a community organised championship. Without both of these things I would be sticking to my Fiesta and running daily events until I get bored. Custom liveries keep things fresh and engaging - keeping me in the game longer. I’m much less likely to purchase additional DLC cars with this encryption in place. I’m talking even if the 206 drops - the livery will need to be hella good to make me consider purchasing - cause otherwise I simply won't use it. Without this nefs encryption imma throw you money. If you’re not going to unlock DLC nefs: At the very least please consider enabling the folder method for DLC cars so we can use liveries for models that existed in previous DiRT titles. Better, please consider also making DLC car textures available to the community somehow. This way the few people you're concerned about still can't rip you off, and there’s even more incentive to purchase your DLC because we’ll be creating a wealth of amazing livery content. If you won’t do either of these… You need to invest in better liveries for DLC cars, or in comprehensive livery editing tools. With love and respect, the livery options we have in DR2.0 just aren't good enough. What will these cost you to implement? What is the cost of an increasingly disillusioned community? Thanks team. xoxo
  10. 22 points
    Hello everyone! I’m PJ and I recently joined Codemasters to keep you all informed and excited about DiRT Rally 2.0. If you want to know more about me and my history here’s my intro post on the forums, but let’s crack on with everything else that’s been going on recently! It’s been a busy week for DiRT Rally 2.0, so let’s take a look back and see what happened. Season 2 has begun! The second Season of DiRT Rally 2.0 is here, and we kick off with the addition of Group B Rallycross to the game. The Peugeot 205 T16 Rallycross and the Ford RS200 Evolution showed up on Tuesday and we’ve already seen some spectacular action as people throw those monsters round the circuits. Season owners also got their first Credits Drop and custom liveries of the Season, with a fetching blue and white design showing up on the Volkswagen Polo GTI R5, Opel Kadett C GT/E and more. For full details on what’s been added check out our news article. PS4 DLC Entitlement Issues Over the past few days we got word from PlayStation 4 users about issues regarding their DLC content being inaccessible in My Team. After checking with various people here at Codemasters we were able to put together an FAQ which should resolve most of these issues. If you ever have trouble accessing purchased DLC content on PlayStation 4 in the future check out these tips first and email us if nothing seems to work. PlayStation 4 DLC Entitlement FAQ DiRT Rally 2.0 at SpeedMachine and the FIA World Rallycross Championship The FIA World Rallycross Championship came to the UK in late May and DiRT Rally 2.0 was there too as part of the SpeedMachine festivities. It was great to see everybody enjoying their time with the game at the Xite Racing garage, including some of the regulars from the World Rallycross grid! We’ve got a gallery of our favourite snaps up on Facebook and Chris also put together a roundup of the action on the blog. DiRT Rally 2.0 blog from SpeedMachine Sales and Discounts Are you ready to rise to the challenge? DiRT Rally 2.0 and various other items are currently discounted in numerous ways across Steam, PlayStation and Xbox. The Steam sales end this afternoon (June 7) so you’ll need to get in there quickly, whereas the other platforms run for the next week or so. Steam – DiRT Rally 2.0 Standard Edition – 50% Off Steam – DiRT Rally 2.0 Deluxe Edition – 50% Off Steam – DiRT Rally 2.0 DLC – 40% Off PlayStation (EU) – DiRT Rally 2.0 Standard Edition – 20% Off (50% Off with PlayStation Plus) PlayStation (EU) – DiRT Rally 2.0 Deluxe Edition – 20% Off (50% Off with PlayStation Plus) PlayStation (US) – DiRT Rally 2.0 Standard Edition – 50% Off PlayStation (US) – DiRT Rally 2.0 Deluxe Edition – 50% Off Xbox – DiRT Rally 2.0 Standard Edition- 50% Off Xbox – DiRT Rally 2.0 Deluxe Edition – 50% Off Xbox – DiRT Rally 2.0 Deluxe Content Pack – 50% Off Xbox – DiRT Rally – 80% Off Xbox – DiRT 4 – 80% Off DiRT Rally 2.0: Version 1.5 Version 1.5 of DiRT Rally 2.0 is coming next week, handling some popular requests, fixes and features from the community. The headline act is the addition of Clubs, giving you all a way to build your own communities, join your friends and run Championships in-game. We’ll have more info on Clubs next week and on how it all works but for now here’s a summary of what’s coming in the update: Club support added to Freeplay. Visual improvements made to rain effects. Service Areas will appear correctly in Weekly and Monthly Challenges. Monthly Challenge Leaderboards adjusted to show total Event times instead of individual Stage times. Elite and Master AI difficulty adjusted in My Team Rally Events to provide a fairer transition upwards from Pro. Start-line AI behaviour adjusted at Lohéac Bretagne circuit. AI cars will now be washed after Rallycross races. Notification added for when a player completes research on a car’s final engine upgrade in My Team. Chase cameras adjusted to reduce camera clipping into roadside objects. Non-English language co-driver volume increased. Corrections to some non-English language co-driver calls. General stability improvements and minor bug fixes. That’s it for this week, and I leave you all with this awesome image from @UDegani that we shared a few days ago. See you all soon!
  11. 21 points
    Hey all, Thanks once again for all of your feedback so far on GRID, which has helped us already centre in on some topics and areas to investigate and address. A quick update I can give you is that the first patch is already in the works, and we're working hard to see what community-driven feedback can be included in there. Before that though, we'll be looking to implement a 'hotfix' of sorts for a few other things we're working on. So TL;DR - patch on the way soon. Hotfix on the way even sooner. All details will be with you when they're confirmed. Thank you 🙂
  12. 21 points
    @Jake Cushing if you have game suggestions like this please can you put them in the suggestion box section of the forums, our team will then pass them on for review. Personally this is something I would like to see incorporated into the game so will pass it on for you. We could even potentially add dance moves for the cars. Cheers. 😁
  13. 20 points
    If you think those are the Frequently Asked Questions, then you clearly never read your forum.
  14. 19 points
    Jokes aside, the cars have too much understeer, even after the 1.05 patch got released the cars are still too slow compared to real life performances. 2019 cars are way faster than 2018, but unfortunately this is not the case in the game. Imo, the ingame cars of F1 2019 have... ...too much drag. We need to crank the aero up pretty high, which is a necessity to get close to the real life highspeed cornering speeds, but in contrary the cars do not get to topspeed as fast as irl which makes all the time gained in the corners getting lost on the straights. To specify, take France as an example, right before the start finish line Hamilton reached 8th gear at a speed of around 300kmh, whilst taking the long right hander corner of Turn 11 i believe at Sector 3 at around 205 kmh, if i try to get close to that ridiculous cornering speed by adjusting wings to a higher configuration (i use 11 / 9 wing at France to get close to the crazy real life cornering speeds) i only reach 8th gear and 300kmh on the start finish straight at the green Rolex clock which is located at the end of the pitlane. Unrealistic. ...too much understeer. At tracks that are supposed to have medium to low aero settings, the cars tend to have too much understeer to turn in and are also too prone to midcorner understeer in low speeds as well, whereas irl the cars are driving on rails during these type of corners. This unfortunately forces us to either use unrealistic suspension and roll bar settings or maximizing aero to get some better grip. Unrealistic. ...not enough highspeed grip. This is connected to all above. How can we fix this? Basically the cars themselves need to get at least another 1 - 1,5 seconds faster to what they are capable of doing right now, by... ...increasing high and medium cornering speed grip, for medium and higher aero settings and therefore reducing understeer. ...reducing drag for higher aero settings and thus making acceleration become faster. ...making the current aero grip levels of 11 / 11 wings available for 6 / 6 wings or 7 / 7 wings instead, so that the cornering speeds we currently are able to take at 11 / 11 wings should become valid at medium wing setups, increasing overall grip and cornering speeds. Also, please for Gods sake, fix the car setups already. At the moment people use completely unrealistic setups, using low aero configurations most of the time to maximize topspeed and acceleration as going for high aero makes little sense right now due to the insane amount of drag, these people also use some pretty shady suspension / anti roll bar settings that in reality would destroy the tyres pretty fast. Meanwhile in real life, topspeeds are slow, drag is minimal, acceleration is ultra fast, and cornering speeds are crazy high. Car setups could be fixed by... ...making too soft suspensions increase understeer, whereas a stiffer setup should do the opposite. ...making too stiff anti roll bars increase understeer, whereas a softer setup should do the opposite. ...making positive camber increase understeer, whereas a negative configuration should do the opposite. ...making Toe in increase understeer and help stability on the straights at the expense of cornering, whereas as Toe out configuration should do the opposite. ...making medium to higher aero settings more viable to use instead of going for low setups. All in all Codemasters have lots to do to fix this game, the cars performances and car setups are important and need to be fixed ASAP, currently the game is nowhere near to a perfect "official" representation of the sports. Seriously, do something. Hope it will get fixed before the end of this season.
  15. 19 points
    There are already many reports of ridiculous driver transfers happening mid-season. The craziest example is Hamilton switching to Red Bull after Austria while leading the championship; Mercedes was the best car so his move lost him the title.. Obviously that's just silly and I fear these unrealistic mid-season transfers are turning one of the best features into one of the worst. @Faya I definitely think it would be best to disable mid-season transfers for the AI entirely, or at least prevent them from happening for good performing drivers. Hopefully something can be done with a patch.
  16. 19 points
    ERS is unrealistic right now and a pain in the ass if you want to be competitive and automatic is completely useless ; using random ERS. This is how automatic ERS should work like in real life. You have pre determined point where you can choose between none to hotlap and Overtake is a separated button that you activate yourself like in real life. In this game you will have the map of the track in your setup where you can choose which ERS you want to use at different location on the track. During the race you only have to use Overtake when needed but you need to make sure your setup you made is able to charge enought ERS to be able use Overtake so you have a lot of customization possible.
  17. 18 points
    Version: 1.04 Platform: Playstation 4, Xbox and PC Mode: Ranked Online (5 laps and 25% distance) Whenever I'm playing online ranked mode, I'm getting way too low amount of skill points when I win. I know it depends on amount of players in lobby, but for example, in 10 player lobby, when I finish 4, I'm getting like 10 points max. And what's worse, it doesn't matter if I drive 5 laps or 25% distance. But now the worst part. If you place somewhere in the back, game takes way too much points from you. Once I was driving on 1sf position and I've got error... I lost about 300 skill points. This is ridiculous and not even my fault. TL:DR: We lose way too much skill points for stuff like being rammed, destroyed or even from game errors and we are earning way too low. Stuff like this shouldn't even happen... Going for the achievement Pure Gold itself is pain in the ass. At least give us ability to improve skill rating in unranked matches while playing with our friends. Sorry to say this, but the game is once again broken in online mode at the start. Year after year the same thing happens over and over again. I think, like the rest of us, that it's time to do something with this finally. We came up with few solutions (with forums help of course) that can help us and dev team to decide what to do with this problem: - Significantly increase rewarding points and lower the negative ones. We are being punished way too hard right now. Points are also really slowing down when around 1800 points. We are winning like couple of points (if we are lucky) and losing tons of them (when not lucky). - Positive points for more places than just above 50%. Sometimes we even get negative points for placing much higher than half of the grid and we're still getting negative points. It's really depressing to when you're being punished for your hard work. - Completely remove negative points for being destroyed, disconnections and game errors. It's not our fault, so we shouldn't be punished for such an accidents. No points won't hurt anybody and we can at least play and have fun without being worried that someone will ram us to the wall. - Give us ability to increase Skill Rating in Unranked races. We can play with friends and that way increase skill and than be matched with other players that know how to race. I'm mean, for real, nobody would mind that, right? - Lower requirements for the "Pure Gold" trophy/achievement. It's kinda linked to above points but it doesn't hurt to mention it. Right now it's really very unfair achievement. - I know this is not related strictly to the skill rating system, but please improve penalty system. It needs drastic updates, because right now there literally no penalty system at all. People can do whatever they want and there's no punishment. PS. Please, if you really want this problem to be fixed, spread the word and share link to this topic whenever you need. The more people will give their voice the more chances it will be fixed.
  18. 18 points
    Hi guys, a couple of months ago I created a thread with a suggestion for the halo but now I created a more detailed solution and example of what I mean. The Halo is a big problem for any cockpit user and removing the central column is nice but don't look very realistic. An additional option can be added. F1 is a simulator and it`s trying to feel very realistic but the lack of geometry of the equipment make it less authentic. The halo is a part of the modern open wheel single sitters and doesn't disturb the drivers but for the players is a big issue. I was thinking why not introduce 2 sliders one for the size of a mask controlling the area of the transparent part and another one controlling the exact transparency. The eyes naturally make the front of the halo transparent when you drive and a similar effect can be achieved. With the sliders, you can make it transparent let say from 100% to around 10%. The effect can be on the top of the screen and the edges can be more opaque when the mask is resized with the slider. Similar to the image below. With this option, you can still see the sky and surrounding cars and the front of the car but still, have this illusion of the eyes adjusting to the object in front. Here is an example of it. The game makes the car transparent when you drive through objects but this option can be made for the cockpit view making the halo-less of a problem but of a feature.
  19. 18 points
    Codemasters - we need you to communicate with us. It's the weekend - sure. Why you released the game in this state on a weekend is questionable in the first place - but ok, I get it. Why do we need you to communicate? Let's recap what's happened over the last week. Ultimate Edition owners unlocked and started playing the game late Monday evening BST Steam sales are recording anything between 0-20k owners. Peak Steam users has been just over 1k - and is continuing in a downwards trend since. Codemasters 'community' race session on PS4 had 4 attendees. That's right, 4. 5 including ChrisGroves, the CM rep. It lasted less than an hour. Fun fact; This race session had to use a rolling start to hide the glaring multiplayer sync bugs. In contrast - GRID 2 had 7.3k players on launch day, with a slow downwards trend over a few weeks. It currently sits between 500 and 1k peak players every day. It was released in 2013. GRID 2019 is sitting at 'Mixed' review rating, with a very clear trend for disappointment in certain areas for the game. My review is currently the highest rated - you can read up if you're not savvy on a lot of the problems this game's facing. https://steamcommunity.com/id/mojoex/recommended/703860?snr=1_5_9__402 So on the face of it, this game isn't doing too well. Which is a real crying shame. But there are things that you can, and should be doing, to rectify this ASAP. Communicate with us. I recently posted in the feedback thread a few times towards Chris. He stated that he's collecting 'an official document' of feedback and suggestions. I requested that he share that with us, maybe a list of Known Issues with what they're working on, or when we can expect a fix. His response was a firm "No", with some marketing stuff surrounding it. This is unacceptable. The same responses are met on the official Discord - with an added bonus of having no-one from CM active there except PJ who is a DIRT rep. So any questions regarding GRID cannot be answered. Here I'd like to break down some stuff. There's a difference between 'feature requests' and 'content', to actual core implementations and issues that need to be addressed, or at least acknowledged. This can be broken down for example (And I want to stress that this is not a comprehensive list of the games problems. Just a selection of them); Feature requests; More cars, tracks More icons and banners More events for career Graphical improvements Core implementations and issues; Missing features from previous grid games.. Driver profile stats Functioning multiplayer lobbies No AI in multiplayer Desync bugs in multiplayer Lap bugs in multiplayer DX12 issues Now; I completely understand that the feature requests take some time. They're assessed, planned and then implemented. That's not what the community is looking for. You only have to spend 10 minutes looking at forums, reviews, Discord and the likes to see that there are so many other issues with the game that simply need to be addressed if this game were to stand a chance. There's a huge risk of this game being dead in the water right now. It's almost there already. Multiplayer quickmatch is all but unplayable for many. It can take a long time to find a lobby, and that lobby may be a ghost town. Then you have to experience the bugs and lack of features that existed in previous games. I'm not going into detail about the issues that need to be fixed because you can find them in the links below - but please, CM, we need you to update us. Talk with us about any issues that we find. Assure us that they're being looked into. Let us know that there's a fix identified and will be implemented with the next patch. Content, cars, tracks, all of that, I'm sure will come in time. That's not the problem we have with the game. Most of us enjoy the core experience of driving a car on the tracks that are available to us. It's everything else surrounding it. If we keep telling you about these things without assurance that our concerns are not falling on deaf ears, we won't be around for long. NOTE: Please don't use this thread as an excuse to meme and throw around abuse at the developers and publishers. They're likely honest, hard working people for a relatively small studio. They're people just like us. Don't start throwing abuse and insults at them - it won't get us anywhere. If anyone feels like I should add to the above or below, please post. Collated list of example threads, issues and requests;
  20. 18 points
    Hey all, Wanted to let you know that the first patch, or 'hotfix' for GRID has rolled out today on Xbox One, PS4 and PC. Below in italics are the official patch notes: This patch consists of visual improvements and some fixes, including: Multiplayer Resolved issue of players starting races early, or not at the same time Resolved issue of player losing control in Quick Match – Time Attack events Visuals Fix for HDR rendering, causing grading to work incorrectly General Resolved issues that were causing game crashes, including from the live results screen As I mentioned last week, this is the first of multiple steps we're taking to make some in-game tweaks and improvements, a lot of which is based on feedback from you, the players. A new patch is in the works that aims to cover more community-reported topics, so as soon as we have the confirmed patch notes for that, I'll pass them on. Thank you 🙂
  21. 18 points
    I'd like to preface this by saying that I love what codemasters is doing with the post-launch content and updates in Dirt Rally 2, especially updates regarding rainy weather. I'm hoping that this rant would help in getting my issues with hardcore damage mode fixed in future updates just like the rain was. When I heard that Dirt Rally 2 would feature a hardcore damage mode, I imagined Richard Burns Rally 2.0. When I'm playing RBR, I'm constantly afraid of crashing my car, because the damage model is absolutely brutal. Enter a corner too fast and understeer into a bush: you get a broken radiator, which will then destroy your engine within a few stages. Crash into a tree and you will most likely break the engine, forcing a retirement. If you slide and crash into a ditch or barrier, your wheels can break down. They can lose drive shafts or suffer from broken suspension. Wheels can even turn sideways or break off completely. These are relatively tame crashes. If you roll your car, you will not only lose heaps of time, but you'll also have to pray that you don't roll into anything solid and you keep a functional car. Now in Dirt Rally 1 and 2, I'm completely fine with the standard damage model, seeing as most couch rally drivers want near-invincible rally cars. My gripe is with the hardcore damage option, which really just feels like turning the damage setting from "Easy" to "Normal". I am never afraid of crashing my car in this game. It doesn't really matter if I hit a rock, a tree or a barrier - the car will rarely suffer damage that hurts me in the long run. Crashing feels more like a minor inconvinience than a rally-ending disaster. The worst that can happen is a tyre blowout, a double tyre blowout, penalty for resetting/hitting a spectator or broken headlights, which all just add time penalties or force you to drive slowly. Keeping your car safe from excess damage is an integral part in rallying, You can often see drivers slowing down for big jumps because they know their suspension can't handle the landing if they do it flat. And if they crash their car, they'll rarely get away with just a couple seconds added to their time. TL;DR: I want Dirt Rally 2 to be the Dark Souls of racing games, please let me adjust my experience to my liking. PS: I would love an option to enable hardcore damage in weekly/monthly My Team challenges, they're a significant part of My Team mode!
  22. 18 points
    @AScott Have you seen Lando Norris streaming the game? The first thing he did was turn off the halo, and talked about how in real life you don't see it. He said you see right through it because it's so close and you have two eyes, like how you see your own nose. If an F1 driver says that there's no point arguing.
  23. 17 points
    I hope this thread gets a little bit of attention... Topic: F1 2019 don't let us invite friends to ranked lobbies anymore. Why they probably done that: To ensure, friends don't boost each other to ranks they don't deserve. To ensure, friends with D rank don't get invited to S or A lobbies. This leads to: Many players stopped playing lobbies at all. The playerbase is obviously smaller than in F1 2018. S-Lobbies are rare. To find lobbies at all, they put S-players in C/D-Lobbies nethertheless. Most time you will find no ranked lobby at all 25% lobbies are dead. plus: ranked is not a bit fairer than in F1 2018 My personal experience: I am a community leader from germany. We are 750 gamers and 70 active F1 players (in our 3 leagues) at the moment. Our community and the friends from other german communities loved F1 2018 and loved playing ranked together. We don't have a single unfair player with us. Almost everyday a few of us played ranked together and we enjoyed that a lot. It is a good distraction from league races. ...Why would you play alone when you are in teamspeak with other people. Now we as a whole community stopped playing lobbies... From what I read hear and on reddit, ranked is not a bit fairer than in F1 2018. Also boosting was never a problem in F1 2018. Not like in other games like rocket league (where you still can play ranked with friends and it works great). "Just play unranked" Most players just play to compare themselves with others in competitive manner. And almost every other game let people do that with their friends. PC-Gamers trend to play games in teams und often don't care about unranked modes at all. Also unfair players are allowed to crash you in every second corner without any punishment. You can't avoid this people in unranked. We want to play together with other people online the drive as fair as we do. Suggestion There will still be people out there that will disagree with this thread. I hope all players that usually play ranked alone won't dislike this thread straightforward. 1) There is a simple solution: Bring friend-invites back, but if the safety rank of the invited player don't fits the regulations of the lobby put him in visitor state. Of course: In a C-Lobby you should still be allowed to invite S-ranked friends as they should be aware of possible D-ranked players in this lobby. @Faya Kind regards, iosis
  24. 17 points
    A feature to customize the race length of career mode races! We dont even need to get more rewards, we just want to race a bit longer 🙂
  25. 17 points
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