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Pistro

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128 Wheel Nut

Gaming Setup

  • Platforms
    Steam
  • Peripherals
    Steering Wheel
  • Steering Wheel
    Logitech G920

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  1. Pistro

    DiRTy Gossip

    It's not a nuisance. Just look at the most helpful negative reviews on Steam. Most of them mention championship resets.
  2. Pistro

    DiRTy Gossip

    Riggs, don't forget about championship resets. They have to either be prevented or there needs to be some information displayed to players that career modes are not offline and are prone to being reset. As long as there are people losing hours of their progress, because of it this, game won't be set for good.
  3. Pistro

    WRC 9

    It doesn't matter who's driving a car if you can clearly see that it has too much grip compared to reality. Also, in simulation type of games, such as Dirt Rally 2.0 and WRC 8, assists do not increase the ammount of grip. If you did some testing in Dirt Rally 2.0 you would know that they actually make the cars go slower, because all they do is limit and modulate the ammount of input, applied by a player, to make the cars easier to drive.
  4. Pistro

    WRC 9

    I've been following many kinds of motorsport very closely, since I was 12. Mostly WRC and F1. I'm 26 now. After this ammount of time, of watching those real cars perform on regular basis, I can assure you that it is very easy to accurately judge and compare a game's handling model to reality just by watching a video of it.
  5. Pistro

    DiRTy Gossip

    I agree with everything you said so far. Also long time RBR player, but more importantly someone who used to compete in real amateur rallies. This video from beta version of Dirt Rally indeed looks much better than what we currently have in version 2.0, but it's not perfect. There is too much grip in general, compared to reality. With Dirt Rally 2.0 the issue is rather peculiar as on one hand there is too much grip as well, but on the other hand there is this unrealisitic skidding/floating, which gets worse with speed and with wet conditions. None of us really knows how any of this is simulated in this game so I'm not going to pretend like I know what is wrong, code wise. All I know is that current tarmac handling is not realistic and for someone who has done rallying in reality it ruins the immersion and ultimately the enjoyment of the experience. I'm sure that the fine people responsible for creating this handling model also knew this, but for some reason the game was released anyway. So I also keep my fingres crossed that it will be improved at some point, ideally by lowering the overall ammount of grip to realistic levels and making the cars more planted under lateral loads.
  6. Pistro

    DiRTy Gossip

    I agree with your last observation, although if you observe replays carefully you will notice that it pertains to all speeds really. He slows down more because there is less lateral grip in reality, compared to DR2. Unless you're suggesting that you're driving faster than a world class rally driver?
  7. Pistro

    DiRTy Gossip

    Depends what stage you saw. Take a look at this onboard from a real stage that Dirt Rally 2.0 stages are modeled after: I guess the only thing that Dirt stages are missing are those little darker tarmac repair patches, otherwise they are very close when it to comes to bumpyness. You can also see how planted the car is, compared to Dirt's floaty physics.
  8. Pistro

    Pacenote editor

    The fact that your opinion of 5 is different to somebody else's doesn't mean that there should be a pace note editor. You can just get used to a different opinion of 5, as long as it's used consistently. But this is not the case in this game. In many corners call outs are not consistent. In other words they are wrong. If there were no mistakes in the pace notes editor wouldn't be necessary. No, that would be just stupid and unnecessary work. All you have to do is realise that your car is going faster and adjust your speed accordingly. Pace notes have to be consistent, regardless of your speed.
  9. Pistro

    DiRT Rally 2.0 Car Setups

    I assume you mean on corner exit? Any of those will help: increase toe-in at the rear/reduce camber at the rear/increase driving lock/decrease spring stiffnes at the rear.
  10. Pistro

    WRC 9

    Tarmac seems pretty realistic, maybe even better than DR2, because there is none of that floating going on. Gravel is horrendous however, way too much grip, especially on that Argentina video. Makes me appreciate gravel in DR 2 much more, even though certain classes, like R5 for example, also have too much grip, but nowhere near the ammount of what WRC8 has.
  11. If you pull the handbrake while braking very hard it will have very little effect, as front wheels are already locking or are close to being locked, and when both front and rear wheels lock, you can't change rotation anymore. So yes, you need to let go of the brakes a little for handbrake to have substantial effect on introducing oversteer. Introducing oversteer on corner entry with throttle is a bad idea, because you are supposed to be braking then, not accelerating. It will result in slower times.
  12. Pistro

    DiRTy Gossip

    That was a typo, the difference was 3 seconds. Thanks for pointing it out. I'm able to win weeklies regularly so consistency is not an issue for me. As to speed being too low to feel any difference, I stated that the tests were done at 50 km/h and at racing speeds, and Mini can go up to 140 km/h. I also stated that both runs were in exactly identical cars, with identical setup, on the same tyre compound and with the same engine upgrade level.
  13. Pistro

    DiRTy Gossip

    I made sure that degradation in service parks was correct. I did that by using H1 class in career, which always has full/worst degradation, and for 0 deg I used time trials.
  14. Pistro

    DiRTy Gossip

    So I did some proper testing to determine whether ruts, that appear during subsequent stages of road degradation, have any effect, other than visual. I want to be clear, I wasn't looking to prove or disprove anything. I was just curiours as to what is actually going on. More specifically I was looking to see what effect road degradation has in three key areas: steering wheel force feedback, overall grip, suspension and tyre interaction with the surface. Here's what I found: 1. Force Feedback Setup: PC, Logitech G920, 540 degrees of rotation In-game FFB settings (game files not modified): Self Aligning Torque: 70 Wheel Friction: 0 Tyre Friction: 150 Suspension: 150 Collision: 150 Steering Centre Force: off Methodology: I drove on the same stretch of road, at a constant speed of 50 km/h and at racing speeds, using the same car with the same tuning, in the same conditions, back to back during two different stages of degradation: 1. No degradation; 2. Third stage of degradation. I used two different techniques of holding a steering wheel: 1. Hands firmly gripping the wheel at 3 and 9 o'clock; 2. Same hand placement but holding the wheel with just the fingertips (this technique allows to feel even the slightests forces). Results: No difference between 1. No degradation and 2. Third stage of degradation. Only force I could feel was the force of self aligning torque trying to pull the car, due to gravity, because of uneven road surface (3D mesh). On relatively flat and straight parts of the road there were no forces acting on the wheel. 2. Overall grip Methodology: I did two perfectly clean maximum attack runs, on the same stage, using the same car, with the same tuning and engine upgrade level, in the same conditions, on the same tyre compound, back to back during two different stages of degradation: 1. No degradation; 2. Third stage of degradation. Results: 1. No degradation stage time: 3:51; 2. Third stage of degradation stage time: 3:48. Admittedly, two runs is not enough to determine, with 100% certainty, whether there is a difference in overall grip, but the results suggest that there is more overall grip when the road surface is degraded. 3. Suspension and tyre interaction with the surface Methodology: I drove on the same stretch of road, at racing speeds, using the same car with the same tuning and engine upgrade level, in the same conditions, back to back during two different stages of degradation: 1. No degradation; 2. Third stage of degradation, concentrating on camera movement (which was set to maximum shake) and car behaviour. Results: No visible difference between 1. No degradation and 2. Third stage of degradation. I don't deny that the results might differ, depending on hardware or game settings, and I encourage you to do similar tests.
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