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Showing content with the highest reputation on 10/7/2019 in Posts
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2 pointsWhat about ramps and other stuff in Dirtfish like in Dirt 4? Would be great for testing.
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2 pointsOn the edge... quite literally! Platform: PS4 Gamertag: spookeyf1
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2 points
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1 pointFeaturing the LOTOS Polo R5 by @Lebrass & the RedBull Polo R5 by https://www.racedepartment.com/downloads/volkswagen-polo-gti-r5-carbon-livery-pack.27850/ & the M2 Livery by @RallyGamer
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1 pointThe problem is I see nothing new they added instead removed features. They cut off water physics and graphics overall remains the same. Even worse sometimes than in 2011 (!) game. So what was the deal?
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1 pointBut there are water physics at least in the water splashes. Your car gets dragged around, slowed down, you lose steering etc.
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1 pointSpeak for yourself, not others. RBR is dependent on mods, what cars you use and on which tracks you use them. It's full of flaws and it's old and outdated. Still, it has aspects that DR lacks Like, cross a ford. Hit it wrong and/or too fast and you will damage the car, bounce off track and crash. You can mess up the front, or rear or both. Depends on how you attack it. Go over a jump and the car can twist, the nose can dive or the rear will come too high. Depends on your approach. You can't just go full throttle or chase the highest speed. You must always have a measured approach. Bumps, crests, road camber, pot holes etc upset the car, or can be used to your advantage, in a way that doesn't exist in DR. Dirt Rally is tame in comparison. Yes, rwd cars in DR are harder to drive than they should because of lack of feedback from the game and the fact they don't behave as rwd cars should. That's not hardcore. It's an artificial problem caused by the games physics. It's not about difficulty level per se. It's easy to make a game hard to play. That doesn't make it more realistic. But neither does making the handling more casual make it more realistic. Thing is, DR is not punishing where it should be. Sometimes it's punishing where it should not.
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1 pointIt also has dynamic weather so... I won't say it's a perfect game, I'm having a hard time getting used to the cars, but I have to recognize them that they've done a great job in some aspects of the game, like career mode, stage design, times of day/weather...
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1 pointCMR 1 has 8 locations: New Zealand, Sweden, Greece, Monte Carlo, Indonesia, Corsica, Australia & Wales https://dirt.fandom.com/wiki/Colin_McRae_Rally
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1 pointThere is no better simulation for rallying nowdays. We already know RBR is the king forever and ever, but already dead for a while. Time is going by. So this theme is pointless.
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1 pointIndonesia from CMR1 with modern graphics & physics would be awesome, remember those sandy beaches, rice fields & villages and swamps
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1 pointT300/racing rig, league owners, ps4 and pro , f12019 and all other past f1 games , dirt rally and 2.0 , assetto corsa, sometimes iracing on my gaming PC, , ,thanks Hoo and the staff at codemasters in taking the time to look at ffb issues for wheel users, i for one want our league and the many other leagues that my sim community friends run to all go back to F12019 , as I say we've all in the above leagues recreated the ffb issues and constantly posted on the forum in order to help codemasters recreate the ffb issues for wheel users, weve lost the very fine details in how the ffb communicates back to the wheel , and you must make pad vs wheel equal,if not you will only get kids to race in the open lobby's which results in diveboming and complete mayhem, hence f12019 had the shortest life cycle of any game I've ever seen, the future is bright and sooner than later everyone will be using a wheel , i really hope that you can solve these bugs , all the best .
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1 pointPlayed some more on steam with my rift s. 2 really annoing things. 1. The position of the camera suddenly moves(mostly rally cross) and i have to look for the reset vr button while racing 2. I can not walk away from the vr headset whitout the game locking up. Annoying when your doing weekly or montly challenges š
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1 pointSo sad, in WRC 8 water puddle physics already has been implemented. They can spin your car, you can feel the aquaplanning
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1 pointSteam PC version "Keyboard gamer trying to attack the hotlap in New England" spoiler alert: he failed
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1 pointif they're just going to remake locations from old games, I want Croatia, China, Malaysia, Morocco, Michigan, Utah, Norway, and Kenya from Dirt 2 & 3. the trailblazer tracks could even be used. they'd be interesting for top-speed runs in RGT and Group B classes... i mean, it's totally unrealistic, but if we're seriously going to go there, let's go there lol
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1 point
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1 pointYeah, you can just add a subsurf to the road, boom, done. Ship the game.
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1 pointIn DiRT 4 you could just throw with the Supercars and you wouldn't loose time. In DiRT Rally 2.0 you really need to drive a lot more tight and clean to go faster. But it is really difficult to get the physics right as sometimes on gravel sideways is faster, and other time more tight is faster on gravel. and I think the developers went for a compromise. Overall the griplevels are still to high (and brakes to strong) in DR2.0, but it has been great step forward compared to the previous games.
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1 pointspeaking about mirroring, is there any chance to get undistorted single-eye view on monitor? I'm tired asking the same question never getting an answer. Is it still official support forum?
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1 point
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1 point
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1 pointIt's true.. This track especially needs a lot of practice time. Needs to be fun though. Just go to TT, put your favorite playlist on and drive around slowly, learning the most efficient lines first before speeding them up. If you are tense you will crash. So just keep lapping slow and smooth until muscle memory starts to make it feel more natural then start speeding up gradually until you find your pace. Some people like myself are never gonna be fast fast round there but at least you should be having fun without worrying about crashing.
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1 pointPlatform: Steam with OculusVR mode Headset: Oculus Rift CV1 PC Setup: intel core 17 6700k, 16gb ddr4@3000mhz, MSI GTX1080 Gaming X User type: Deluxe+Season3/4 Peripherals: Thrustmaster T300RS with T3PA pro pedals and 2xTH8A shifters. First impressions are so far very good, gameplay seems smooth with the new Oculus mode on Steam, spain runs far better than it did previously. The lagging around the buildings is noticably reduced, to the point it was barely noticable. Headset stutter is totally gone on Steam using the OculusVR mode. I even seem to be able to bump particles up to "high" now as well. I have yet to run with the performance monitor open, so have yet to monitor what the frame rates are doing. But on the surface, it looks good. I have run stages in Wales (at night with rain), Sweden, and Spain. I will do a full comparison once the Oculus store version has updated as well. There is some odd banding issues between colours in places though, its mainly noticable on night stages where the lights cause a drastic change from light to dark. Its a similar effect to if you loaded up a picture in Photoshop and used the "posterize" filter. Other issues I have noticed, Alt-Enter doesnt work in OculusVR mode, neither does Alt-Tab. This was annoying at first, as the game started up in fullscreen; which caused that tiny UI elements issue. Had to close the game down and change the file hardware_settings_config.xml to "windowed" and restart. There is a weird "wobble" in the HMD while sitting at the start line in the Oculus mode also, which is a little nausiating. But isnt an issue once in motion. Doesnt happen in the SteamVR version, but will check the Oculus Store version, once updated. One thing I hope is looked into however, is the corrolation between having "ground cover" turned on to any level, and the Shaders been set to high. For whatever reason, those two items do not work well together in VR. It causes the framerate to tank, and there really shouldnt be any reason for it. With shaders set to "low", the enviroment just looks horrid; but having "ground cover" turned off also removes certain details that add to the look. Obviously, as it currently stands, I pick "ground cover" to turn off; as the game really does look that bad when the shaders set to "low".
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