Jump to content

HoksuHoo

Members
  • Content Count

    479
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by HoksuHoo

  1. HoksuHoo

    AI Times Are Completely Off

    Yeah and you can have a gigantic mismatch in rallycross random AI times vs. the drivers in your qualifier. Maybe, just maybe, a more basic approach could be a good idea when you super hyper advanced AI simulation makes singleplayer rallycross unplayable on certain difficulties And with no mention in 1.13 patch notes so apparently singleplayer rallycross remains broken forever thanks to your super hyper advanced AI simulation, awesome
  2. Headlights in DR2.0 are way too weak and the light beam they emit is way too short. It's like low-beam only, and when the extra headlight pods break it's like DRLs only. They should be changed so the light beam goes much, much further down the road. Would make night racing much better and more realistic. A few screenshot to illustrate the problem. The beam is very wide but pitifully short. They only illuminate the road a very short distance For comparison look at this. Difference is night and day, no pun intended
  3. HoksuHoo

    Colin McRae: FLAT OUT Pack

    Only to those who have deluxe/super deluxe, to others it's paid DLC, as opposed to a free update like M2. So the cars won't be skinnable like all other DLC cars, unfortunately. No correlation at all here. Class, and whether the cars are skinnable or not, are two entirely separate things. Case in point: Porsche 911 R-GT. All other R-GT class cars are skinnable but since Porsche is DLC it's not. Why do people care about how fast their car is, and how well it can compete against other cars, in a racing game where you compete against other drivers? Truly such a mystery.
  4. HoksuHoo

    DiRTy Gossip about DIRT Rally Games

    There is no such option currently. You just set the class and players pick any car in that class (that they have) If clubs won't get such an option then having some dailies/weeklies/monthlies that are restricted to some of the game's under-used cars would be cool. 240Z, Ascona, Escort Cosworth, Camaro, MG Metro etc.
  5. HoksuHoo

    Colin McRae: FLAT OUT Pack

    I'm pretty sure that how fast a car is compared to other cars isn't ALL subjective. Maybe something like: Late 90's: Evo VI, Impreza S4 Early 2000s: Focus 2001, 206, Impreza 2001, Fabia Late 2000s: Focus 2007, C4, Impreza 2008 It's just a real waste of a nice car to have it in a class where it's off the pace. No idea what to do about the Legacy though, objectively it should be slower than Impreza 1995, no? Integrale is same spec and era but quite a lot faster I suspect.
  6. HoksuHoo

    Colin McRae: FLAT OUT Pack

    Assuming it's allowed to post here about the DLC rather than only spam Subaru photos... Regarding the classes. So the Legacy will go in Group A and S4 into 2000cc? Are these cars fast enough to compete in their classes? Wouldn't want another 240Z, a great car that no one drives because it is too slow for its class. The S4 especially seems a bit of a mismatch competing against much newer and more advanced WRC cars like Citroen C4.
  7. HoksuHoo

    Colin McRae: FLAT OUT Pack

    Lest we forget... promo screenshot: vs. real game: promo screenshot: vs. real game:
  8. HoksuHoo

    Offline Custom Championships

    Oh right, I actually forgot the "parts degradation" since it's so minimal and has little effect on gameplay that it's not much of a factor. In career mode you repair your car between events so you start the next event with your car in basically 100% condition. I would also like to see the game being harder, and having more depth.
  9. HoksuHoo

    Offline Custom Championships

    Damage and repairs are the same in custom championships as in my team. Spending some credits to upgrade your differential so wear becomes a bit more nonexistent is not depth. Don't get me wrong I'd love to have some extra depth for custom championships. It's just the my team car features isn't that.
  10. HoksuHoo

    Colin McRae: FLAT OUT Pack

    From the screenshots it seemed like Finland would be crystal clear with no fog at all. Remains to be seen if the real DR2.0 Scotland looks like that. Could be a lot worse in the real game. IF it's that level then it's more than bad enough. The visual appearance of the upcoming Perth and Kinross does belong in this thread, and I for one am kind of concerned the fog will ruin its looks, since Codies have this bizarre mentality that adding a thick fog a short distance away from your car is a good way to increase performance in clear weather
  11. HoksuHoo

    Colin McRae: FLAT OUT Pack

    The "mist" is an undesired effect. Looks awful and nothing at all like reality. The mist isn't just at longer draw distances, in some places it appears like 10-20m from your car. Or 100m from your car which is not a long draw distance in 2020. In some places you can't see the road because of this "mist". Again at a very short draw distance. On dusk or sunset you can see pretty far, no mist. Then in daytime you can't see squat. REALLY does not add up.
  12. No fog/haze/mist effect for performance reasons. Clear and realistic visuals must not be compromised, only add as much eye candy as you can without sacrificing that. High graphical fidelity with the looks ruined by an ugly and unrealistic haze effect is completely bass-ackwards and counter-productive. If photorealistic visuals require less high-res textures or high-poly assets then so be it, overall it'll look far better A proper FOV and seat position adjust like in sims such as AC. The seat position adjust is way too limited, and FOV changes in large steps rather than in degrees, and FOV only affects some views Rallycross AI needs massive improvements. The random AI times from qualifiers are way off (they should be around the same as the drivers in your heat but they can be even 20 seconds faster), the AI difficulty is very inconsistent across tracks and weathers, the AI drivers will ram you as if you weren't there and behave very bizarrely sometimes (such as always taking joker on first lap if they lead). If you can't make the AI work then leave rallycross out entirely, it's not even worth including if you can't race in singleplayer Online and career separated entirely. Fully offline career (especially when you can't get Racenet to work reliably, and your progress can be wiped anytime), leaderboards can be left out of singleplayer completely (only upload your times when plaing online-based modes). Online events shouldn't require having the car in career mode For career mode, keep the open-ended infinitely replayable type of career but maybe think of some ways to add some details and depth to it. Do not go the Dirt 1-4 route of having a completely pre-defined career mode that you complete in 10 hours and has zero replay value. A racing sim is about depth, these are games that you can play for hundreds of hours. Some customization for career would be nice, like having some choice on legth of a championship, how often you have service etc. Improve the way career difficulty works. Beating masters requires damn near world record times on every stage, not a realistic possibility for overwhelming majority of players. Add an optional world record difficulty for career or something. Also everyone should not have to start on open difficulty that is way too easy for many players. Car upgrades removed completely. An unrealistic feature that does not belong in a sim, and grinding extra horsepower for your cars adds nothing positive to a game. These are homologated racing cars, not some homemade tuners Better integration of DLC into online events. The current system suits no one, DLC players can't play their DLC since most events are base game content only, and vanilla players are locked out of most events. No one benefits. Needs a serious rethink More unique stages per location. 30km per location is really not a whole lot. 13 locations is a lot but there could be more stages per location Longer stages Longer intervals between services, having it every 2-3 stages is too frequent with short stages and forgiving damage Damage in DR2.0 is too pansy even with the so-called hardcore damage on, needs to be more realistic and punishing. If you really want to cater to players who can't avoid crashing then implement a singleplayer-only option to turn damage off Events that don't involve driving the same stages in short and long versions (at least not in the same direction) Make tyres choices more meaningful. It's a pretty underdeveloped and half-baked feature as is, basically softs most of the time and that's it Guides, in-game explanations, detailed online postings that explain stuff about the game in great detail. It's very odd that a sim has advanced features and players don't have a clue how they work since Codies don't care to give any real information. This needs to change in the future Better liveries for cars. In DR1 many cars had good-looking fantasy liveries, way better than the awful Dirt 4 livery generator stuff in DR2.0 More consistent and reliable pacenotes. There are some places in DR2.0 (as in DR1) where the pacenotes are just plain wrong, or doesn't properly warn of danger spots, or calls tight corners after high-speed areas way too late. Basically the only way you get good is you memorize the spots where the pacenotes are off. That's not how rallying should work More powerful and realistic headlights, in DR2.0 they are too weak Adjustable post-process filters (saturation, contrast etc.) Detailed driver stats. Stats that are tracked across all gamemodes. How much you have driven with each car, location, etc. The cars stats feature in DR2.0 is just bizarre stuff, do it right this time Car showroom
  13. HoksuHoo

    Colin McRae: FLAT OUT Pack

    This example here isn't 80-100m away. The distance varies, but in some places (Finland especially) it does appear a very short distance from your car. Besides 80-100m isn't really an unthinkably huge draw distance at this day and age, not even for PS4 and Xbone I'm from a part of the world that appears in DR2.0 with a daytime weather that looks nothing at all like reality. Try to guess.
  14. HoksuHoo

    Colin McRae: FLAT OUT Pack

    Yep, blue fog all over the forest again "for performance reasons". At leat they are showing it in screenshots this time, though it remains to be seen if the real game looks like that or if they will make the fog effect even worse. Imagine if there were other ways to ensure good performance than having a thick blue fog a stone's throw away from your car. They could at least give PC options to adjust the severity of the fog effect
  15. HoksuHoo

    Colin McRae: FLAT OUT Pack

    In Finland you can barely see the road in what should be crystal clear weather with no fog at all, looks utterly horrible (so bad that Codies can't show screenshots of it), and completely unrealistic and that is coming from someone who lives in Finland. Foggy weather is one thing, but this isn't that. They added a thick fog to clear weather "for performance reasons", they couldn't bother to make it run well on consoles and low-end pc's while looking decent so they downgraded it in the absolute worst way possible that completely ruins daytime Finland. And to add insult to injury they promote it with fake screenshots that look nothing at all like the real game since they don't have the fog. The fog is also very awful looking in other locations like Wales and some RX tracks but daytime Finland is entirely different level. Adding fog to increase performance is just a completely wrong mentality, clear and realistic visuals should be the basis of a racing sim's graphics.
  16. HoksuHoo

    DiRTy Gossip about DIRT Rally Games

    You seem to be confusing a remaster and a new game. A slightly updated DR2.0 would be the former. The idea with rally as opposed to circuit racing is that you don't memorize every millimeter of the stage but you rely on co-driver pacenotes. That's kind of why you'd want new stages, and a decent amount of unique stages, in a rally game because when you keep driving the same ones enough times then you start to know them from memory
  17. HoksuHoo

    DiRTy Gossip about DIRT Rally Games

    More stages per location, yes. I know many players will demand 50 locations but imo more stages per location would be preferable to having lots of locations with a mere 30km each. Which really is not all that much when you think of it.
  18. Mini Cooper SX1 shift lights don't work. There is one next to the gear indicator, another in centre console, another one in steering wheel, and none of them work https://www.youtube.com/watch?v=Z57S4tFVmzw
  19. nope.avi Adding new cars doesn't do much good when it's impossible to race these cars offline because of broken AI times in qualifiers. Why do you allow such a fixable problem to ruin offline rallycross?
  20. HoksuHoo

    Something is coming closer...

    Unfortunately true. I'd love to see new stages for the existing locations since there is plenty of locations as is but there is only ~30km of unique road per location which is really low, with more stages we could have events don't involve driving the same stages multiple times. But this is sadly unlikely since a new location is easier to sell than a new stage for vanilla location, and it's easier to maintain the distinction between vanilla and DLC. For future titles I'd really hope that the amount of unique kilometers per location is increased.
  21. In rallycross qualifying the random times from the other races are usually way off, they should be around the same level as your physical opponents. I play career mode on elite level, or freeplay with 75-85 difficulty, and on most tracks there is a 7-8 second gap between the physical drivers you race against and the random AI times. On Killarney it's 16-20 which is just mind-boggling. 4-5 seconds per lap on a 1km track. That is a staggering mismatch. 7-8 seconds for 4 laps is huge and that is on most tracks. This makes offline racing near impossible. I can't have the kind of race where I have good close racing in both qualifying (where I compete against the random times) and in semi-finals/finals (where I compete against physical AI opponents) because there is a huge gap in their levels. In freeplay if I set the difficulty so that physical AI drivers are around my level, then I will never get past qualifying since the random times are far faster. If I set the difficulty so that random times are around my level, then semi-finals and finals are laughable since the AI drivers are way too slow for me. This kills offline rallycross. Steam, super deluxe edition 1230v3, GTX 1070, 16gb ram, SSD, Windows 10, SB Z 2D, 2560x1440 60Hz Logitech G920+shifter
  22. How about fixing the random times in qualifiers? Kinda takes the fun away from these fine cars when you can compete just fine against the physical AI drivers, but the random times from the other qualifiers are 7-20 seconds faster. This here on Killarney (the worst track in this regard, impossible to play offline unless you are near world record fast) but on most other tracks it's usually like 7-8 seconds which is more than bad enough. 16 seconds here and it's not even the worst I have seen. Randomized AI time is 4 seconds off the mark per lap on a 1km track. To put that to perspective, that would be 28 seconds per lap on Spa. Imagine that you play F1 2019, you beat the AI drivers you race against, but lose by 28 seconds per lap to a randomized AI time.
  23. After patch 1.12 this is needed even more than before. They adjusted the driver positions with several cars, so now they're kind of messed up with some cars, and since the driver position adjust is so limited you can't move the position to make it look right. This is Porsche 911 SC RS with lowest FOV. This isn't really a cockpit view anymore For future titles I'd really love to see a more advanced FOV and seat position adjust, such as in Assetto Corsa for example (AC Competizione improved it massively yet), but for DR2.0 they should at least improve they way too limited driver position adjust so we can set the driver position to our preferences. Getting the view right is all-important, rudimentary stuff in sim racing
  24. Adjusted visual appearance of FOV adjustments to prevent clipping of car interiors. ' So the clipping issue with Stratos is now fixed, cool. Problem is, the driver position with lowest FOV setting is now far too much forward with several cars. Porsche 911 SC RS is the most striking example I have seen so far, with Lancia 037 almost as bad. This is not really a cockpit view anymore, more of a dashboard view. Even with the lowest FOV setting it should be possible to have the kind of cockpit view that has A-pillar and instruments clearly visible. Like this: The driver position adjust feature is too limited. It does not allow moving backwards from default position and its movement ranges are too short. So how about allowing enabling to move the driver position backwards (and any direction without the overly restrictive limits), so the driver position can be properly adjusted to player preference? Steam, super deluxe edition 1230v3, GTX 1070, 16gb ram, SSD, Windows 10, SB Z 2D, 2560x1440 60Hz Logitech G920+shifter
  25. Some tarmac textures have very visible compression artifacts, it's especially visible in daytime Spain where in some places the tarmac is quite prominently purple and green like in this shot, and the one in my previous post. I have textures and track on ultra Steam, super deluxe edition 1230v3, GTX 1070, 16gb ram, SSD, Windows 10, SB Z 2D, 2560x1440 60Hz Logitech G920+shifter
×