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  1. dudes another example of a CM approach to the community of GRID because it looks like that no one sees our support and criticism when we indicate how much downgrade split screen options from GAS hurt us in GRID 2019 did you see how CM staff responds to the same arguments in the F1 community? it looks #LikeNoOther the community of GRID deserves to support from CM and split screen comback, dont you think?
  2. minetti

    Request: daily/weekly challenges mode!

    this is the core that keep this race game on the game. otherwise there'll be shortly game over the sadder, this abandonment shows the position of this title in relation to Dirt/F1 @ChrisGrovesMCM could you confirm the same about split screen gem option?
  3. Hi first thanks for the new cars, Vulcan is a beauty! 4 Queries; 1. Is it supposed to be raining heavy almost every race in season 2? Seems a bit extreme and can't really experience the new cars much in the dry, not including free run as the money earned is non-existent. 2. Also in Objectives the Track Day GT Hoarder isn't getting ticked off, I've bought them all, Zonda, FXX, Vulcan and BT62. Though I bought the 599XX and GT Heritage anyway too. 3. How do you get the Two Wheels bonuses for objectives? There are literally no jumps and being aggressive on curbs gives a split second two wheel bonus on screen but for all those I've done I've still not achieved even the 10 second two wheel objective? 4. The big one! Stats page.. Can we please get one, I'm surprised with Racenet its not up there either so no idea why we sign up for that in game? But especially for the trophy around the globe it would be nice to know what mileage I've done, but also how many races I've participated in total, wins, poles, mileage in career/total etc. Stats have always been a big thing in all sports so its odd we don't have it here, please consider this, safe to say we'd all love and appreciate it.
  4. mcfc4heatons

    GRID 2019 - When is Split Screen Coming?

    I know which ones have it, as I have them all. As far as I understand it Codemasters promised split screen would be added post launch to GRID 2019. I'm wondering when, if ever that will happen? GRID: No split screem but does have LAN multiplayer GRID 2: Has 2 player split screen GRID Autosport: Has 2 player split screen Dirt 3: has 2 player split screen Dirt 4: Dropped split screen, so no more Dirt games for me GRID 2019: No split screen so far, bought because I'd read somewhere before releaae it would have split screen, since then I read split screen wold be added post release ..... Who knows....
  5. Mrocz

    GRID 2019 - When is Split Screen Coming?

    First Grid didn't have it Grid 2 i don't remeber GRID Autosport had it It was said that GRID 2019 will get split screen in free patch. I just wonder when or if it is still actual.
  6. QikMik79

    GRID 2019 - When is Split Screen Coming?

    Think you'll find split screen is a thing of the past, unless its something like Mario Kart. I don't remember the last game that had it.
  7. 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 😄 < added 2020-10-08: something else that would be amazing, although perhaps is a bit optimistic, is the option for snow in some locations where it makes sense, so we could for example have a Wales where it goes from cloudy and rainy one day, to proper Sweden-like snowy the next, completely changing the character of the stages. If we could do the reverse with Sweden, all the better 😄 > 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 (+@Mike Dee, @Yaggings) 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. See Yaggings’ thread on the topic for more ideas here. 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 (in both the colloquial ‘really great’ sense, and the more literal ‘thing of fantasy’ sense). 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. More FFB options (added 2020-10-08) I get that the aim in DR2 was for the force-feedback to accurately replicate what you’d feel through the wheel in a real rally car, but we’re not sitting in real rally cars, we’re sitting at home, so we miss out on a ton of information that would inform our driving: g-forces, vibrations through the seat, rumbling felt through the pedals, and so on. As such, it would be great to have the option of simulating these forces through the wheel, even if it’s not strictly realistic. I know that was done to some extent with the FFB update that added vibration effects controlled by the Suspension slider, but that felt a bit shoehorned in. It would be better if there were dedicated sliders for these effects. Smarter cockpit view (+@FlatOverCrest) (added 2020-10-08) This is kind of a pet peeve, but at the moment the HDR autoexposure algorithm seems to be a bit primitive, and often makes things too bright or too dark. It should almost always base exposure on the road, not your car’s dashboard or the sky or some random tree. In addition, the weather effects when in cockpit view should take into account the fact that we’re looking at a 2D screen (or two of them, in VR), and can’t focus past raindrops etc. as we can in real life. 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. Triple-screen support (@Drummeer, @FlatOverCrest) Along similar lines as VR, proper independent triple camera-per-screen support. Using nVidia Surround to make 3 screens act as one doesn't cut it. 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. Also: livery editor! Let us make it feel like our car. 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. < added 2020-10-08: As a minor addition to this, something @Yaggings mentioned: a more “human” co-driver. I mean no offence to Phil Mills of course, but because he’s so professional and able to remain calm no matter what, it can sometimes feel like he’s not really in the car with us, and doesn’t react believably to what’s happening with the car. Also related, per @somethingthing: being able to ask our co-driver things like how far until the end of the stage, for those who like to play without a HUD. > 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. Moreover, having the equivalent of three of DR2’s long stages per location would be fantastic (and of course more would be even better, but I’m trying to be somewhat realistic 😄) 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 😉). < added 2020-10-08: per @PJTierney, something that'd be cool for multiplayer would be (optional) staggered starts: rather than everyone starting together, they set off at 1 minute intervals, like in real life. Bonus points for being able to see the ghosts of other drivers, so you can clearly tell when you have (been) caught up. > 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. More ‘scenario’-type stuff (@Jack4688) (added 2020-10-08) The Colin McRae scenarios are a cool idea, and it’d be nice to have them as part of the main game, either integrated into career mode (a bit like the WRC games), or maybe even as part of online, like as daily/etc. events. Other drivers on stage (@ThunderboltSix) (added 2020-10-08) There doesn’t need to loads of them, but being able to catch up with, or be caught up by, other drivers on stage would really help sell the immersion, that the other names and times on the leaderboard aren’t just randomly generated. Stats, stats, stats! (@Mike Dee, @Philigula) All the numbers! How many miles we’ve driven (in each car, and in total); how many times we’ve rolled the car, most popular stage, most popular car, how many posts we’ve knocked over, how many spectators we’ve killed avoided at the last second. And so on. Related to this, per @michaelf, is UDP support on consoles. It’s already on PC, and allows for cool things like bass shakers, external dashboard displays, and @bn880’s RDA application, so having it on consoles would be great too. 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 🙂
  8. Hello - I was led to believe GRiD 2019 will be getting split screen like the previous two versions of GRID had - when is this feature likely to be added? Thanks
  9. With the release of patch 1.20 on all platforms for F1 2019, you can find our deep dive into the features included below, click to see in English, German, French, Italian or Spanish. English Hi everyone, 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 German Mit dem Erscheinen von Patch 1.20 werden dem Spiel auf Anfrage der Community mehrere neue Funktionen und Verbesserungen hinzugefügt. Wir haben beschlossen, die wichtigsten Änderungen zum ersten Mal in ausführlicheren Anmerkungen zum Patch anzusprechen und detailliert zu erklären. In diesen Anmerkungen werden die neuen Ligafunktionen „Reserve“ und „Sessionfortschritt speichern“, die Parameter der Xbox-Tastaturunterstützung und weitere Details zum veränderten Einsatzverhalten des Safety Cars behandelt. Ligaverbesserungen und -funktionalität: Die Ligaverbesserungen lassen sich in zwei Hauptpunkte aufteilen; Reserveverbesserungen und die Einführung von aufgeteilten Wochenenden. Schritt-für-Schritt-Erklärungen gibt es hier: Sessionfortschritt speichern: 1. Erstelle (oder bearbeite) deine Liga wie immer und stelle sicher, dass das Zeitplanformat auf „Nach Bedarf“ gestellt ist. 2. Nachdem du die Strecken festgelegt hast, gelangst du auf den „Format“-Bildschirm. Gehe nach rechts zum Tab „Wochenendprogramm und KI-Schwierigkeit“ und stelle sicher, dass unten „Sessionfortschritt speichern“ aktiviert ist. Die anderen Einstellungen bleiben unverändert, das heißt, die neue Funktion kann sowohl bei privaten als auch bei öffentlichen Ligen verwendet werden. 3. Erstelle eine Liga und lade Freunde dazu ein. 4. Spiele deine erste Session und schließe sie ganz normal ab. 5. Beim Versuch, mit der nächsten Session fortzufahren, wird eine Meldung zur Bestätigung der Mindestspielerzahl angezeigt. Damit die Session fortgesetzt werden kann, muss die Meldung von einem oder mehr Spielern, die mindestens „Mitglied“ sind, und einem, der mindestens „Admin“ ist, bestätigt werden. 6. Bei unzureichender Bestätigung wird zum Bildschirm „Liga-Übersicht“ zurückgekehrt und die Liga pausiert, bis Spieler mit der notwendigen „Rolle“ in der Session sind und die Liga fortgesetzt wird. ANMERKUNG: Denk daran, dass zum Fortfahren mit der nächsten Session die Zustimmung von mindestens einem Spieler mit der Rolle „Mitglied“ und einem mit der Rolle „Admin“ nötig ist. Reservespieler und Zuschauer ohne Mitgliedstatus haben keinen Einfluss auf das Fortsetzen der Ligasession. Reserve: Diese neue Funktion sorgt dafür, dass Ligen mehr nach den Wünschen der Spieler ablaufen können und dass es Regelungen dafür gibt, fortzufahren, ohne dass es für die anderen Spieler Auswirkungen auf die Liga hat. Das Reservesystem wurde eingeführt, damit das Ligaformat leichter verwendet werden kann. Wie Reservespieler hinzugefügt werden können wird im Folgenden erklärt: 1. Erstelle (oder bearbeite) deine Liga wie immer und stelle sicher, dass das Zeitplanformat auf „Nach Bedarf“ gestellt ist. 2. Nachdem du die Strecken festgelegt hast, gelangst du auf den „Format“-Bildschirm. Die Liga muss auf „Privat“ gestellt und „Spielerreserven“ aktiviert werden. Du kannst bei „Reserve-Wertung“ die Option wählen, die besser zu der Liga passt. Bedenke, dass diese Funktion standardmäßig deaktiviert ist, und manuell hinzugefügt werden muss. 3. Spieler in die Lobby einladen. 4. Wenn ein Nicht-Mitglied in die Lobby eingeladen wird, wird es in der Session mit der Rolle „Nicht festgelegt“ aufgeführt. Ein Spieler mit der Rolle „Admin“ oder „Besitzer“ muss den neuen Spieler als Reserve festlegen, damit dieser an der Session teilnehmen kann. Da es sich hierbei um eine neue Funktion handelt, müssen allerdings die folgenden Voraussetzungen erfüllt werden, damit sie korrekt funktioniert: • Die Funktion kann nicht bei derzeit bestehenden Ligen verwendet werden; du musst eine neue Liga erstellen, um sie aktivieren zu können. • Wenn ein Reservespieler in der Liga Punkte macht, werden sie für ihn auf den Ranglisten und Ergebnis-Bildschirmen aufgeführt. In der Meisterschaft werden die Punkte allerdings dem Mitglied gutgeschrieben, das er bei dem Event ersetzt hat. • Wenn das ersetzte Ligamitglied vor Beginn des Events der Session beitritt, tritt es an die Stelle des Reservespielers, doch wenn das Event beim Beitreten des Mitglieds schon läuft, wird der Reservespieler das Event an seiner Stelle zu Ende fahren. Safety-Car-Neuerungen: • Der Einsatz des Safety Cars wurde überarbeitet, sodass es eher eingesetzt wird, wenn es sollte. Dadurch sollte es jetzt häufiger zum Einsatz kommen als bisher. • Wir haben das System verbessert, das Hindernisse auf der Strecke erkennt, sodass größere Unfälle jetzt zuverlässiger erkannt werden können und dementsprechend das Safety Car ausrückt. • Außerdem haben wir die Wahrscheinlichkeit erhöht, dass SC und VSC zum Einsatz kommen, wenn ein Wagen einen Totalschaden erleidet. • Die Einsatzregeln sind bei den Renndistanzen 25%, 50% und 100% identisch, nur die maximale Anzahl der Einsätze ist unterschiedlich, und zwar jeweils 2, 5 und 6. Dadurch soll gewährleistet werden, dass du weiterhin den Großteil des Rennens mit Renngeschwindigkeit fahren kannst, anstatt zu viel Zeit im Safety-Car-Tempo zu verbringen. • Die maximale Anzahl der Safety-Car-Einsätze wurde anhand von Statistiken der echten FORMULA 1 festgelegt; Das Rennen mit den meisten Safety-Car-Einsätzen war der Große Preis von Kanada 2011, wo es 6 Mal raus musste. French Avec la sortie du Patch 1.20, plusieurs fonctionnalités et améliorations sont maintenant dans le jeu. Nous avons sélectionné les changements majeurs pour vous expliquer ce qu’ils impliquent dans ces premières notes de patch détaillées. Ces notes traiteront des fonctionnalités “Remplaçants” et “Sauvegarder la progression de la session” dans les ligues, des paramètres du support clavier sur Xbox et des informations sur les changements effectués concernant le déploiement de la Voiture de Sécurité. Fonctionnalités et améliorations de ligue : Les améliorations de ligue ont été divisées en deux fonctionnalités principales : l’amélioration des remplaçants et l’ajout des week-ends en plusieurs étapes. Guides ci-dessous : Sauvegarder la progression de la session : 1. Créez (ou modifiez) votre ligue de façon normale, assurez-vous que votre “Format de progression” est réglé sur “À la demande”. 2. Après avoir ajouté les circuits, vous êtes dirigé(e) sur l’écran “Format”. Passez sur l’onglet de droite pour vous rendre sur “Format du Week-end et Niveau de Difficulté de l’IA”, assurez-vous ensuite que l’option “Sauvegarder la progression de la session” est activée (en bas de l’écran). Le reste des paramètres n’est pas affecté, vous pouvez donc créer/participer à des ligues publiques et privées avec cette nouvelle fonctionnalité. 3. Créez la ligue et invitez vos amis. 4. Participez à la première session et terminez-là comme d’habitude. 5. Lorsque vous tenterez de passer à la prochaine session, un message de confirmation concernant un nombre minimal de joueurs apparaitra. Pour passer à la session suivante, ce message nécessite la confirmation d’au moins un joueur “membre” et d’un autre joueur “administrateur” pour continuer. 6. Dans le cas où le nombre de joueur est insuffisant, la ligue sera ramenée à l’écran “Résumé de ligue” et sera mise en suspens le temps que le nombre de joueurs avec les “Rôles” nécessaires soient actifs dans la session pour pouvoir continuer la ligue. VEUILLEZ NOTER: Rappelez-vous que pour passer à la session suivante, la confirmation d’un joueur avec au moins le rôle de “membre” et d’un joueur avec au moins le rôle “administrateur” est nécessaire pour continuer. Remplaçants : Cette nouvelle fonctionnalité vise à s’assurer que les ligues puissent mieux s’adapter aux envies des joueurs ainsi qu’à établir des conditions pour y parvenir sans affecter la ligue pour les autres. Les remplaçants ont été ajoutés pour assurer un fonctionnement plus souple du format de ligue. Guide pour les remplaçants ci-dessous : 1. Créez (ou modifiez) votre ligue de façon normale, assurez-vous que votre “Format de progression” est réglé sur “À la demande”. 2. Après avoir ajouté les circuits, vous êtes dirigé(e) sur l’écran “Format”. La ligue doit être paramétrée sur “Privée” et vous devez ensuite activer l’option “Remplaçants joueurs”. Vous avez la possibilité d’activer l’option “Score Remplaçant” si vous le souhaitez. Veuillez cependant noter que cette option est désactivée par défaut, elle doit donc être ajoutée manuellement à la ligue. 3. Invitez des utilisateurs dans le lobby. 4. Lorsqu’un joueur n’étant pas membre de la ligue est invité dans le lobby, il/elle joue sans rôle spécifique, en tant que participant “sans affectation”. Un joueur avec le rôle “administrateur” ou “propriétaire” doit affecter le nouveau joueur au rôle de remplaçant pour qu’il/elle puisse participer à la session. Cependant, ceci étant une nouvelle fonctionnalité, veuillez noter les points suivants : • Cette fonctionnalité ne peut pas être ajoutée aux ligues actuelles, vous devrez créer une nouvelle ligue pour activer cette option. • Si un remplaçant marque des points dans la ligue, il/elle recevra les points au classement de la course et sur les écrans de résultat. Cependant, en ce qui concerne le championnat, les points du remplaçant sont attribués au membre qui était absent lors de l’épreuve. • Si le membre original de la ligue rejoint la partie avant le départ de l’épreuve, il/elle reprendra sa place. Cependant, s’il/elle rejoint la ligue après le lancement de l’épreuve, le remplaçant terminera l’épreuve à sa place. Mise à jour de la Voiture de Sécurité : • Le déploiement de la Voiture de Sécurité a été mis à jour avec pour objectif de la rendre plus susceptible d’être déployée lorsqu’on s’y attendrait. En conséquence, les déploiements devraient être plus fréquent qu’auparavant. • Nous avons amélioré le système de détection des obstacles sur la piste, ceci nous permet de mieux repérer de gros incidents et de déployer la Voiture de Sécurité en fonction. • Les courses à 25%, 50% et 100% ont les mêmes règles de déploiements, sauf en ce qui concerne le nombre maximum de sorties de la voiture de sécurité qui est respectivement de 2, 5 et 6. Ceci a été mis en œuvre afin de vous permettre de tout de même profiter des conditions de courses normales, à haute vitesse, au lieu de passer la majorité de la session dans les conditions de la Voiture de Sécurité. • Le nombre maximal de déploiements de la Voiture de Sécurité a été établi après observation des Grand Prix réels. Le plus grand nombre de déploiements a eu lieu en 2011 au Grand Prix du Canada, pour un total de 6 sorties. Autres notes : • Le support clavier a maintenant été ajouté sur Xbox. Pour l’activer, ajoutez tout simplement un clavier à votre configuration Xbox et paramétrez les touches dans l’écran des commandes. • Certains volants ont une configuration bien plus complexe et plus de boutons, nous ne pouvons pas affecter ces commandes correctement. La raison derrière ce problème provient d’un manque de support des partenaires pour ces boutons additionnels. Italian Con l’uscita della Patch 1.20, abbiamo soddisfatto molte richieste della community e aggiunto varie migliorie. Vogliamo descrivervi appieno le modifiche più significative attraverso le nostre prime patch notes “approfondite”. Le note si concentreranno sulle funzioni “Salvataggio progressi della sessione” e “Riserve” delle Leghe. Inoltre ci saranno i dettagli per il supporto tastiere per Xbox e della nuova Safety Car. Anno nuovo, F1 nuovo: Le ultime aggiunte alle leghe sono principalmente due; le riserve e la possibilità di salvare i progressi delle sessioni. Come attivarle: Salvare i progressi delle sessioni: 1. Crea (o modifica) una lega come faresti normalmente, assicurandoti che il formato della progessione sia impostato su “Flessibile”. 2. Dopo aver aggiunto i tracciati, arriverai alla schermata “Formato” della lega. Spostati nel menu “Struttura Weekend e difficoltà IA” e assicurati che la voce “Salva progressi sessione” sia abilitata. Il resto delle impostazioni possono essere impostate a piacimento, quindi puoi creare leghe Pubbliche e Private con questa nuova funzione. 3. Crea la lega e invita degli amici. 4. Gioca e concludi la prima sessione come faresti normalmente. 5. Dopo aver confermato di voler continuare con la sessione successiva, un ulteriore messaggio di conferma apparirà. Questo messaggio richiederà l’approvazione di almeno 1 utente con il ruolo di “membro” e un utente con il ruolo di “Amministratore” per procedere. 6. Se non ci dovessero essere approvazioni sufficienti, la lega tornerà alla schermata “Riepilogo lega” e verrà messa in pausa finché gli utenti con i requisiti minimi non saranno nella sessione per poter procedere. Nota: Ricorda, per poter progredire, c’è bisogno di almeno 1 utente con il ruolo di “membro” e un utente con il ruolo di “Amministratore”. Inoltre, le riserve e gli spettatori non membri non possono influenzare in alcun modo l’avanzamento della sessione. Riserve: Questa nuova funzione ora permette di ampliare le opzioni dei giocatori, in modo tale da creare una lega per tutti. Le riserve sono state aggiunte per far scorrere più velocemente la modalità lega. Per sapere come aggiungerle leggi di seguito: 1. Crea (o modifica) una lega come faresti normalmente, assicurandoti che il formato della progessione sia impostato su “Flessibile”. 2. Dopo aver aggiunto i tracciati, arriverai alla schermata “Formato” della lega. Dovrai impostare la privacy lega su “Privata” e settare l’impostazione “Riserve giocatore” su “sì”. Hai la possibilità di abilitare o meno il “Punteggio riserva”. Ricorda che questa funzione normalmente è disattivata, quindi dovrai attivarla manualmente quando crei la lega. 3. Invita utenti nella lobby. 4. Quando dei non-membri vengono invitati nella lobby, entreranno senza ruolo con l’etichetta “non assegnato”. Un giocatore con ruolo “Amministratore” o “Proprietario” dovrà assegnarli come Riserve per poterli far partecipare alla sessione. Dato che questa è una funzione del tutto nuova, qui di seguito vengono riportati i dettagli: •Questa funzione non può essere aggiunta agli eventi in corso; dovrai creare una lega da zero per abilitarla. •Se un membro della lega entra in lobby prima che l’evento inizi, sarà lui/lei a gareggiare al posto della riserva, se invece il membro entra quando la gara è già in corso, la riserva potrà completare l’evento al posto suo. •Infine, se la riserva guadagna dei punti, sia l’utente che i punti verranno mostrati nelle schermate delle classifiche e risultati. Ma, ai fini del campionato, i punti verranno assegnati al giocatore che la riserva sta sostituendo. Aggiornamenti Safety Car: •Il dispiegamento della Safety Car è stato aggiornato, con l’obiettivo di renderlo più verosimile, ovvero farla scendere in pista quando dovrebbe. Come risultato dell’aggiornamento, ora la Safeety Car sarà più frequente. •Abbiamo migliorato il sistema che individua le ostruzioni in pista, permettendoci di identificare grossi incidenti e schierare la Safety Car di conseguenza. •È stata aumentata la probabilità di schieramento della VSC e SC in caso di danni terminali delle monoposto. •Le gare con durata al 25%, 50% e 100% avranno le stesse probabilità di schieramento, tranne che per un massimo di 2 volte per gare al 25%, 5 volte per gare al 50% e 6 per quelle al 100%. Il tutto è stato programmato in modo tale da permetterti di gareggiare a velocità di gara per la maggior parte del tempo. •Il numero massimo di Safety Car è stato deciso basandosi sui dati realistici di Formula 1, con il Gran Premio Canadese del 2011 che primeggia nella storia con ben 6 Safety Car schierate durante la gara. Note aggiuntive: •Il supporto per le tastiere su Xbox è stato aggiunto. Per abilitarlo, collega semplicemente una tastiera alla console e poi procedi con l’assegnazione dei comandi nella schermata comandi. •Il mancato funzionamento di alcuni volanti (soprattuto quelli con setup complicati e molti pulsanti) è dovuto all’assenza di supporto delle piattaforme di gioco per i pulsanti extra. Spanish Con el parche 1.20 se añaden varias funciones nuevas solicitadas por la comunidad, además de mejoras del juego. En estas primeras notas de parche con gran cantidad de detalle, hemos querido destacar y explicar los cambios más significativos. Aquí se hará referencia a las nuevas funciones “Reservas” y “Guardar progreso de sesión”, la compatibilidad con el teclado Xbox y más detalles sobre los cambios en el despliegue del coche de seguridad. Ligas; mejoras y funcionalidad: Las mejoras en las ligas se dividen en dos características principales: las mejoras en la opción Reservas y los fines de semana divididos. Paso por paso: Guardar progreso de sesión: 1. Crea (o edita) tu liga y, en “Formato de progresión”, selecciona la opción “A la carta”. 2. Tras añadir los circuitos, aparecerá la pantalla “Formato”. Dirígete a la pestaña “Dificultad de IA y formato de GRAND PRIX” y habilita la última opción “Guardar el progreso de la sesión”. El resto de opciones no se verán afectadas, así que podrás habilitar esta característica tanto ligas privadas como públicas. 3. Crea la liga e invita a tus amigos. 4. Juega la primera sesión y complétala. 5. Cuando intentes avanzar a la siguiente sesión, aparecerá un mensaje de confirmación con un mínimo de jugadores. Para poder continuar, el mensaje necesitará aprobación de al menos 1 jugador cuyo rol sea como mínimo “miembro” y 1 jugador cuyo rol sea como mínimo “administrador”. 6. Si se cumple el mínimo de aprobaciones, la liga volverá a la pantalla “Resumen de la liga” y quedará en pausa hasta que los jugadores con el rol de menor nivel estén en la sesión para avanzar en la liga. AVISO: Recuerda que para avanzar a la siguiente sesión, el mensaje necesitará aprobación de al menos 1 jugador cuyo rol sea como mínimo “miembro” y 1 jugador cuyo rol sea como mínimo “administrador”. Además, los reservas y los espectadores que no sean miembros no pueden influir en el progreso de sesión. Reservas: Esta nueva característica hace que las ligas se ajusten más a los deseos de los jugadores y aseguran que haya requisitos para avanzar sin que la liga se vea afectada para otros. La opción de Reservas se ha añadido para que el funcionamiento de las ligas fluya mejor. Cómo añadir reservas: 1. Crea (o edita) tu liga y, en “Formato de progresión”, selecciona la opción “A la carta”. 2. Tras añadir los circuitos, aparecerá la pantalla “Formato”. Establece la liga como “Privada” y habilita las “Reservas de jugadores”. Puedes habilitar la “Puntuación de reserva” si se adapta a las preferencias de la liga. Ten en cuenta que esta característica está deshabilitada por defecto, así que deberás añadirla de forma manual. 3. Invita usuarios a la sala de la sesión. 4. Cuando se invita a alguien que no es miembro, su rol en la sesión estará “Sin asignar”. Para que el nuevo jugador pueda participar en la sesión, un jugador con rol de “Administrador” o “Propietario” deberá nombrarlo “Reserva”. Actualizaciones sobre el coche de seguridad: • Se ha actualizado el despliegue del coche de seguridad para aumentar la probabilidad de que este aparezca cuando se espere. Tras estos cambios, se espera que los despliegues ocurran con mayor frecuencia. • Se ha mejorado el sistema que detecta obstrucciones en la pista, por lo que podremos reconocer con mayor seguridad los incidentes considerables y desplegar el coche de seguridad debidamente. • También ha aumentado la probabilidad de despliegue tanto del coche de seguridad como del coche de seguridad virtual tras un accidente con daño terminal. • Las carreras con distancias de 25 %, 50 % y 100 % tienen las mismas reglas de despliegue, excepto máximo de despliegues: 2, 5 y 6 respectivamente. Esto está diseñado de forma que se podrá aprovechar el máximo de la sesión a velocidad de carrera y evitar pasar la mayor parte del tiempo con el coche de seguridad presente. • El máximo de despliegues del coche de seguridad se ha decidido a partir de los registros reales de FORMULA 1, en los que el número mayor de veces fueron 6 en el GRAND PRIX de Canadá de 2011. Otras notas: • Se ha añadido la compatibilidad con el teclado Xbox. Para habilitarlo, solo tienes que añadir un teclado a la configuración de tu Xbox y establecer tus comandos preferidos en la pantalla de controles. • Cuando se trata de volantes con configuraciones más complejas y más botones, no se pueden asignar estas entradas debidamente. Esto se debe a la falta de compatibilidad de la plataforma con los botones adicionales. View the full article
  10. 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
  11. Is there an option/feature where I can take turns and easily switch players on my PS4 console? I want to race against multiple local players on my PS4 console. While I'd prefer split screen, I can settle if we can simply take turns, and have the game keep track of our results. Thanks. PS4
  12. BarryBL

    F1 2020 Split screen

    Hi everyone, Thanks for your feedback. On a personal note (not speaking with my CM head on here), it would be cool to have some split-screen arguments with my brother again at home. (*Puts CM head back on*) I've added this as a suggestion to the developers for future projects.
  13. Boom1234567890

    Quick multiplayer update

    Hello, I have grid for the Nintendo switch. The split screen mode is a lot of fun, only a lot needs to be patched. The Ki is much too strong at the beginning. there should be setting specifications that can then be corrected. The starting position setting should be fixed, because you never start as you set it (reverse order). If the Ki drives with only 3 tires, it still drives in first place. The Ki hardly makes mistakes, if it rams you, you fly away, the reverse is not possible. if you are broken, can no longer drive and have not been eliminated. you can only restart, even though the other player has finished. it should be like this when the penultimate car has reached the finish line is 10 seconds later. it would also be nice if you can drive qualifying and thus also change the setting of the car.
  14. Boom1234567890

    GRID - Mode/Feature/Content Suggestions

    Hello, I have grid for the Nintendo switch. The multiplayer is great, but can it be that the KI performance was set too difficult? we have big problems to keep up with beginners with the Ki. can the KI be screwed down a bit? in case it doesn't matter. it would also be cool if there was a qualifying in the split-screen race. thanks for an answer
  15. steviejay69

    F1 2020 Split screen

    Why would they give you split screen when they can sell you two games to play head to head? 😉
  16. Hello all, Assumptions are really bad: Ive been playing F1 2014 on my ps3 for the last 5 years. Finally decided to upgrade to ps4. Bought a copy of F1 2017, great game, BUT no split screen mode (1st assumption) (I play most of the time in this mode with my kid) Thought to myself, no problem, I'll keep playing f1 2014 for this (2nd assumption)... but just found out the ps4 is not backward compatible Arggghhhh! Feel kinda dumb and annoyed at both Sony and Codemasters. Seems the only way I'll be playing split screen with kid is if F1 2020 sees the return of this beloved multiplayer mode. Can I get +1 from everyone who agrees please? Thanks in advance oh mighty forum! A disappointed dad
  17. ianism

    DiRTy Gossip about DIRT Rally Games

    nah, the fanbase for the kart game itself is pretty huge - they remade a game from 1999, right? - the game currently has 700k active players with an internet connection on PS4 alone and this is all over their reddit so they are ballot stuffing. it's very good, plus you can play 4-player split screen. I think the NFS fans just haven't noticed there's a poll yet it's really weird that they added WRC 8 after the poll already started. there's still not even a description of the game on the page! I guess it's a write-in?
  18. sloppysmusic

    F1 2020 Split screen

    Lots of people have big screen tvs these days so it makes even more sense to bring back classic split screen racing. Good idea!
  19. bianchi128

    F1 2020 Split screen

    I would like the split screen to return so I can play with my brother or father
  20. CrazySerbianGuy

    GRID - Mode/Feature/Content Suggestions

    The funny part is they will release split screen in dlc later on instead to include it from the start. Another proof that this game was rushed out. And please do not quote me anymore ...
  21. CrazySerbianGuy

    GRID - Mode/Feature/Content Suggestions

    You have to pay for split-screen, ahahahah this is the end... 😂
  22. Sir.Smoke

    GRID - Mode/Feature/Content Suggestions

    must have missed that, remembered this article where it says different -https://gamingbolt.com/grid-interview-weather-track-online-offerings-and-more "A post release mode that we’re happy to announce today is split screen mode coming after release for everyone. Again, you have to buy the DLC."
  23. Sir.Smoke

    GRID - Mode/Feature/Content Suggestions

    Split-screen is coming later as a paid DLC, it has been said.
  24. Bill1106

    GRID - Mode/Feature/Content Suggestions

    when will we get back to local multiplayer / split screen mode in racing games? the last one was F1 2014 and grid 2, both for ps3 I don't see anyone talking about ... Is there any future dlc that will add this mode? It was fun to compete with friends on the living room couch.
  25. If the next F1 game has split-screen, I'd be as rabid as a hyena. Buy. Buy. Buy! BUY! Also, I would like to see the crash physics similar to that of Project Cars, where if two cars collide with their wheels or if one car rams into the back of another, they'd be launched up. Kind of like the images below.
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