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KevM

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Posts posted by KevM


  1. Iv read your point twice now Ryu, I see all the words but still can't understand or piece together your theory on this.

    Why do you think that Aero affects under/oversteer completely independently?  Downforce is downforce.  It loads both axles!  It defies logic, both actual & virtual!
    Does a plane produce downforce when travelling slowly but then flip over to produce lift at a certain velocity? Nope!
    Do F1 cars suffer chronic understeer around 2nd Gear chicanes but go full tail-out oversteer drift round 180mph bends? 

    I have no idea where you are at with this, really.  None!??

  2. Aerodynamics don't apply at low speeds.  
    The big jumps were likely due to the stages being designed with V1 downforce in mind, but cars moving to V2.  Throw a ball of paper off a cliff, it drops, throw a paper plane off the same cliff, it flies then drops!
    Cars may feel like they get more grip higher up the Peak, due to the power/torque reduction that comes with altitude, causing less wheelspin?

  3. I would agree that Tarmac is not right, but when you peel it back, it's better than most in terms of raw physics. Yes, cars lack grip & slide a bit much, but it's what you can do with the slide that gives me hope.

    If you push a car beyond its grip threshold on iRacing, what you have to do to recover a slide, simply does not translate into real driving, where DiRT, in ways, does.

  4. I experienced one cheater on Xbox in the short time I've played it, he finished full gravel pikes peak in 4 mins on the final event of a league and cost me 2nd place
    I genuinely think that was a glitch/anomaly though, rather than blatant cheating.  It's just a real pity that the console isn't 'quite' on a par visually with a good PC, but I'm happy to sacrifice some quality for proper head to head competition!

    I haven't had a lot of gaming time for the past few weeks.  

    In the last fortnight, I have lost my dad, but gained a son...  Life can be really strange some times

  5. I think it would suit console racers down to the ground though, all the PVP-heads!  Codies will have the figures on server load etc, so they'll know whether its goer or a write-off.

    I dont see it or Pikes as a necessary component on a future DR title though, and I'm not sure they'd drop it all together either

  6. I think the next release will be a licensed stand-alone RallyX title.  I also think work will simultaneously start on DR2, but it will take a while to develop and come well after the RallyX game.

    General consensus seems to be that everyone wants improved physics with tyre choice/degrading, improved (DriveClub-like) visuals and an increase in the number of stages/locations with increased length and dynamic weather & dynamic surface degrade & a more unforgiving, realistic damage model.

    One thing I cant really get my head round though, if DiRT Rally maxes out the current gen consoles, do we need to wait on Console Hardware that can punch a lot harder to tick all those boxes?  

  7. gheeD said:
    Yeah that känniränni stage is pretty good. I have it installed both on RBR and AC on my computer just to compare between the conversions, but there isnt much difference in the track itself on AC vs RBR. Its more to do with the fact of the car physics, ac is not quite suited for gravel rallying, but these experiments are nice to see and try out.

    On tarmac i think the rally cars behave alright (DS3, VW Polo and Fiesta from RallyLegends mod team) but gravel something feels bit off on that stage känniränni. I recommend trying the stage with some rwd car like BMW M3 E30 which is closer to the F-Cup cars that have rallied that stage IRL. (https://www.youtube.com/watch?v=A91wHS6u88o )

    How do they compare visually @gheeD ?  I tried RBR again recently but couldn't get my head around the graphics and audio at all

  8. But you have to admit, that's pretty awesome.  
    Yeah, it's a direct RBR convert, but there is very little wrong with its presentation in AC, & to think that next gen rally games can improve on that, is a pretty exciting thought!

    Picture those kind of stages, that kind of presentation, with DiRT pacenotes and DiRT refined handling with an updated tyre & damage model along with existing soft edging tech rolled out and applied to snow/mud/grass/roadside bushes etc & would you have the perfect rally sim?  Pretty damn close.  

    PS4/XB1 wouldn't cope with that kinda load though

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