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Everything posted by Gregow

  1. Maybe they don't actually like driving, or they would like it more if the physics were better? 😉 As long as it's not at the expense of realism I don't mind fleshing out other game modes. I hope, however, that you don't do an SMS. They downgraded their game and tried to make it more "fun", I suppose because racing wasn't fun to them, and it turned out to be an utter failure. I would hate to see the same thing happen to DR.
  2. It's a shame really. The game is really good but stuff like that can completely break it. When researching VR compatibility I also saw a post from one of the devs (on Reddit, I think) pretty much shrugging it off. So, I don't have any hopes for the next installment unfortunately. I'm guessing they're aiming at the console market primarily. Contrarian as I am I think there's a lot of work that needs to be done with the physics. However, I also think the most important thing is that the devs have the ambition to go in (what I think is) the right direction. DR2 made good improvements on it's predecessor so I hope they keep going down the path towards more realism. Isn't driving something to do? I mean, rally is essentially going from point A to point B, seeing who does it in the shortest amount of time. The rest is sort of fluff. Don't get me wrong. I would like to see a more engaging career mode and the challenges can be a bit of fun, but fundamentally it's just about driving like a loon taking the more scenic route.
  3. After getting an Oculus Quest 2 I have joined the "No VR, no buy"-gang. Considering pervious games have VR support I'd be surprised to see it dropped for future titles, but nonetheless I want to add it here. For me there's no way of going back to a flat panel, and I've entirely stopped playing driving games without VR (like WRC 9, which I think is an otherwise excellent title, up there with DR2). As for the VR-support itself though, VRSS would be a welcome addition and it would be nice if the interiors didn't glow.
  4. I guess that's promising. I don't mean to hate on Dirt just because it isn't my cup of tea but it's good to see more serious sims making financial sense. Seems like it could be the way the market is headed as well, which is great for everyone who loves sims. Not to say that Monte Carlo is realistic but it's an old myth that you shouldn't spin your tires on ice. That's in fact exactly what you should do, especially with AWD or RWD (FWD is trickier as you understeer a lot). Sure, you need momentum as well but if you don't spin the wheels you're not going to generate much force to push the car anywhere. I used to work at an airport many years ago. We were driving trucks, lorries and different machinery with trailers and heavily loaded wagons every day. In winter you always got stuck. Not like once in a while, but all the time every day. The old wisdom of feathering the throttle just doesn't work, at all. What you do is you floor it and when you get a little movement going you let up, so you rock back and forth - getting a little momentum going - while digging the wheels down until you find enough grip. Having driven on frozen lakes and many winters with a RWD car you pretty much find a sweet spot where you get the most speed, going comfortably sideways. Though I suppose patches of black ice on tarmac, like some places in Monte Carlo, would be more like "keep it steady and pray".
  5. Well sure, the vehicle (pun intended) of fun in a sim title is primarily the quality of the simulation. It's the idea of getting into the car and "actually" going McRae on a good stage that makes it fun. Then of course you have other aspects like competition, but surely that's secondary as you could compete in any old game. And so, that's why I don't see the point of playing with a keyboard or controller. It's so... disconnected, and it's not like DR offers much in terms of career mode, story or other gameplay mechanics. All it's got is pretty much down to the driving experience, and you don't experience much of it through a keyboard. Now, obviously there are some who still see a point and if they're having fun then that's great. I'm just saying I don't get it. Thankfully I think it's possible to make the game drive well on both controllers and wheels without making compromises to the realism of the game. With keyboards I'm not so sure though. I surely hope you're right that future titles with continue to be challenging. And I hope future titles will go further in the direction of realism, developing that as far as possible. Perhaps with the boom in sim racing even the suits could be convinced it's a good direction to take. Otherwise things often go in the opposite direction, where they get watered down.
  6. I personally can't see the point of driving a sim with a keyboard. I mean, the whole point is to simulate the real experience and it's not like the career modes in these games are very compelling. With that said though, I don't think it's an issue directly related to physics but rather tweaking the input from the controllers and maybe adding some assists. At least that's what I think would be the right approach. What I really don't want to see are things dumbed down in an attempt to appeal to a broader audience. By that I don't mean exclude players with controllers. Rather, don't try to make it as approachable as possible with simplistic physics and dumb gameplay in an attempt to appeal to the most casual gamers who barely know what a car is. Like SMS did with Project Cars 3. I hope Codemasters dares to make a demanding and challenging hardcore rally sim - one that takes realism (in physics first and foremost) to the next level. That doesn't mean unrealistically difficult, but rather that things that are difficult in reality should be difficult in the game, and things that are easy should be easy. "Unrealistically difficult" is not so common for modern sims though. Only one I can think of is Asetto Corsa with some cars and how it sometimes reacts to putting a wheel on a curb or touching grass. Seems like they improved quite a bit with ACC, but I haven't tried it as the cars don't interest me. Making cars behave properly on and over the limit seems to be a bit of a challenge but modern sims handle it pretty well. I think Rfactor 2 is a good example as it's pretty much as hardcore sim as it gets. I mean, it's pretty much only about being a sim and that's all it does. Yet, if you have well made cars (quite the variation there) you can drive them easily and FFB communicates well what's going on. The challenge is driving fast and if you make stupid mistakes you will get punished. Like, you will have to think about how you shift the weight around, how you load the suspension, being smooth with the inputs, don't think high curbs are just an extension of the road and so on and so forth. Richard Burns Rally often gets mentioned and it's a common misunderstanding that it's difficult to drive. The cars are actually very easy to drive, as they should. With the NGP mod there are cars, like Group B, that are more than a handful, as they should. What's difficult is thinking you can drive like Richard Burns. Another aspect, adding to that, are the stages. There's sort of a narrower windows for the driver inputs, as compared to other titles like DR2. You have to be on point. Getting it sort of right is not enough. It means for example that you need better car control in order to slide it around without parking in a tree. You also have to do that on stages that sometimes are very narrow, bumpy and punishing. I'd say that's how it should be. With the caveat that I've mostly played with the NGP mod and not the vanilla game in a long while. You can also see that when comparing real footage with the game. RBR is the best match for the real thing I've seen, especially for the driver inputs. Dirt Rally 2.0 makes it very easy to rotate the cars and slide around. Sure, they're supposed to be easy to slide around but it's almost like all you have to do is turn the wheel and push the throttle - even i fwd cars. Feels to me that this is due to the center pivot - the cars really like to turn and slide. Then the weight shifting, throttle and brake only need to be sort of right. That sort of "window" where you get the car to really perform and you control it sliding through twists and turns is much wider.
  7. For me the most important thing by far is to make it a real hardcore rally sim. Do a big overhaul of the physics engine, and please ditch the center pivot already.
  8. I'm not talking about unsticking the rear or sliding the car. It's quite true that's actually how you drive fast on loose surfaces. No argument there. What I'm talking about is that the inputs would actually not match and that DR2 is playing very nice with you. The inputs in the first Dirt Rally were actually a better match to reality, although that game was otherwise a lot more flawed. I agree you would have to use real world rally driving techniques, at least to some extent. There are some exploits you can use in the game that I certainly would not like to try in a real car. Like turn the wheels 90 degrees in a fwd car and floor it, and somehow it turns nicely. Aside from such weirdness, please don't try left foot braking and pendulum turns in real life without first practicing in a safe environment. The physics are sort of there and quite intuitive in the game, but you'll have an accident if you try that in a real car. Things like this is also where you'll notice the center pivot and how the tires interact, or don't interact, with the surface. There's a clear discrepancy between the game and reality. Not to mention, of course, just the fact of going really fast on gravel roads. In a real car, when you pick up speed, it's something like a hovercraft but you still feel the tires making contact with the surface. Bumps can be really unsettling, if you don't just fly over them. By braking or turning you can make the tires bite down (this part is pretty well done in the game, I think), and by going over that threshold you can maintain a nice slide (not as well replicated in the game). Yes, it happens but it's tame. As a comparison, play through rally school in RBR and compare the school stage to the fords in Wales. In this case RBR got it more right than DR, and it should be pretty obvious once you try it. While you're at it, notice that while you can go for maximum attack in both games they are quite different in how you measure and control the pace.
  9. Yeah, about as right as the center pivot.
  10. First of all, we got R5 cars. Quite different from WRC cars. Heck, watching the latest Wales rally the commentator even mentioned the JWRC/R5 cars as not being as easy to jump as the WRC cars. Second, I never claimed I don't crash a lot. That's completely beside the point. My argument has never been "you should crash more", it has been that the game does not present certain challenges and that it's dumbed down. Challenges that certainly would lead to a number of interesting ways to crash, but I'm not asking for Dirty Tree Huggers 2.0.
  11. You mean the video with some nice jumps in modern WRC cars? And you thought I was cherrypicking? There are tons of videos showing exactly what I'm talking about. Go on youtube and enjoy yourself.
  12. Oh, you restart in mid air - do you? Yeah, DR2 improved from the first game. Considering the first Dirt Rally hade better air control than Quake World, that's not saying much. So Codemasters gave the cars more weight, removed the air control aspect, and now we have cars that are too stable. Cherrypicking? Here's a list of my ciriticisms: Center pivot Tire modeling or lack thereof is weird. It lacks real forces acting on the tires. Road camber very little effect. Bumps and jumps don't upset the cars enough - they're too stable. I can also add that the surface model makes it difficult to maintain slides with the cars. On the one hand it's nice to replicate the progression of grip when you slide and load the outside tires, but it also makes the cars more prone to grip and straighten out than they should.
  13. When you're forming your opinion and making claims about RBR, it would be prudent to actually play the game - both vanilla and Next Gen Physics mod. Perhaps then you would get what I'm saying about differences in how you approach the driving. Real cars get upset by bumps and jumps in the road. Treat them casually and you will crash and damage the car. The camber of the road has a big impact and can be used to your advantage. Dirt Rally simplifies this a lot. You think that's just my opinion? When was the last time you landed on one wheel after a jump? Or going nose first? Or landing hard on the rear wheels? Answer is, you have to go completely out of control to manage that.
  14. Friend, you have misquoted me. I was not the one who wrote that.
  15. Well, there aren't really many games that are worth comparing to. I elaborated a bit more on this in the 'Tarmac Physics and FFB'-thread. Although drunk driving my phone, I think that should give you an idea of the issues I have with rwd.
  16. You're arguing against your own straw man, not anything I've said. While you can't make a game drive exactly as real life, the goal of a simulator is to make the experience as close as possible. Dirt Rally does not and I doubt it was ever the purpose. Thus, it is not "hardcore" (as a sim). We can put whatever label we want on it. Arcade, simcade or whatever. Doesn't really matter. You like it that way? Cool. I like the game too but it seems we have different preferences. That's also cool. However, it is not a hardcore sim. I wish it was. You don't. Fine. I like WRC 8 too and in some ways it's more sim than DR. In others, it's not. I'll just wait for it to get patched before committing too much time to it. Ps. And the "speak for yourself" was directed at the comment that "anyone who's watched real rally...".
  17. Speak 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.
  18. No, I have not breezed through it and that's not an indication of how hardcore (or not) the driving is. What I'm saying is if you try to drive a car in real life, like you do in Dirt Rally, you will crash very badly. And it's not because the lack of g-forces when playing the game, or lack of feeling the bumps in the road or any such thing. It's because the game is made easier to drive than it should be, and the cars don't behave quite as they should. That's what I mean by the game not being hardcore, and that it strokes your ego.
  19. I completely agree. My biggest disappointment with DR is that it's far too arcade. Not saying the games are bad and unenjoyable, but I'd say they're far off from being hardcore. Actually, not even in the same universe. I long for the day of a real spiritual successor to RBR. Not saying it's still the best in realism. But, it was a game that did it's very best to be the most realistic. No excuses whatsoever. This is rally, just deal with it. You needed the rally school not to rage quit the game and never play again. That's hardcore. Not saying difficulty equals realism, but real rally is gosh darn hard. RBR never gave a ****, it just did it's best to be real. And that's why it's legend. Dirt Rally... sorry, but it's made to stroke your ego and make you feel good.
  20. Guess I'll put this here. Dirt Rally 2 messing with the driver/not releasing it properly after quitting the game. Windows 10 Pro 64Bit 1903 Thrustmaster T300 and Logitech G29
  21. Gregow

    DiRT Rally 2.0 World Series

    It’s not perfect but that’s how it works in real rally and racing. The racing director determines if the cut is illegal or not. That’s certainly better than allowing for drivers to find the quickest paths off road, which is nothing but exploiting the game.
  22. Gregow

    DiRT Rally 2.0 World Series

    There's one simple rule that could be implemented. Cuts with four wheels off the road that give an advantage could be made illegal.
  23. Gregow

    DiRT Rally 2.0 World Series

    Do you mean something like you could use reset zones to teleport yourself further along the stage? Anyhow, I would find it sad if advantages can be gained by meticulously exploring the boundaries of the reset zones. So much so, in fact, that I would lose all interest in the championship.
  24. Gregow

    DiRT Rally 2.0 World Series

    You're right, that point was from the rules regarding the finals. This one's regarding qualifying though: I can only find exploiting defined in the code of conduct for the finals, but it would indeed be odd to use different definitions so... point 81 c. So I guess CM would have to determine whether these cuts are an intended function of the game, or if the qualifying times set by using these cuts would be declared void.