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bn880

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Everything posted by bn880

  1. bn880

    How to play DR2.0 career with no bonuses?

    Setups are not reset with the Reset RaceNet Data option (just tried it)
  2. bn880

    How to play DR2.0 career with no bonuses?

    Do you recall if this also deletes tuning set ups? And does it by any chance delete World Records or times on leaderboards? (I mean the reset racenet data option)
  3. Easy fix, no more exterior cams 😄 (okay side window visibility AFAIK is useful IRL in most instances except when the drivers cover the side windows with mud, so I generally agree with this)
  4. I do recall Christina mentioned that they would check on the feedback provided and make changes as necessary. And well I guess the changes to be made were not significant when they saw the other things to fix. Don't think they were trying to deceive anyone. 🤗 Please remember also that there was a lot of indecision from the community on WHAT changes should be made, if any.
  5. bn880

    pace note timing

    All this is common sense, the problem seems to be that Codies are mostly done with changes to DR 2.0. Hopefully they learned a LOT for DR 3.0 and what it needs (pacenote timing adjustments, editing and even recce are some of those things) Don't get me wrong, I still hope they offer some fixes if possible.
  6. 16.01.2020: Version 1.5.2 is out. New: Support added for all remaining RX cars for DR 2.0 released until this date. *Ford Fiesta Rallycross (STARD) recognized as Ford Fiesta RXS Evo 5. Support added for all remaining RX venues for DR 2.0 released until this date. Support added for BMW M2 Competition stage rally car. *Detected as Mitsubishi Lancer Evo VI Support added for DR 2.0 Greece stages. Support added for DR 2.0 Finland stages. Special thanks for V1.5 data gathering to: RSR SereneLogic 05.01.2020: Version 1.4 is out. New: Support added for DirtFish free roam. Support added for Peugeot 306 Maxi DLC car. Changed: RDA now saves each new stage attempt to a new file, allowing for much easier and cleaner tracking of fastest runs. Special Thanks: Special thanks to mrjiffy6, Malkael, Mike Dee and Cortextual for their contributions. 16.08.2019: Good news is good news. Version 1.3 of RDA has been published. New: Support added for DR 2.0 Wales Event Support added for all DR 2.0 v1.7 RX Venues Support added for all DR 2.0 v1.7 RX Vehicles (note “VW Polo R Supercar” is detected as the Audi Supercar) Support added for DR 2.0 Ford Focus RS Rally 2001 Fixed fastest lap timing display when swapping RX vehicles on same RX Event Planned: Support for Windows 7 and 8 is still planned. Special Thanks: Special thanks to Malkael for collecting the data required to make this update happen. Special thanks to Mike Dee and Cortextual for their previous contributions. 02.07.2019: Even More good news Everyone Version 1.2 of RDA has been published. New: Support added for DR 2.0 Sweden Rally Event (all Stage Rally Events from 1.51 now supported) Support added for Lancia 037 Evo 2, Porsche 911 SC RS Group B RWD Stage Rally cars (all Stage Rally Cars from 1.51 Supported) PDF now features a change-log at bottom Planned: Support for RX is still planned but not scheduled, donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support. Support for Windows 7 and 8 is still planned as well, but also not scheduled. https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/update?update=48907 27.05.2019: Good news Everyone Version 1.1 of RDA has been published. New: Support added for all DR 2.0 v1.41 Rally cars including 2000cc. Support added for Monaco and Germany Rally Events. RDA now renders on top of game windows so you can use Live Performance over windowed/borderless DiRT Rally (2.0). Planned: Support for RX is still planned, but donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support. Support for Windows 7 and 8 is still planned as well. Download Version 1.1 https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/ Hi all, my data logging tool that I should have released 2 months ago , has finally hit the shelves: https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/ RDA Represents several weeks of full time software development which is released to you for free but with ability to donate if you find it useful and wish to support further enhancements. What is RDA? RDA is an application that can log telemetry from DiRT Rally (all stages/courses/vehicles) and DiRT Rally 2.0 (base release Cars/Stages and may work for DLC stages) to CSV, BIN, or MoTeC LD files. RDA also allows you to compare instantaneous and live Delta T and Delta V if you have already completed a stage/lap in the same vehicle. Your best stage/lap is saved on completion. Currently the live deltas are rendered only on a secondary monitor or beside the game windowed. Sample Videos ALL THE INFORMATION BELOW AND MORE IS AVAILABLE INSIDE THE PACKAGED PDF WHICH INCLUDES AN EULA Key Performance and Features RDA is very light weight; written in C++17 (importantly not Java or scripts) and does not utilize any extensive libraries such as boost, .NET, QT/wx and other UI libs to keep the data logging and loading performance impact completely negligible. You should not notice even a 0.1FPS drop when logging. In addition to using minimalist C++17, the application logs LD data to a temporary BIN file format instead of text/XML for ultimate performance and data safety in case of a system crash. (Recovering such data from BIN to LD currently can only be performed by the author “bn880” due to possible licensing issues.) Data and Frequency Precision RDA uses a comprehensive algorithm to save LD logs in maximum precision for all data channels without significant processing overhead. This is unlike any previous LD file data logger for other simulations. The frequency of the channels is also precisely calculated and saved based on an extrapolation algorithm and full passes of the collected data points. It is however crucial that you log at less than the full sim render FPS (about 80% or less of the FPS) or that your render FPS remains constant with Vsync if you want to have precise timing in logs. See PDF for more features... Quick Start / Installation Extract zip Extract the ZIP package into a folder where you have full privileges (read/write/full control), usually this simply means NOT in ProgramFiles (x86). Setup DiRT Rally UDP Set up DiRT Rally UDP output to your desired unique RDA port as per the How to set up DiRT Rally and DiRT Rally 2.0 UDP ports section. (inside PDF in package) Run RDA Run ./RDA/RaceTrack Data Acquisition.exe alongside your game to capture data logs and to view live Deltas once you complete a lap/stage once. (you can make yourself a shortcut to the exe for future use) Live Delta viewing is shown on the RDA main panel, and requires a secondary monitor or running the game in windowed mode with RDA visible on the same monitor. See Delta T and Delta V display. *** NOTE *** If you try to use RDA to log cars OR stages/tracks that are not supported no files will be generated, there will be no deltas shown, and you will need to restart RDA to resume logging. When data logging is working and live recording a stage/lap the Record button turns red. See Figure 6 RECORD and STOP (+SAVE) Button states. (inside PDF) You can find your logs with the File>Open Log Folder file menu entry. Install MoTeC i2 Pro v1.0.21.30 (not included in this package, you need to get it yourself) In MoTeC i2 Pro go to "File">"Project">"Open Project..." and open the supplied project: <RDA Install dir>\MoTeC Projects\DiRT Rally\Project.mtcprj Open Log File in MoTeC Pro You can now open your recorded LD log file in MoTeC. As of version 1.0 detailed GPS track maps (inner/drive/outer lines) are provided for Fourketa Kourva and Waldabstieg from DR. However you can generate these GPS maps in about 15-30 minutes with the correct procedure, and any stage you have driven will always be visible as a drive line with heading anyway. See Track / stage map generation procedure. Final Notes/Discord Enjoy, and remember to join Discord https://discord.gg/GKhwAcN if you have questions/comments/suggestions, and that you can Paypal bn880@hotmail.com if you wish to support further feature enhancements. (shameless plug) NOTICE: RDA will not work in Windows 7 or 8.1. This is due to Microsoft improperly describing their Universal Runtime to developers and omitting certain features from CRT for Win7. 16h of development would need to be funded by donations to cover conversion to C++13.
  7. Version 1.5 has been released. Update Notes at top of first post.
  8. This is mostly true, however for TimeTrial you need a system that discourages un-sensible cuts that is not risk based as that implies a chance you might get through fine. You do absolutely need something that is 100% guaranteed to cause trouble. like a penalty or slowing you down. So for the rest of the game I agree with you, but remember that TT people will take all risks until one out of every 50 runs they make it through.
  9. bn880

    Remove Always Online for the Career!

    There is not. We are suggesting it for DR 3.0 here:
  10. bn880

    Starting from Zero

    Yeah I agree, but that is what they decided to do. (there would be a lot of upset DLC users back when the cars/stages came out if they didn't get them in MyTeam I guess... <shrug>)
  11. bn880

    Starting from Zero

    So apparently this is intended as you paid real money for the DLC stuff so they grant you the cars and the DLC credits. IMO it's overall also an issue that you can only have this one MyTeam career. I'd like to start a few and one from a big fat zero.
  12. Hear hear, this is true. I had the same issue in eSports qualifiers with the UI being guesswork.
  13. Adding a few more things that I missed, they've been on my mind for a long time and also many have been included in my points Based DR 2.0 Steam review: - (not sure if mentioned yet) Complete offline career with all bells and whistles beside the online one, ideally ability to create several offline careers. - Add ability to have more than 12 stages per championship event, and more than 6 events in a championship. - Introduce power steering failure (optional feature with injury/damage warning that must be accepted) - Rutts that show clearer lines made by professionals, sometimes it looks like there are 50 different lines all over the place. - UDP output that includes ID's for cars and tracks, as well as manifold pressure info, coolant temperature, and tyre/brake info. All necessities for proper data display and logging. - Ability to create Events/Championships/Clubs/Compeititions based on cherry picking vehicle classes and individual vehicles for them. For example to be able to throw some 2WD compeititions together. - Snow and mud/terrain realism: ability to get stuck in snow banks and precarious ditches, with all vehicles including R5. Just like real life. - Force Clutch Override on, and remove the option. Makes no sense to have this option, and especially as an assist. It's an anti assist if anything. - Add more setup saving slots. Only 8 setups can be saved per car per surface type. Grossly insufficient. - Please fix the cut areas somehow, progressive penalties based on distance / time and a gradient of drag off the road would be welcome. Resets only in emergencies (going off the map) - Inconsistent and late pace notes. Number one there needs to be a method to advance the pacenote calls even more. Two - if possible then from within the car during the ride a button to slow or speed up the co driver. Lastly correct some of the incorrect calls. - Finland clear/day stages are covered with thick forest fire smoke limiting visibiliy. Photo realistic rendering is very important to a sim, and I hope this is addressed in rev 3. - Montecarlo ice sections need to be more slippy if it's meant to be proper ice sections with winter tyres (not studded). - "wash" mode on windshield wipers (would be nice to wash away some of the late stage grime etc). - Feature to render and simulate pulled up rocks on the stages, which can cause punctures/damage.
  14. bn880

    Starting from Zero

    Let us know if you find a decent workaround (like buying several of the same R5 car and not using them or something) or another reset option (which I guess won't work). I also was planning on starting from scratch when I get the time, without resets except for 1 recce per stage.
  15. Agree with the initial list totally. Adding a few more that I noticed. Option to disable clutch nanny - to permit stalls and usage of clutch in sequential cars. Currently there is a computer saving you from using the clutch as an assist and you can't turn it off. Jump physics revision - to consider spinning masses on the vehicle, and changes of rates of spin and how they should affect the vehicle mid air. Tyre allocation, and utilization revision - ability to check tyres at end of each stage and swap them between corners. Ability to pull out your rear spare(s) and throw them on the car. Along with longer rally events the soft tyre would actually wear out more and people could use mediums / hards. To be honest we need a much better visual representation of the tyres, ideally while on the car to be able to judge the wear. Improvements in handling simulation on gravel when extreme (TT pace) driving takes place; there are exploits especially with riding at full lock (much worse on tarmac) exploit with being able to change steering too quickly left/right to full lock to be physically possible IRL (promoting and rewarding extremely low DOR settings for unimaginably fast large movements of the steering. For example you get rewarded for 180DOR) exploit where locking up wheels or pinning throttle does not lose you time in many situations where you should (most problematic on tarmac but issue is there on gravel IMO as well) performance overall on gravel is too good for many vehicles, I have not checked if it's a power issue, or just overall too much grip Downshifting Exploit - You can down shift way too fast , which won't even blow up an engine or gearbox with the over rev, but will add additional braking performance and won't even lock all your wheels and send you anywhere. This is one of the worst offenders at the top levels and eSports I think.
  16. Maybe you meant to say to make the self aligning torque linearly proportional to the speed?
  17. What do you mean by linear here? Linear to what?
  18. " You don’t need the locking screw if you are using the quick release so you can just pop the rims off and on as needed. " That's not true, the locking screw should be tightened pretty hard to prevent the rim from moving on the contacts/shaft. You can damage your wheel and base over time by not keeping the screw tight when using substantial FFB forces.
  19. I think your method is a bit lacking. Rain introduces other computational heavy algorithms , namely reflections and the rain particles. This is not a conclusive performance comparison and you guess wrong.
  20. Well that is odd, because if you do tune some of the effects in the different events you can get rid of a lot of the fog, and not have performance issues. If anything the effect seems to hide some LOD transitions, but at a price that should really be deemed too high. I do call some ******** on what you've been told in it being related to performance, in the sense that running without the fog there isn't really decreased performance ,but maybe something isn't as polished and appears so without it. In any case, as I said, a lot of this smoke can be mitigated by turning down settings.
  21. bn880

    Codemasters, what are you doing?

    Well that's up to the developer as to how many accessibility options they want to add. Especially important to note is that checking stats in this forum for how often something is mentioned is basically the opposite of proper polling/statistical data. There are going to be many multiples of "this one user" who don't even play the game (due to the issue) or aren't on the forum that have these issues. You just can't get a realistic picture on the forum unless it's something massively obvious like when we had Oculus + Steam VR issues etc.
  22. bn880

    Codemasters, what are you doing?

    It's a medical condition that affects a lower percentage of the population than VR sickness. It just depends if Codies want to make the game even more accessible. The way you talk about it is like its something that the affected person should suck up, because you think you did. That's how it comes across. There are people with genuine issues with motion sickness even in 2D. It doesn't mean Codies are obligated by law to provide a solution for them. In any case, I think the point of humanity overall is that you don't gang up on the people with medical issues or also disabilities, but you come together to help them. So lets try not just saying "you're an outlier". as that's also how other forms of discrimination rear their heads. Edit: Also please note that I'm not saying this is a disability, because it's not. It just wasn't part of human evolution where you'd artificially zip around without moving.
  23. bn880

    Codemasters, what are you doing?

    I actually find it less nauseating. I've been driving also with TrackIR for months and that has no lock to horizon, VERY comfortable for me so I think that's why it carries over to VR. Everyone's different it seems. With lock to horizon in VR I get super sick.
  24. bn880

    Codemasters, what are you doing?

    Oh yeah, TrackIR won't really create a lock to horizon for you, but with max head shake enabled it can help. But I agree, it's there for VR so I guess it should be possible to enable it without, however as an assist as I think I mentioned before. because a lot of people who don't even get sick will just use it as an advantage in competition.
  25. Yes thank you, I forgot to post here to update. I have set the " Enable Locked Orientation " (under VR comfort options) to ON and it's better. I feel less drowsy and more at one with the car. 🙂
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