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KevM

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Posts posted by KevM


  1. I have always said DiRT Rally might have benefitted from something like a 'Career Mode' to engage Single or Offline players with a more of a path to walk them through the game.

    If another CMR instalment was supported by the McRae's, would it not be the ultimate Career Story to base a game mode?   Start as a young Colin, in a Scottish forest with a Sunbeam & move on to the Nova, tackle major events in the Sierra, Legacy etc before the world events in the Impreza, Focus and Citroen?  Hell, you could even dabble in Touring car & Le Mans for a bonus round or two!

    Its does say something about "full Colin, Flat!" spelled out on the notebook in the 'Re-acquainted #TBT' tweet....  
    Maybe the note-book was a future aspiration for a game that's now becoming a reality?

    WHO KNOWS??   :/

  2. TURBODEVIN19 said:
    Highly unlikely tho, since they removed the name from the DiRT series after his passing. But yeah that would be a great tribute, he would have been proud of what has been achieved with DiRT Rally.
    Highly unlikely, but not impossible.  The guys must still work fairly closely with the McRaes.  Colin's cars, liveries and name all appear in the current game remember.
     
    Yeah, his name may not be on the box these days, but his spirit is evident in both DiRT Rally and the team that brought it to us!  

    I'll leave this one here....
    gfRally said:
    This just in:

    https://twitter.com/dirtgame/status/789043508900311040

    The "reacquainted" part is gossip worthy?  Hope they are looking at CMR3 as well, its all about tge interface.  



  3. RallyDriven said:
    Well I've been debating cars for a while, what I'd really want is something rear-wheel drive with a bit of power, but unfortunately that's not what I can afford! :( So I've gone for a Focus, mainly because it was a 1.8 turbo!
    MX5 with a Turbo!  Costs buttons, not that powerful, but you'll feel like you are doing 1,000,000 mph, & probably sideways too! :smiley:

  4. bogani said:
    They developed the whole game around the V1 physics and then had to make an unplanned V2 pass making major changes. It's not a huge guess that affected certain things in a bad way. Things they didn't have time/resources to correct.

    I think they learned a great deal from the whole DR Early access that will bare fruit for the next project. Awesome fruit ;)
    Finally, Here's a man who 'gets it' !

  5. Yeah, Ryu, i see what you're trying to say, but it doesn't make sense because you don't appear to know how downforce affects understeer/oversteer.
    Too much downforce at the rear = understeer.
    Too much downforce at the front = oversteer.
    No downforce at all = only tire grip/traction applies.

    I know the basics of how downforce affects the cars. Generally speaking the more downforce the better as long as it's balanced, however 208 has such a big wing at the back that you can actually clip stuff with it, yet it is the most tail happy car in the game (especially at higher speeds), which suggests that there's no downforce created from that rear wing (or it's setup to create rear-end lift, along with pretty much every other car in the game). However at low speeds, you have massive issues making the car slide in any form. Given that a ginormous wing will create more downforce than a front splitter, it's not that far off a stretch to say that there should be a lot of oversteer at low speed and not much, if any, at high speeds.

    If you compare this behaviour with any other racing sim, you can easily notice that regardless of the aero, the cars will have tendency to oversteer badly on low speeds when you put the power down. Even 4WD/AWD cars. Especially the lighter the cars get. And those that depend a lot on the aero become a lot more stable on higher speeds. None of those characteristics match anything the game is showing. In fact, they match more the inverted pattern of those.
    KevM said:
    Do F1 cars suffer chronic understeer around 2nd Gear chicanes but go full tail-out oversteer drift round 180mph bends? 
    That's my point. They don't do that. But in this game, they would. In DR you have most of the time chronic understeer on those low speed chicanes/hairpins and tail out oversteer at high speeds. What does that say about the downforce in DR? That it behaves in the exact opposite of how it does in real life.

    On top of that the change is progressive, not sudden. So the understeer lowers the faster you go, up to a point where it's in a balance with oversteer, from which the oversteer starts increasing.

    It's not a far stretch to say that some value regarding aero model has been set in a wrong way and it affects the physics in the way it was not intended to. If they would want, they could code so we would be driving on the roof and we would have better performance than as if we would be driving normally on wheels. Along with being able to steer without the front wheels ever making contact with the ground. It's a game, or to be specific a piece of software. If Devs want something to happen, they can make it happen. The problem starts when they want to re-create something accurately. Especially something that no one actually truly comprehends, as in real life physics. On top of that the hardware limitations make it so you can't have real-time physics in all of their glory. So having just one value wrong can ruin everything else. Relativity is such an interesting topic, you know?


    I do understand that this is the exact opposite of how real life works. But we're talking about DR physics, which on top of not being real-time, they are made by humans who have tendency to make mistakes. So instead of trying to apply my theory to real life, which is just stupid, apply it only to the game. If I wouldn't be on to something, then there would be some cars that would not oversteer like mad on high speeds. But there really aren't. Even though not all have chronic understeer at low speeds, all have that oversteer at high. Therefore the inverted aero, which gives you the downforce at 0 km/h that you would normally have at 200 km/h+ results most of the time with understeer, due to... yes, rear wings on cars providing more downforce than front splitters, which most rally cars don't have. That downforce starts decreasing with speed, which results in... yes, oversteer. If you don't have downforce that will aid the rear-end grip, it's rather easy to get a tail out while cornering. See Stig pushing the Koenigsegg CCX around the Top Gear test track. Physics work fine, it's just the aero that is applied in the wrong way that makes a lot of stuff work plain out incorrect.

    Good physics + aero applied in an incorrect way = poo happens.

    Also, did no one notice that V2 cars jump shorter than V1 cars at low speeds? Or rather, where the V2 cars stay planted, the V1 were slightly catching air. I find it fascinating.
    It's not even like that in the game though sweet-cheeks, but you seem happy to have solved the issue for the guys, so congrats on that.

    All @KickUp needs to do, is put a "-" sign into the aero value of the physics engine, & it's all schweet-to-the-beat!!

    :)
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