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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. 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.
  3. 23 points
    It appears the era of DR2 will come to a close once the Flat Out DLC is out, and so we begin to think about the next game in the series. No, not DiRT 5 - that's a different subject entirely, and I hope Codemasters learned the lesson from DiRT 4 and don't try to cross the two streams again. Push D5 in the 'fun, more arcadey' direction, and build on that. No, this is about DiRT Rally 3! From chatting on the DiRTy Discord server the past year or so, a few common topics have emerged regarding the strengths and weaknesses of DiRT Rally 2, so I thought I'd post this list here, to be kept updated as y'all reply, of things we want to see from the next game. I'll try to prioritise the biggest things first, but obviously there won't always be agreement about the ordering of such, so this isn't meant to be definitive. Here's a few things to get the ball rolling: Better tarmac physics The gravel and mud feels great, the ice in Monte feels pretty good, the snow feels good too, but it's fairly commonly accepted that the tarmac physics aren't good. Spain is the worst offender, with rear ends that tend to wander around on their own, with no feeling through the wheel about what's happening. It all feels too slippery and vague. It's less apparent in places like Germany and Monte Carlo, due to the nature of the roads there, but it's still a problem. Hopefully the acquisition of SMS can bring some expertise in this area, but mainly we want the tarmac to feel more precise and sharp, and to be able to feel what the car is doing more. If anyone has a better way of explaining this, please do chime in. Extra, extra long stages Who doesn't want to run up one side of Col de Turini and down the other in one go, starting and ending on dry tarmac but crossing the ice-covered peak in the middle? Wouldn't it be great to run the entire New Zealand stage at once, through the twisting coastal road then heading inland for the crazy high speed sections? Give your car's brakes the workout of their life with the entire Panzerplatte! Plus as @HoksuHoo says, there should be longer intervals between services, at least in the higher difficulty levels - we should have to strike a balance between pushing hard, and preserving the car. Improved weather The weather effects themselves are fine, but one thing DiRT 4 did really well was letting you choose weather independently of time-of-day. Add in some kind of dynamic weather system like in WRC8, too, for that added element of unpredictability. And bring back the occasional fog patches 😄 Properly punishing damage (+@ApexAzimuth, @bn880, @HoksuHoo, @nPiipo) 'Hardcore' damage seems overly generous - you can bump into verges, bounce over rocks, and bottom out over jumps with virtually no problem, the car keeps happily chugging along and handling doesn't get noticeably affected. Give us the option of having realistic damage: if we bump a rock, it actually bends the axle, or breaks the suspension for that wheel; bottoming out over jumps causes major suspension damage or worse; rolling the car several times ruins the bodywork and possibly deforms the car enough that it doesn't go in a straight line properly. Have some actual consequences for crashing beyond just a few seconds time lost and a bit of a repair bill. Of course, this should be optional, because sometimes we just want to chill out and chuck a car around some forests for a bit, but it needs to be there. Another thing I think Dirt 4 did quite well was parts just plain wearing out, and this could possibly be improved by having the potential for random parts failure, e.g. lights, power steering or windscreen wipers - stuff that makes finishing the stage more difficult, but not impossible. Something else that would help the stages feel a bit more 'interactive' is if things like leaves or snow getting stuck to the front of the car could affect airflow and maybe cause your engine to overheat. Make being online-only meaningful I get it, online is here to stay. Some aren't happy about that, but if that's the way things have to be, make it worth it. Have an official organised global ranking system, with persistent tiers and divisions, so people can race against others of a similar skill level and feel like they're actually accomplishing something - much more exciting to finally finish 1st in your division and get a promotion, than to be told you were 3467th fastest on that arbitrary weekly event. Expand on the potential of Clubs Following on from the online thing, build Clubs fully into the game, no need to visit a website to set things up. Give us more control over the events: vehicle restrictions, multiple classes per event, more flexibility in how stages are arranged, etc. Give us a proper API so we can build our own club websites that load in live game data. More varied stages (+@dgeesi0) I think it's generally agreed that WRC8's stages are fantastic in design. The variety of environments each one takes you through is great, even if the fidelity sometimes isn't. I get that DR(2)'s stages are based on real-life locations, and they're still great fun to actually drive, but it'd be great if we could have some more interesting 'features' in each stage, like towns, cliffsides, rivers, that sort of thing, even if it's at the expense of being true to life. Wales is already pretty good in this regard, with the wind farm, the riverside sections, the logging camps and of course the Sweet Lamb complex. More of that in other locations! In addition, it'd be great if at least some of the stages could be properly narrow, as in barely-wider-than-the-car narrow. This also ties in with the below point about staying on the road. Driver education This is another thing DiRT 4 did really well, imo: all the interactive training courses in DirtFish teaching you the basics of rally driving. RBR had a similar thing, and in both cases they're enormously helpful to players trying out a 'serious' rally game for the first time, players who'd perhaps otherwise jump in a car, crash repeatedly until they give up, then get a refund off Steam. Heck, even experienced players can learn things from these courses. More incentive to stay on the road The roadsides are often rather too forgiving, meaning it's often fine to go wide on a corner because there's no penalty for doing so barring the occasional rock or tree. It'd be an improvement if this was at least less predictable: sometimes you'll get lucky and it'll be fairly smooth short grass, but other places might have very rough ground with bumps that'll ruin your suspension, get your car stuck or just be super muddy and slippery. Cutting corners or going wide should carry a significant risk. Fix RaceNet's reliability problems It's unacceptable that a system so integral to the game is so unreliable. Even going down for maintenance for an hour or so when a patch comes out seems absurd when an MMO like Guild Wars 2 can have a major expansion release with basically zero downtime. Photo mode (+@nPiipo) Another one I can't believe I forgot, given how much I've enjoyed using the third party camera mod, but a game as good-looking as DiRT needs a photo mode. Just imagine the social media possibilities! Easily shareable tuning setups DR1 did quite well here with the Steam Workshop integration, but it could be even better. Perhaps being able to export a setup as an encoded string of text, and import likewise? That way people could easily share setups on social media, forums, etc, and it would be cross-platform. So that's my initial list. If you have any suggestions, post them here and I'll add what I can to the list. It'd be super helpful if you could go into some detail about what you want, so rather than, for example, just saying "better FFB", say what precisely the problem with the current FFB is, and what you want to feel from it. The clearer you can be about what you want, the better the chance of the devs actually taking it on board. edit: added some more things --- edit: some things from other comments here: VR (from @Flens07) Can't believe I forgot this one, but yeah, VR should be there from the start. A more in-depth career mode (@dani211212, @Jack4688, @ForeverYoung08, @ApexAzimuth, @HoksuHoo, @Opassac) The career in DR2 feels kinda lifeless and machine-generated - there's no real sense of a real world the championships take part in, no real consequence for losing, no real interaction with 'your' team. Something more is needed here - perhaps not to the extent of the F1 games with their cutscenes and interviews and all that, but maybe more like WRC8, where you can visit your team's headquarters, choose research directions, try out for new teams, and so on. The progression could also do with being a little smoother and more believable, perhaps starting with a low-end car and small number of stages and events, then building up in a more organic way, rather than just having more and more stages per event. edit: additional input from @Docut and @bn880: don't make the single-player parts always online, or at least make it much more tolerant of connection issues. I get it that you want to prevent cheating etc., but I'm not sure the decision to tie the single player championship Team stuff into the online daily/weekly/monthly/etc. events was such a good idea, because far too many people have reported problems with losing progress or being stalled in the single-player championship due to RaceNet/Steam issues. Meaningful tyre choice (@bn880, @bogani, @HoksuHoo) Almost nobody uses the Hard compound, because it seems pointless. Medium is plenty for any service interval in the events presented in the game, and even Soft works fine a lot of the time. Tyre wear needs to be more severe if it's to be meaningful, with the tyres wearing down to a much lower level of grip, and even having a higher risk of punctures the more they wear. Being able to rotate the tyres if they're wearing unevenly should be an option, too, and there should be some kind of live tyre monitoring - temperature, pressure, wear and so forth. Improved menu UX ( @somethingthing, @XenialJ, @bn880) Things like FFB and graphics options aren't explained at all, when they're often very important to the experience of driving. The big document Codies released a few months after DR2's release, explaining how the input system works in detail, was really good, and it'd be nice to have a similar thing for the graphics settings, but there should also be some text or example images in-game too. Beyond that, though, the interface doesn't do a great job of giving you information about events up-front - you often have to load the event and wait before you know what's going on, and sometimes are forced to drive a stage when you're not ready. There's also too much jumping in and out of different menus and having to wait for 'Communicating with RaceNet' spinners. Better pacenotes (@Deltone91, @bn880, @HoksuHoo) The pacenotes in DR2 are ok, although timing could obviously be better in several instances, but they're also a bit simplistic. This might be fine for beginner rally drivers, but it would be good to have an 'Advanced' option where the co-driver gives more detailed information about what's coming - camber information, line suggestions, 'minus' and 'plus' refinements, more references to specific landmarks, etc. Moreover, if there was a system in-game (or even an external file we could edit, if the UI work is too much) whereby we could adjust the timing of the notes, that would be amazing. And of course if we could make our own fully custom pacenotes that'd be even more amazing. More 'normal' visuals (@RGgiac, @bn880, @HoksuHoo) Now, just to be clear, I personally don't think DR2's graphics are 'cartoony' or anything of the sort. The real world can be very bright and colourful. However, the game does tend to show a somewhat idealised version of the real world - beautiful sunsets, blazing hot sunny days, impressive stormy skies. That's fine occasionally, but we need a more 'common' look - some more overcast weather, sometimes duller light, less of the beautiful sunbeams shining through misty forests, less hazy softening of the late afternoon sun. Yes, these atmospheric conditions do sometimes arise, and they make for good promotional screenshots (and us photographers love them 😄), but they're not that common in the real world. Give me a damp, overcast and slightly gloomy Wales any day, with the pretty skies being an occasional treat. One important aspect of this is the haze - I get that it was apparently done for performance reasons, but it's not a great look. Better sequential gearbox simulation (@bn880) Even in Manual Sequential, the gearbox has an automatic 'clutch nanny' that prevents the engine from stalling, even though in real sequential boxes such as are modelled in the cars in game, manual clutch operation is required for this. We should have a transmission option like 'Manual Sequential with Clutch', that properly simulates how sequential gearboxes work, and would obviate the need for the 'Clutch Override' option in the Assists menu - you'd just choose 'Manual Sequential' if you didn't care about using the clutch, whereas at the moment you must use the Clutch Override option if you want to be able to clutch-kick in sequential cars, something you can't do if a multiplayer host has disabled assists. Penalty for over-revving (@bn880) There is no penalty for over-revving the engine. No damage, no wheels locking up, nothing. Doing something like this should result in instant terminal damage, destroying your engine and gearbox, or at the very least cause the driven wheels to lock up, resulting in loss of control. Better 'loss of grip' physics (@bn880, @bogani) Gravel is largely believable, and feels good, however there are a few cases where the cars seem to have too much grip. Flooring the gas pedal in a RWD car and making the wheels spin is no problem: the car pulls away just fine, no fishtailing or spinning uselessly in place. Same in corners in AWD: you can apply full throttle and the wheels just grip, like there's some hidden traction control going on. This seems particularly evident in Monte Carlo on the ice sections - despite the cars not having studded tyres, they seem to have an almost magical ability to accelerate even with wheels spinning. Better jump physics (@bn880) Consider spinning masses on the vehicle, and changes of rates of spin and how they should affect the vehicle mid air. Currently jumps can exhibit some weird behaviour. Better class balance (@dgeesi0) Some classes in DR2 are very well-balanced - R5 in particular is very even. Other classes, there are cars that are just pointless to choose unless you want to make things more difficult for yourself (e.g. Metro 6R4 in Group B). Obviously the cars are in their 'historically correct' class, but maybe there needs to be some BOP-like system for making all the cars useful, although possibly not in all game modes (time trial for example might be exempt). Clearer DLC policy (@watzcoc, @Strittan) I'm not personally in the 'bah rehashed content ripoff' camp, but it's clear that releasing the remastered DR1 locations steadily over the course of a year wasn't popular with everyone, especially given the lack of clarity around what will be released and when. Add in the somewhat coercive bundling and it left a sour taste in many people's mouth. Honestly, each previous location being £3.50 or whatever was, imo, perfectly ok pricing, but it would have been nice to have a bundle of all the locations for like £15, rather than the weird split Rally+RX mix we got. I get that it's a business, and that these things take work, but I think in this case the way the DLC was sold was the problem, not really the mere existence of it. More locations in the base game (@Strittan, @StanleyGoodspeed) I know the stages take a lot of resources to make, but it's generally expected these days that there needs to be a lot of content available at launch included in the base game. 6 is not enough. Better in-game social features (@Mike Dee) In DR2, about all you can do when you see someone's name in a leaderboard is view their Steam page (or Xbox/Playstation profile). It'd be better if more could be done in-game - viewing profile info, sending friend requests, even in-game (voice/text) chat once both parties agree to it. This sort of thing makes players feel like part of a connected social group, rather than like they're competing against AI with weird names. Moreover, it makes people feel invested in the game and the community, thus more likely to stick around (and buy DLC 😉). Better soft surface modelling (@bn880) The surface degradation in DR2 is a cool feature, and definitely adds some challenge, but the way the surface degrades seems a bit random - the ruts don't seem to really follow driving lines, instead tending to be all over the road. In addition, although the surfaces are soft/loose, we never seem to get stuck in them. This is particularly apparent in the snow, where you can drive through half-metre-deep snowdrifts with no problems; this ties in with an earlier point about needing more incentive to stay on the road - one of the risks of going off should be the possibility of getting stuck in mud or snow. Sensible field of view adjustment (@HoksuHoo) Let us set the vertical field of view in degrees, so there's no need for weird calculations just to figure out what we're seeing. Moreover, either have the FoV adjustment affect all views, or have separate adjustments for each view (like Forza does). Better rallycross AI (@HoksuHoo) AI qualifier times are all over the place - you can beat the AI in your session by miles, only to have the times from the other heats be far quicker. The AI also seem to be a bit blind to your presence on the track, and make some odd joker lap choices sometimes. Rework the upgrades system (@HoksuHoo) It feels artificially 'gamey' to be able to upgrade your car, when in real life this sort of thing just doesn't happen, since the rules would forbid it. It's fine to improve your team, and their ability to diagnose and fix problems, etc., but upgrading your car is not realistic. Frame rate limiter (@HoksuHoo) Since the display driver limiters don't seem to affect the game, and lead to weird stuttering if you turn vsync off, there should be an in-game limiter. edit: thanks for all the suggestions, folks - have added more to the list edit: add more suggestions, and re-ordered some of the things based on popularity or necessity 🙂
  4. 22 points
    Hey all, I'm pleased to confirm that public lobbies are coming to GRID, in the form of Session Search, on January 13. Below are all the details you need on how the feature works, ahead of its launch. ----------------------------------------------------------------------------------------------- The Session Search option in GRID is a new addition to Multiplayer, coming in a free update. It allows players to search for and race in bespoke lobbies that have been created by other players. Session Search includes filters and other options for the player, meaning you can search for exactly what kind of race session you want to jump into. Session Select will be available from the first Multiplayer menu in a new third tile, alongside the existing two options, Quick Match and Custom Match (previously named Private Match). The TL;DR version of how It works is this: if you’ve played a recent Codemasters title that includes public lobbies, you’ll be familiar with the system we’re adding to GRID. 😊 Once players enter Session Search, you can adjust six different filters to narrow down your lobby search. These filters are: Show in Progress – Dictate whether or not your searches include lobbies that are currently racing Discipline – Choose to only show lobbies using Race or Time Attack events, or all Vehicle Class – Choose to only show lobbies using a specific vehicle class, or leave it open to all Hot Lap Qualifying – Choose to include or exclude lobbies that are include a Hot Lap Qualifying session AI Drivers – Choose to include or exclude lobbies that have enabled AI drivers to feature in races AI Skill Level – If AI drivers are enabled, use this option to include/exclude lobbies with certain AI skill level options Once you adjust these filters and begin the search, a new screen will appear, collating the live lobbies that meet your search requirements. In list format, the screen will show you the key features of each lobby, which are: Host – The name of the player hosting the lobby Event Card – This shows the session’s category, vehicle, each track in the event, and the game type Players – The number of players already in that lobby Progress – What stage of an event the lobby is currently at (Skirmish, Qualifying, Race) Round – Shows how many rounds the lobby consists of, and which round is currently in progress Track – The circuit that players in the lobby are currently racing on, or about to race on AI Drivers – Number of AI opponents included in races AI Skill Level – If AI drivers are include, this shows their chosen skill level Damage Level – The chosen damage level for the lobby Terminal Damage – Outlines whether or not terminal damage is active Flashbacks – The chosen number of Flashbacks allowed in races Hot Lap Qualifying – Shows if a Hot Lap Qualifying session is included in races From this screen, you will also be able to view the profile of the lobby host, and refresh the screen to search for more sessions. All the above allows you to narrow down your search and jump into session that best suits what kind of racing experience you’re looking for in GRID. For players creating race lobbies, you will still have the option of adjusting the visibility of your session. When creating your lobby in Custom Match, setting the visibility to ‘Public’ will ensure that your session is viewable to all players in Session Search. Once players have entered a lobby, the process is the same as Custom Match: at the end of the event you can choose to exit the lobby and find a new one, or stick around and let the lobby host create another session. Thank you to everyone for their feedback on public lobbies, which we’re pleased to bring into GRID in the form of Session Search. Jump in, enjoy, and let us know your thoughts. 😊
  5. 21 points
    In 1995 Colin McRae achieved the ultimate honour in rallying and added his name to the history books as a racing legend. 25 years on, re-live his momentous career this Spring with the Colin McRae: FLAT OUT Pack, coming to DiRT Rally 2.0 on March 24 and FREE to all Season owners. View the official announcement on Codemasters.com Read more detailed information on the Codemasters Blog
  6. 21 points
    Right @KryspaPL, @dani211212, @Malling, @Snoopy43, @RintasTimppa, @RookieOne and @PJTierney (and anyone else with any interest in Subaru rally cars), gather round, because I have a snippet of Impreza information for you... ...so, as I mentioned earlier, I have been asking around for a while now to try and figure the "S" number thing out and, after posting on a rally page on Facebook, I was given a couple of names to contact. One of those names was Martyn Spurrell: Martin was an engineer for Prodrive during the SWRT-era, former MD at Autosportif, Impreza WRCar owner and now deals in rally cars, so he knows his stuff. I sent him a message a few days ago and heard nothing until earlier this evening. Martin confirmed that Prodrive used the S5 designation for the WRC97, WRC98 and WRC99 Impreza rally cars. Much like the Audi "S1 E2" thing, he has seen the wrong S4 (and now S3) designation spread around the internet (and into print media as well), but there isn't really a lot he can do to correct it (he has pointed out that several ex-Prodrive guys have posted about it online, but they have gone unnoticed). What Martin says ties in with the Impreza WRCar specification list on Subaru WRC Spares, which starts at S5, but raises another question: why do the numbers start at S5? Well it turns out Prodrive used an "S" designation for their earlier Subaru rally programs; S1 was the Group A Legacy, S2 was the Group N Legacy and S3 was the Group A Impreza. Considering that each of these individual cars had the same "S" number for their entire lifespan, it kind of makes sense that Prodrive applied S5 to the WRC97, WRC98 and WRC99 as each were minor evolutions of the original World Rally Car design, where the WRC2000 was a complete ground up redesign. And S4? There wasn't one. Prodrive skipped it and neither Martin, nor anyone else he knows from Prodrive, has any idea why!
  7. 21 points
    Yeah mate, absolute shocker we have to pay for content worked on by people with families to feed!
  8. 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 🙂
  9. 20 points
    I can finally stop calling it "Codemasters - Future Titles" We're delighted to announce F1® 2020 - and here's a little trailer to wet your appetite. We hope you like the initial look and some of our new features. Be the 11th team in our biggest F1® game yet. Introducing F1® 2020. Coming to PS4, Xbox One, PC and Google Stadia July 10 2020. Full article: https://www.codemasters.com/be-the-eleventh-team-on-the-grid-in-f1-2020/ (Thanks @1512marcel 😛 )
  10. 20 points
    Imo since Barry joined the club this forum is heading in the right direction. More interaction between players, sharing info and reaction in the forum is way better than before. Lets give Barry some credits for his outstanding job. Keep up the good work Barry!!!
  11. 19 points
    Hi everyone! My name is Barry and I'm the new Developer Liaison for the F1 Games series. I will be looking after the F1 sections of the forums moving forward. I’ll be taking your feedback, thoughts and comments to the team, as well as keeping you updated on different bits about the game like new patches and any information passed onto me from the developers. The biggest part of my job will be helping the team with any problems you may find, so if you’ve found any new issues with the game, I’ll be jumping into the discussion to find out more about what’s going on. One of my main plans is to make these forums more active and user friendly to find discussions on the issues they are having, regardless of which F1 game it is. So do expect some things to be moving around a little, but it will be better and more responsive in the long run. I'll be adding the latest patch notes onto the site next week, which should resolve some issues raised by everyone on these forums. Thanks for your patience and feedback on this, and we are continuing to work on F1 2019 into the new year and beyond to make it the best game experience we can for our players. I’m really looking forward to helping wherever I can to make our games better for everyone! If you have any questions for me, feel free to ask, I’ll do my best to answer them!
  12. 18 points
    Version 1.11 December 12, 2019 Content: New Car: Audi S1 EKS RX quattro - Available December 17 (Season 4) New Car: Peugeot 208 WRX - Available December 17 (Season 4) New Car: Ford Fiesta RXS Evo 5 - Available December 17 (Season 4) New Car: Renault Megane R.S. RX - Available January 14 (Season 4) New Car: Seat Ibiza RX - Available January 14 (Season 4) New Car: Ford Fiesta Rallycross (MK8) - Available January 14 (Season 4) New Liveries: Season 4, Stage 2 - Available December 17 (Season 4) Achievements: New Achievement: Rainmeister - Take victory in Hell, Norway, in the rain. New Achievement: Launch Event - Complete a lap in under 39 seconds at the Yas Marina Circuit, Abu Dhabi, in a 2019 RX Supercar. New Achievement: The Cartel -Win an event at 8 unique Rallycross locations using Bakkerud's or Doran's Audi S1 EKS RX quattro. New Achievement: Sunday Driver - Win a World Rallycross Championship Final with AI set to 100, in cockpit view, with assists disabled. (Note: Must be done in the FIA World Rallycross Championship game mode) Multiplayer: Microsoft Store PC version: Added ability to host and join Multiplayer Lobbies. Resolved issue where cars that cross finish line would drive erratically if game is paused. 2019 World RX Supercars: New Car Class: 2019 Supercars Added ability to use 2019 Supercars in Custom Added ability to use 2019 Supercars in Time Trial Added ability to use 2019 Supercars in My Team Community Events (Daily Challenges etc.) Added ability to use 2019 Supercars in My Team Career (All Tiers except Masters, which will come in a future update) Note: FIA World Rallycross Championship will continue to use 2018 Supercars. 2019 Supercars integration will come in a future update. VR: Added comfort rating for Monte Carlo. Added comfort rating for Värmland, Sweden. Added comfort rating for Baumholder, Germany. Added comfort rating for Bikernieki, Latvia. Added comfort rating for Powys, Wales. Added comfort rating for Estering, Germany. Added comfort rating for DirtFish. Added comfort rating for Argolis, Greece. Added comfort rating for Yas Marina Circuit, Abu Dhabi. Added comfort rating for Jämsä, Finland. Added comfort rating for Killarney International Raceway, South Africa. Added comfort rating for Lydden Hill, UK. Locations: Monte Carlo: Resolved issue where some parts of the environment had oversized collision detection. Monte Carlo: Made numerous minor improvements and bug fixes. Killarney International Raceway, South Africa: Made numerous minor improvements and bug fixes. Cars: BMW M1 Procar: Added exhaust flames. Renault 5 Turbo: Corrected gear shifting type. Audi Sport quattro S1 E2: Corrected gear shifting type. Porsche 911 SC RS: Increased windscreen wiper range to cover full view on driver's side. Ford Fiesta OMSE Supercar Lites: Resolved issue where rear bodywork panel was not accumulating dirt. Resolved issue on numerous cars where rear wing was missing from cockpit view when looking back. Resolved issue on numerous cars where driver numbers were hard to see when certain liveries were applied. Time Trial: Resolved issue where personal best sector times were not being displayed when ghosts were disabled. Added option to clear all selected ghosts. Custom: Added pre-race countdown timer setting for hosts to configure in Multiplayer Lobbies. Broadcast Mode: Added End of Race countdown timer. Audio: German language: Resolved some instances of co-driver audio occasionally switching to male voice on Stage finish. Miscellaneous: Made several minor bug-fixes throughout title. Made several minor stability improvements throughout title. Version 1.12 is in development and is expected to release around January 21, 2020.
  13. 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;
  14. 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 🙂
  15. 17 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!
  16. 17 points
    I've been playing the F1 games since last March. In that span, I've racked up close to 900 hours on both 2018 and 2019, winning multiple AOR league racing championships in the process. I consider myself to be an above average driver, not the fastest by any means, but definitely capable of putting down some solid lap times. Over my year of sim racing I've also dabbled in several other sims, mainly iRacing and Assetto Corsa. Having played all 3 games quite intensively, I've noticed what I enjoy about each game and where they excel. After coming back to F1 after playing the other two for several months, it really leaves a lot to be desired. Please don't get me wrong, F1 2019 is a great game, but it isn't without it's faults and there are some things that need to be done way better. There are several main points that I'll be going over, which if improved, will drastically increase the quality of the game. I'll be referencing iRacing and AC quite often throughout as I feel like Codemasters could learn a lot from how these two simulations implement certain aspects. Force feedback/tyres These two go hand-in-hand as the what the tyres are doing is directly translated through the force feedback. While this is area that has drastically improved over the years, it still has a long way to go. My biggest issue is that you can never properly feel when the car is on the edge of grip. I've lost count of the amount of times I've spun with absolutely no warning that I was about to lose traction. When you're driving the fastest circuit cars in the world, you absolutely need to be able to feel when you're on the edge of grip. The understeer enhanced feature is definitely not the way to go with this. In iRacing, when you're pushing the car hard, you can feel and hear where the edge is, allowing yourself to extract the maximum from the car. You'll notice I said hear and this is a pretty crucial aspect. In both iRacing and Assetto Corsa, your tyres will quite literally be screeching at you as you near the edge of their grip. The feel part is hard to explain, but whatever they're doing differently in their FFB allows you to toe the line better than the F1 games. Anyone who has played either will understand what I'm talking about. Locking up your tyres in real-life racing is a huge no-no, but in F1 2019, it's not punished at all. This creates unrealistic driving styles that completely ruin the immersion, similar to how people were exploiting high rear ballast systems in F1 2018. I like the direction Codemasters are heading with the FFB, but it is one area that needs to be focused on. Sound Checkout this short clip of the RSS Formula Hybrid X 2021 mod for Assetto Corsa. This is a community created mod and it captures the sound of an F1 car infinitely better than any of the F1 games. The cars in F1 2019 sound very flat and lifeless. Notice how aggressive the 2021 car sounds on the downshifts, listen to the turbo and ERS noises, IT'S SO GOOD. It amazes me how a mod team can create something better than a full-fledged game studio that specializes in racing games. When comparing the RSS mod to the honda engine in F1 2019 (the engine the RSS mod is based off), it's honestly a bit of a joke. The Renault engine, in my opinion, is the best sounding in 2019, but when you compare it to the one in real life it sounds nothing alike. Increasing the realism and sound quality of the cars will be a huge step in increasing the immersion in F1. At the moment, they're really nothing impressive at all. Continuing on my from previous point above regarding tyres, they need to be more dynamic in terms of sound. As we're driving virtually, we need as much information as possible from our eyes, hands and ears. HUD This game desperately needs a virtual mirror. Having to use the look back feature to watch for overtaking cars is absurd. Of all the racing simulators I've played, F1 is the only game that doesn't feature a virtual mirror. It's stupid to have use the look back feature as you're approaching a heavy braking zone at 300+ km/h. Having a virtual mirror will allow better battles on track as drivers will have much better awareness of what's going on around them. 2019 took a huge step in the right direction with the introduction of being able to customize your HUD, but they need to take it a few steps further. In iRacing, I use a piece of software called "Joel Real Timing". This application allows me to create an overlay that I can display on my screen while racing. These overlays can include a massive amount of information including a track map (iRacing doesn't have this by default), full leader boards with gaps, deltas, pit stops, fastest laps, average laps, along with custom fuel calculators. Basically, you have enough information to fill your entire screen. F1 2019 pales in comparison. At the very least, give us a leader board that shows all 20 drivers and the intervals between. Having a track map is awesome, but I want to be able to see how many seconds the car I'm chasing down is ahead, at ANY GIVEN TIME, not at the beginning of a sector or the start of a lap. I want to be able to see how many tenths I'm gaining a lap and I want to be able to see how many laps into his stint he is. This is basic information and I'm honestly having a hard time going back to the game after being spoiled with this in iRacing. The next point is a bit nit-picky but nonetheless, is something I'd like to see. In the t-cam view, you can see exactly how much throttle and brake you're giving. When driving in cockpit, this information is gone. Why? Can this not be part of the custom HUD elements that we can drag wherever we want on screen? ERS This has been another point of controversy ever since it's been added. The system we have now works, but it is not realistic and requires WAY too much micro-managing. To maximize your lap times, you really need to be adjusting your ERS on the majority of corners, particularly low-speed. Some find this fun and it is rewarding once you get it figured out, but as Lando Norris said in one of his youtube videos, it's simply not realistic. I can totally understand the difficulty in trying to replicate this system, as it's likely that every team has a different mapping for each track, but there has to be a way to make this easier to manage in a race scenario. I think we definitely need to have an overtake/push to pass button for maximum deployment (similar power to setting 4 - overtake in the MFD) and we should be able to cycle between two modes (they could be called deploy and harvest). Then, it would just be matter of selecting harvest through slow sections and before big braking zones and then using deploy through high-speed corners and straights. Obviously the system would need to be a lot more fine-tuned than this, but I think that would be a better direction to go than what we currently have. To conclude While this post may just seem like I'm sh*tting on the F1 games, I assure you, it's coming from a place of love. I see so much potential in these games and I just find they're lacking in very basic elements. I haven't touched on physics as that is something Codemasters has done quite well. They've found a really good balance between simulator and arcade. F1 cars are incredibly hard to drive and the physics are realistic enough that you are punished for your mistakes, but the cars are totally drive-able. If anyone has tried the McLaren in iRacing, you'll understand where I'm coming from. That car is an absolute chore to drive and I don't find it fun at all. Codemasters have found the sweet spot where it comes to realism and driveability, giving you a fairly fun F1 experience. It is by no means perfect, but I think that with a great team of developers these games can be turned into masterpieces. Spend less time on the stupid DLC packs and the gimmicky stuff that nobody cares about and invest more on what matters the most, the driving experience.
  17. 17 points
    I know Kankkunen is credited with the line (and I am well aware of his career) but, as brilliant a driver as he was, the statement is daft and I am tired of seeing it repeated ad nauseam on forums and social media, when it is utterly nonsensical. Group B was an incredible time for car development, but that "...Group B for men" line is ignorant of pretty much everything that has gone before and come after Group B. Group A cars were beating Group B stage times just a few years after the banning of Group B and the current crop of cars would run rings around any period Group B machinery. The current driver stable is as talented and committed as those of any era and to promote the idea that they are not is both harmful to the sport and disrespectful to those competing now. What annoys me more is that, instead of remembering the incredible legacy of Group B for what it was, its memory is being tainted by this distorted rose-tinted view and misguided belief that rally never has - and never can be - as good again (and this opinion is frequently held by people who weren't even old enough to see a Group B car in action). Oh, and if Group B was "just for men", how does Michelle Mouton fit in?
  18. 17 points
    Cancel the whole DLC. It’s ruined. Unplayable
  19. 17 points
    Hey people! You may have seen my post last week where I asked you about issues you had with the game. I've had almost 150 replies and I went through all of them. Thank you to everyone who replied, I appreciate it a lot! Now it's time for the results. A quick warning, there is A LOT to read. Note: These issues are across all platforms and both multiplayer and single player. I genuinely hope that the game finally gets fixed. Most of the people who quit the game, did so because of the lack of stability and excess of bugs. I do expect more people to quit playing the game if the game doesn't get attention soon. The game was promoted as "esports ready" but that has turned into a big meme sadly. Over the past few months there have been plenty "technical issues" with the esports events (both pro series and challenger series) and everyone knows it's because the game is just not in a good place. Cheers, JC. Community involvement There is a complete lack of communication to the community. There is so much feedback about the game and it just seems to get ignored. Keep us updated about what you're working on. Be transparent. Start actively looking for issues with the game instead of waiting for people to report things. Game crashes Player’s game crashing at random while in a race, in a loading screen or in a lobby. No idea what’s causing it, but a lot of people have these issues. Steam compatibility is one of the issues for some people, but the crashes still occur with the steam overlay disabled. Tabbing out frequently causes the game to crash but again, not always and very inconsistently. When in a lobby after selecting a car, game crashes occur when going back to the car selection menu. An issue where people are shown a black screen while leaving a session. They get stuck here and have to force quit the game. Any progress made is lost. Game performance There are still people reporting random screen-freezes out of nowhere. This causes force feedback to drop out as well for the duration of the screen-freeze. When people join or leave a lobby the drivers in the lobby get a small stutter. Not just the host, usually every driver in the lobby. FPS drops when steam messages are received and shown in the overlay. There is a general incompatibility with steam. Many people have to disable the overlay to play the game. An issue where the lobby host’s FPS goes to +-20 after someone else leaves or joins the lobby. This doesn’t disappear until the host leaves the session. Issue where FPS drops after changing the position of HUD elements on the screen. Issue where the player’s car seems to be teleporting while changing settings in the menu. Lagg/fps drops during pit stops. Formation lap/Race start issues When starting a formation lap or race start some people get stuck “loading”. After a while their game lets them drive off while the rest of the grid gets stuck on the loading screen. When the driving car leaves the session the rest of the grid finally gets to drive. In this clip you can see what happens. There is also a POV from the driver who experiences this issue and is able to drive himself. A similar thing happens with all players loaded. Desynchronized starts where part of the grid still shows red lights while the other part of the grid has no lights and can drive off. This often causes crashes because people don’t expect cars to be stationary at a race start. Desync/net code issues Desync issues are still here. Two people are unable to see each other, causing them to drive “inside” of each other. This looks very odd for someone who can see both cars as they appear to drive on top of each other. Example (Both Mercedes cars are desynced) When the game disconnects a driver (or the game crashes) and the player joins back, there is a high chance of the gaps being wrong. For example, a player might be within DRS range, but the delta says the gap is 3 seconds Some players receive a message showing “no unbranded lobbies” while searching for multiplayer lobbies. Drivers having contact with another car even though there is no visible contact, likely caused by desync. Drivers getting penalties for contact even though there is nobody on their screen. An issue where a player gets kicked and receives a message that the session no longer exists. Error code SP64. Every network maintenance seems to bring more desync and lobby issues, especially the past few weeks. Sometimes when voting for a new track in ranked lobbies the vote sometimes gets stuck or happens more than once. An issue where blue flags were shown to drivers who are on the same lap as the car behind. Track limits and penalties The track limits on certain tracks are very odd. Some corners such as Stowe in Britain you can run super wide, gain 0.2s without warning while you do get a warning if you cross the white line only slightly. In other corners you can get instant 5s stop-go penalties for a very small cut (mainly in hairpins) while you don’t get any warning if you cut the track a tiny bit less. An example, the player in the clip below spins off track, stays off track for a while and gets a 10s penalty when going back on track. Clearly, he didn’t gain an advantage or anything here. It’s very frustrating when these things happen. Getting (grid) penalties for a collision caused by another driver. Getting disqualified from a session while having to reverse to get back on track or having to drive the track backwards for a short period to safely turn the car around (on Monaco for example). When loading a save or using a flashback in the pit lane, players are randomly awarded 5 second penalties for no reason. Penalties sometimes show incorrectly. Issue where rules were set to corner cutting only and one driver got a speeding penalty while entering the pits while others did not. Issue where penalties don’t pop up on screen for whatever reason. In practice it doesn’t show a red track, no message, only the black and white flag next to the time on the HUD. This was fixed by opening the options menu and then all the messages popped up. Pit issues A glitch where you get held in the pits either before your teammate has left the pit while double stacking, or after the tyres have been changed. Often causes people to get stuck infinitely or for a long time at least, but most people get stuck so long that they leave the race. Double stacking. There seems to be a sweet spot for this and if you miss it then the pitstop is screwed. This has to do with the time of the animation. It’d be great if double stacking was more of a thing. In real life teams can easily pull this off without losing more than 1s per stop. Pit crews not replacing a front wing when the wing is damaged and the MFD option is set to yes to replace the wing. When it’s set to yes it should always repair the wing unless there is no damage. In qualifying or practice, when two cars try to leave the pit box within +-10-15s of each other they glitches out in a way where the later car sees the other car driving out but ends up going out before the other driver. This doesn't always happen, but it sure is annoying. There is an issue in Monaco where the car gets released from the pitlane and drives straight into the wall without steering input. Sound issues Rev limiter glitch. The engine continuously makes the sound it makes at maximum rpm. Lee said this was supposed to be fixed even before the game launched since it’s a glitch that was also in F1 2018 and it was said this would've been fixed. Complete loss of sound when loading into a session. The only way to fix this for a player is to reconnect to the lobby or move on to the next session. A glitch where the player infinitely hears the xp ticking sound until the xp screen is shown again. In some cases, the race engineer stops answering or gives incomplete answers when questions are asked through the MFD. Audio stutters where game audio stops for half a second and then continues again. Safety car The way the safety car comes out is very random. Sometimes in a 50% race a driver retires in the pits and it calls out a (virtual) safety car but when 3 cars crash out, all losing their wing or retiring, nothing happens. In case of cars crashing we should see a safety car, or at least a virtual safety car if there are no retirements while a retirement in the pits shouldn’t trigger anything. In the gif there’s a big crash and no safety car comes out which is ridiculous. The safety car sometimes shows up during qualifying sessions. Not sure how this happens. Not being allowed to overtake the safety car while being a lap down. Issue where the safety car remains on track even though there are green flags. Issue where the safety car is supposed to come into the pits but stays out (message pops up but it stays out). Retiring the car Allow us to retire the car in the pits like in real life. Currently in league races people retire from the race while driving into the pits, but the AI takes over and completes the pitstop and drives out again, causing a yellow flag on track and sometimes a VSC, which can ruin the race. Tyre issues During the formation lap the tyres basically heated up and got worn as if they got dipped in lava. Wear over 90% and temps over 1000C as seen in the pictures. When spectating, it often happens that tyres are shown incorrectly on the car. The player can be on softs and the tyres on the car show yellow. Happens with all tyre combinations, even between dries and wets. This bug also appears for drivers when looking at other cars, but less frequently. It feels like tyre data was copy pasted from F1 2018 and is not at all in line with the actual tyre performance of the real 2019 season. Issue where a player gets completely fresh tyres or a different set of tyres when someone else joins an ongoing practice session. Receiving a different tyre set than the one chosen in the selection menu. Ghosting Sometimes when cars are stationary on track and spun around/sideways they don’t ghost even though ghosting is enabled. In these cases, they should really ghost when the rest of the cars are driving 200+ kph. Sometimes when cars ghost and you drive through them, they will still spin as if the two cars collided. Cars randomly ghosting for no reason. Setups There seems to be an issue where setups show as loaded, but when starting the race, it reverts to the default setup. When loading a setup in Time Trial it doesn’t always load the setup. It sometimes takes a few tries when copying someone’s setup before it is actually applied. It seems that the game struggles more to overwrite custom setups than default setups. Esports events Some people seem to have an issue where their time doesn’t get saved in the esports events even though they’ve signed up. Barriers Sometimes when tyre barriers are hit, they move onto the track and blocking it. In real life when this happens barriers are fixed, and debris is removed from the track. This can be solved by calling out a (V)SC so the barrier can be “repaired” and put back in place. AI AI behavior seems to be very hit or miss. Sometimes they just completely turn in even though the player is alongside them for the entire braking zone. Then other times in an almost identical overtake they just completely back out. When blue flagged, they just slam their brakes when you’re in their slipstream, thus breaking the player’s front wing. They tend to drive into the wall in turn 3 at Baku if you overtake around the outside, or brake-check the player at turn 11 in Bahrain. AI very rarely (almost never) make mistakes and players feel like they have too much traction out of corners. They’re too much on rails. Qualifying times when a player is not in q3 or fast forwarding seem to be faster than they are supposed to be. AI pace is very inconsistent from track to track. On some tracks people struggle to keep up with their teammate, while they fight for podiums on other tracks. AI strategies are unrealistic/unusual. They always stick to their strategy. For example, when it starts raining, they sometimes pit for new slicks one lap before DRS enables and it is time for wet weather tyres. Weber is still very fast compared to other AI. An issue where AI performance reverted to season 1 round 1 when the player got knocked out of qualifying before Q3. AI starts are unrealistically good and consistent. AI getting stuck in front of their pit box during practice sessions and qualifying. Issue where AI cars teleport in career mode. AI seems to be incredibly quick in rainy conditions. Issue where AI set dry lap times on a wet track. AI never have collisions with each other, which is very unrealistic. Career mode Gearbox worn out very quickly. Even with 100% research it barely made 6 races. Players getting rain in every race weekend in career mode. Fastest lap will not be recorded on the driver profile if the player saves the game mid-session. Setting the fastest lap after loading the session again also doesn’t register. Williams’ performance is too good in the first season. Issue where certain drivers constantly DNF, including the opening races where components are completely new. This doesn’t happen for the player whatsoever. This ruins the immersion since championship rivals will get penalties at the final races this way. Car development is too quick. You can have a maxed-out car after 3 seasons. There should be an option to change this. Engine development is unrealistic. An existing engine can not be improved while in use, meaning that upgrades should only apply on unused engine parts instead of all parts (this is how FIA regulates it). Furthermore, raw engine performance of customer teams should NEVER be better or worse than that of the factory team. Of course, there are small advantages to be gained with fuel for example, but Alfa Romeo shouldn’t pass Ferrari because their engine performance is 10% better. Practice programs are very dull and repetitive. It would be great to see some change here. Simulating is not much of an option for most people because components wear out too much when doing so. An idea would be to activate multiple programs at once, so the player doesn’t have to go back to the pits after 2 laps of driving. Race simulation program should be with full race fuel (27.5/55/105kg, depending on the settings) and not with 6 laps. You can change components (all but gearbox) between qualifying and the race without penalty, even though you’re breaking parc fermé. Interview questions get super repetitive. It’d be great if more were added which shouldn’t be difficult at all. Theater At some tracks large parts of the highlights show walls or the back of a grandstand instead of the cars. Canada is one of them. Most of the time the replay system doesn’t actually show the highlights, instead it just shows the player driving around the track randomly with like 25% of the overtakes. There are also cases where the replay cuts off right before an overtake which is stupid. It shows the build-up and then gives a big anti-climax. Complete replays of races would be great, including overtakes from other drivers instead of just your own. Leagues F2 cars unavailable. No save option between sessions. Other ERS management is unrealistic. I think I can say this for everyone playing F1 that it’s better to have automatic ERS management with an overtake button that can be used when there is enough battery charge, just like in real life. The way fuel works seems unrealistic. It might be to simulate different engine modes, but we end up switching fuel throughout the lap too often whereas the real F1 drivers don’t switch engine modes that often. Tracks need updating. They have been the same for far too long and they are just not the same as they are in real life. One thing especially is the bump at Suzuka between the final chicane and the finish line. The car performance is off. Some tracks the cars are too slow, while at other tracks the cars are much faster than what they should be. This is partially down to track design as well. UI sometimes not showing how much extra fuel is left. Cars falling through the maps and cars taking off. Car inside a barrier. An issue where a player drives out of the pits and is only able to accelerate to about 100 mph, while the engine was in good condition. Inaccurate speed trap information from the engineer. People getting placed into empty lobbies too frequently. Issue here is that there are not enough people that play ranked AND when people do, they can only get matched with their own skill rating instead of into a lobby where everyone can drive. Issue with the damage model where a driver gets hit on the left side, but gets damage on the right side. When the host crashes to desktop during a race the positions get all messed up. Hackers being an issue in multiplayer. Issue where a player’s data (saved setups, career details, character) were completely wiped for no reason. Issue where the car randomly stops moving. For example, when going through a corner it suddenly resets the car to track. Spectator telemetry is not accurate during the opening laps of a race. It usually corrects itself on lap 2 or 3. I don’t even know how to explain this, but the video perfectly shows the issue. Force feedback on F1 cars is very weak compared to F1 2018 while FFB on F2 cars is fine. Issue where a player would get reset to track while trying to go into the pits (in China). Issue where the player can change their starting tyre compound even after qualifying in the top 10. Issue where it is nearly impossible to brake at the exit of the pitlane in wet conditions with assists. Issue where the mirrors become completely black at Bahrain when driving in the dark.
  20. 17 points
    Hi everyone Patch 1.18 is now available on all platforms. Please see the patch notes below to see what’s been updated with this patch. GENERAL - Added the ability to save custom camera setups per car GENERAL - Addressed an issue where audio could periodically drop out between sessions EVENTS - Addressed an issue where assists set in the weekly event would not carry into the race LEAGUES - User is now notified how many applications are waiting CAREER - User will now receive a mail detailing why they received a grid penalty CAREER - User will now be notified which F1 teams they are affiliated with if they selected a driver academy CAREER - User can now see who gained the fastest lap throughout the season on the season results tab MULTIPLAYER - Users can now view a player's super licence on the session list screen Alongside this patch we have added an additional two customisation bundles (items can also be bought separately), with a special Abu Dhabi Grand Prix livery, helmet, helmet and badge ahead of the final lights out of the season this coming weekend. But wait – there’s myrrh! In preparation of the Holiday season, we have also added a Holiday special bundle, so you can go ahead and sleigh your on-track look. We are continuing to track down and fix more bugs and we’ll have more information about any further patches soon - if you notice anything about these notes that aren't right, or you think don't work as they should, please let us know right here in this thread. We're continuing to support the F1 title for longer than ever, and we can't wait to bring you even more updates to F1 2019.
  21. 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 🙂
  22. 16 points
    Sometimes people think that higher difficulty is higher simulation. That is completely incorrect.
  23. 16 points
    Hi everyone, Patch 1.20 is now available on all platforms. Please see summary of patch below to see what has been updated. GENERAL - Safety car deployment frequency has been adjusted so that it is more likely to come out within race sessions GENERAL - Addressed an issue where the Logitech G29 rotary dial could not be assigned in a clockwise direction GENERAL – Further Stability Issues LEAGUES - Users can now save between sessions in private leagues LEAGUES - Users can now add reserves in private leagues XBOX – Keyboard Support has been added CAREER - Addressed an issue where progress would not be saved in Practice 1 in Australia of a new career CAREER - Addressed an issue where a selected team-mate would change if the user exited the game before completing Practice 1 in Australia of a new career CAREER - Addressed an issue where DNFs would incorrectly show with the fastest lap indicator in the season results tab CAREER - Addressed an issue where Butler and Weber would appear after skipping the F2 Feeder Series if the user quit in Practice 1 of Australia CAREER - User will now be warned before purchasing upgrades towards the end of a season if the department has experienced a regulation change MULTIPLAYER - Addressed an issue where the camera selection would not save if selected in a multiplayer session SPECTATOR - User can now enable the track map for the session they are spectating EVENTS - Users can now manually navigate through the weekly event prizes With the release of Patch 1.20, there are several new community requested features and improvements to the game. After reading your feedback on communication, I've highlighted and explained our most significant changes in our first ‘deep-dive’ patch notes. These notes will cover the new ‘Reserves’ and ‘Save Session Progress’ features in Leagues, parameters to the Xbox Keyboard Support well as further details on the changes to Safety Car deployment behaviour. League Improvements and Functionality: League Improvements have been split into two main features; Reserves Improvements and the addition of Save Session Progress. Walk-throughs are here: Save Session Progress: 1. Create (or edit) your league as normal, ensuring that your ‘Progression Format’ is set to ‘On Demand’ 2. After adding your tracks, you are met with the ‘Format’ screen. Scroll right to the ‘Weekend Structure and AI Difficulty’ tab and at the bottom, ensure ‘Save Session Progress’ is enabled. The rest of the settings are unaffected, so you can run Private AND public leagues with this new feature. 3. Create league and invite friends to the league. 4. Play through your first session and complete as normal. 5. Upon attempting to progress to your next session, a minimum player confirmation message will appear. For the session to continue, this message will need approval from at least 1 player with the minimum role of ‘member’ and one player with the minimum role of ‘admin’ to continue. 6. Should there not be enough levels of approval, the league will return to the ‘League Summary’ screen and be paused until players of the minimum levels of ‘Role’ are in the session to advance the league. NOTE: Remember, attempting to progress to your next session, approval will be needed from at least 1 player with the minimum role of ‘member’ and one player with the minimum role of ‘admin’ to continue. Also, Reserves and Non-Member Spectators cannot influence the advance of the league session. Reserves: This new feature ensures leagues can now function more to the players desires and make sure that there are requirements to proceed without affecting the league for others. Reserves: Reserves have been added into to ensure smoother running of the leagues format. How to add reserves is below: 1. Create (or edit) your league as normal, ensuring that your ‘Progression Format’ is set to ‘On Demand’ 2. After adding your tracks, you are met with the ‘Format’ screen. The league will need to be set to ‘Private’, and then change ‘Player Reserves’ to enabled. You have the option of choosing the ‘Reserve Scoring’ to suit league preferences. Please note that this feature is disabled by default, so it needs to be manually added to the league. 3. Invite users to the lobby. 4. When a non-member is invited to the lobby, they now join without a role as an ‘unassigned’ participant in the session. A player with the role of either ‘Admin’ or ‘Owner’ must assign the new player as a reserve for them to be able to participate in the session. However, with this being a new feature, this is criteria to make sure this works correctly for you. These are: · This feature cannot be added into current leagues; you will have to create a new league for this feature to be enabled. · If a reserve scores points in leagues, they will be credited with the points in the race standings and results screens. However, in terms of the championship, the reserves points are assigned to the member they have replaced for that event. · If the original league member joins the game before the event starts, they will take the place back from the reserve. However, if the original league member joins after the event has started, the reserve will complete the event on their behalf. Safety Car Updates: · Safety Car deployment has been updated, with the objective of making it more likely to deploy when it would be expected to. As a result of these changes deployments should be more frequent than they were previously. · We have made improvements to the system that detects obstructions on track, allowing us to more reliably recognise large incidents and deploy the Safety Car accordingly. · We’ve also increased the chance of a deployment for both VSC and SC following a car suffering terminal damage. · 25%, 50% and 100% race distances have identical deployment rules, except maximum number of deployments which are 2, 5 and 6 respectively. This is designed so that you would still get most of the race session being at racing speed, rather than spending a large proportion under Safety Car conditions. · The maximum number of Safety Car deployments has been decided based on real-life Formula 1 records, with the most Safety Cars ever in a race being 6 at the 2011 Canadian Grand Prix Other Notes: · Keyboard Support for Xbox has now been added. To enable this, simply add a keyboard to your Xbox setup and configure your preferred mapping for commands in the controls screen. · With some wheels, that have far more complicated setups and more buttons to map, we cannot assign these extra inputs accordingly. The reason for this is lack of first party support for these extra buttons. I hope this gives you a clearer way to enjoy the additions to leagues and improves the general performance of the Safety Car. If there are issues, please feel free to contribute to an existing/ add a new topic in 'Technical Assistance' using the correct format (Questions answered and clear title) whenever possible. A good example of the correct bug reporting format is here. This ensures we get all the information we need to replicate and investigate your issue. Many thanks, Barry
  24. 16 points
    Bad news... another 6 years with copy paste games, not fixing important issues, ignoring their customers
  25. 16 points
    Just wanted to say this update is fantastic the new dash cam is so much better and the fix for turbo sounds was long overdue plus the addition of a proper handbrake👍 Well done.
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