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PJTierney

Social Media & Community Team
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Posts posted by PJTierney


  1. 1 hour ago, sloppysmusic said:

    Ah you didn't get what I meant. I grinned from ear to ear because it WAS cockpit, not how good it was. Cockpit view in any promotional trailer is hope for us. It started in tcam 😡 but like I said DROPPED da cockpit soon after 😁

    I was tinkering about with the camera settings (I normally play in T-Cam) and went "Hey, if I turn the angle settings way up, the cockpit camera looks real cool with the driver turning his head in the corners", so I captured that too and sent it to the video guys. 🙂 

    • Like 4

  2. 1 hour ago, TheEmpireWasRight said:

    It's either:

     

    1.) a poorly calibrated steering wheel.

     

    2.) the "driver" used a ultra low wing car setup.

     

    3.) Codemasters still have not fixed the wrong car performance and there is a inherent amount of understeer in F1 2020 the game due to a substantial lack of grip and downforce compared to real life data, just as in F1 2019.

     

    I personally hope it's #1.

     

    If it's #2, then i question how "realistic" the car setups have turned out to be.

     

    If #3 is the case, then Codemasters have not learned from last year at all and need to fix the grip and downforce levels accordingly.

     

    (Bonus: #4, all three of the above at the same time)

     

    We don't know yet. Time will tell.

    1. I'm happy to take advice on the calibration as admittedly I haven't driven as much F1 2020 as I have DiRT Rally 2.0.
      If anyone has or knows of good settings, pass them on. 🙂 

      I use a Fanatec CSL Elite Base, CSL Elite Pedals with LC, and a ClubSport Formula V2 rim.
      All assists off.
       
    2. I used the "Increased Downforce" preset for this one (1 up from default), with some minor tweaks like lowering the differential (both accel and decel) and such.
       
    3. The only F1 2020 parts I work on are marketing/social asset creation, so I can't speak for anything developer-related, sorry.
    • Like 3

  3. 20 minutes ago, Myrvold said:

    So basically we just have to wait until enough players fall off and doesn't bother with the game anymore?

    I also expect that the techy guys look at attempts to connect or something like that.

    That's not what I stated.

    The only graph I see is the concurrent users, as it helps correlate a spike in forum/social comments with what's actually happening. Given the myriad of data sources and server call types a game like this would have, I imagine there are far more detailed logs elsewhere. It's not my job to look at those, only to trust the word of those that do 🙂 

     

    20 minutes ago, Myrvold said:

    I've lost complete faith in Codemasters being able to/bothering to fix this

    I'd love to be able to turn around one day and say something along the line of "the team has found what causes these things and has issued a conclusive fix" (somewhat like when we said that native Oculus VR support was finally coming to the Steam version), but until that day comes there's not a whole lot I can do really. Server instabilities happen, sometimes total outages, and I pass the word on in both directions.

    Maybe I'm not accurately reporting them, not reporting frequently enough, or haven't come up with an effective way for you all to give more conclusive feedback, I don't know. Or maybe I'm not coming up with an effective system for communicating things in the other direction. The reality of the matter is that I don't really know what to say to make things better for you guys, maybe I can't, maybe it's not up to me.

    Ideally I want you all to never have the need to post in this thread again, for you all to be happily playing away without things interrupting your progress. Hopefully that day comes in the near future.

    • Like 1
    • Thanks 1

  4. 23 minutes ago, Stig Lennart said:

    @PJTierney can we get an update on what's happening behind the scenes please? 

    I asked yesterday as although concurrent user charts don't show any prolonged spikes, people are still reporting things (albeit nothing compared to the 1,000+ comments per day [no exaggeration] I was getting between April 8 and 10), essentially proposing the question on whether a drop in users on the chart is the only way to see data, or if there's data on people failing to connect to specific areas of the game, extra wait times etc..

     

    If and when I get an update that I can share, I do so. Server issues are the thing I like least about the game (just like all of you), but in reality I'm just the messenger; I take all of the disappointment (and sometimes hate) that comes in, relay what I can and then provide an update when possible. I can't do much else.

    • Thanks 4

  5. 1 hour ago, Peter Mathen said:

    Did you also change to manual clutch and manual H-shifter or are you driving with paddles, what's a lot easier?

    For me it's not managable at the moment with manual Clutsch and H-Shifter on very hard.

    I'm on paddles but I have clutch override mapped to the wheel.


  6. I got some word on this yesterday.

     

    • The initial allocation for each batch of events is random, however it's then tweaked manually based on which classes are historically least popular.
    • R2 and R5 are generally favoured a little bit more, as they're (a) 2 of the most popular classes in the game and (b) easier to drive.
    • H1 and H2 Classes are good for onboarding new players, and as I'm sure you're all aware we have a significant amount of new players coming in this month thanks to PlayStation.

     

    • Like 1
    • Agree 1
    • Disagree 2

  7. 14 minutes ago, erfo02 said:

    Is it so that you only get one shot on each rally and each stage? No chance of trying to improve your time as in Time Attack for each stage?

    Correct. Clubs are one and done like a real rally.

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