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Posts posted by WeamDreaver

  1. Quote

    Your My Team Rallycross Championchip has been reset, because a discrepancy between local and RaceNet save data was detected.

    So, my WRX Championchip has just been reset.
    Why does it need to reset, when it just could use the last RaceNet save data (if it doesn't want to use local because of cheating or else)?

  2. SkyRex said:

    Maybe the crappy Road-Resolution is also part of what allows them to create so much stage content in one year. Does anyone know how big Kyloton is? Is it bigger in staff than CM?
    Well, for any serious sim or even simcade title, a good sureface resolution is essential.
    Does anyone remember the last Test Drive titles? They had great environment, but the road surface was crazy low poly and driving on mountain roads was really no fun. You could literally feel (and see) each poly edge.

  3. Again, looks like input lag.
    And is seems like some stages are either even more bumpy than sweden in D4 or the cars have no working suspension. Cars wobbling over the bumps looks just strange.
    And they have copied codemaster old color palette.

    Some lighting effects do look nice. But the environment never looks realistic. It always looks a bit like visualizing some fairytale book.
    Oh, and that massive blue/purple fringing in the trees in Finland is just insane.

  4. Yeah, WRC titles have a reputation for the environment often looking like a fantasy world.

    With regards to the suspension not being able to handle the bumps, it was my thought too. In reality, these cars (the chassis) almost float above the surface very smooth and steady, while the suspension is doing its work.

    BTW, here is another crazy WRC 7 video. This guy can not even drive a few meters in straight line. He tries really hard.
    It's either very bad input lag or very bad steering setup. It looks undrivable.


  5. SkyRex said:
    I plan on locking those in place too, so after the first season every participant will be on the same page with what is known and what will be generated for everyone every season.
    So you are back at what we had in all the rally games before. Known stages for everyone, all the time?

    I am sorry, but that is completely against what the generator is all about. Sure, anyone can use the generator to get some nice preferred stages and go hotlapping. But for an online league, it is vital to go with unknown generated stages. Yes, we all know the tiles somehow, but there is still quite a difference between completely knowing a stage and just knowing the sections but without knowing the sequence. And in addition to that, there are still some differences in some tiles. For instance, the sharp hairpin in australia which flows into a T-intersection. Usually it follows the bend, but sometimes the stage continuous into the opposite direction which would be otherwise blocked with barricades.

    So you still have to listen and can't just hotlap every new generated stage.

  6. Sorry, but that doesn't cut it.

    I don't want to rely on anyones supposedly fairness.
    It's not only the host who might have learned the stages. He also could have shared these stages with specific members.
    What's the point of having the ability to generate stages on the fly in multiplayer, when you still use stages that could be known for days or weeks.

    There needs to be an option that forces generated stages only, same as enforcing no-assists etc.

  7. I just hope there is also a way to ensure freshly generated stages only, so that all league members can be sure to drive each stage for the first time.

    I wondered why there is no way to force only new generated stages for multiplayer. What is the point if the host can load stages that he knows back and forth?

  8. They could also do some minor but essential variations of some turns. For instance, the very long bending 2 in Wales open fields, it always has the same bumps and mini crests at the same spots and also rough edges on the inside so that you can't cut it. It would be relatively easy to do some variations of this turn so that sometimes its quite flat and sometimes you can cut it.

    This tile system also needs better and more specific pace notes.
    Some pace notes are completely off. And we really need plus and minus indications according to each turn if necessary.

  9. gfRally said:
    I unfortunately have to say this is an awesome announcement for WRC7.  Its really too bad Codemasters has so many licensing 'issues' anymore.  If they get the classics into WRC7 then that will make licensing quite the topic in rally related games.  
    How come that a small company like Kylotonn (never heard of them before WRC games) can afford so much licensing, but Codies (my guess, much bigger company) with way more tradition, history and standing and other racing IPs - can not?

  10. Areyouben said:
    I haven't looked much at the descriptions, but toe-in at the front gives better turn in. The wheels point inward and when turning in more weight leans on the wheels on the outside, and with toe in the outside wheel is essentially already turning in a bit helping you trough the corner.
    Internet (pretty much all the setup guides) says otherwise. Toe-out is supposed to give better turn-in response.

  11. In this video you can see him adding all six sponsors to the car. But only three of them seem to appear.
    The process starts at 11:00. Only the first three sponsors appear on the car. And the rear and front is totally empty (only the bonnet shows the sponsors from the side). There is nothing in the usual places like under the headlights or taillights.

    Is this a bug?


  12. ISR just released a video with one race on all 5 Rallycross tracks.

    He is driving in cockpit view and if you watch carefully, you can see that the starting lights on the track go to green just a tad earlier. Or the HUD lights just lag.