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  1. caerphoto

    DiRTy Gossip Thread

    Interestingly, that site says Audi experimented with a sequential gearbox in the quattro, which could be an explanation for why, when you select 'Manual Sequential or H-pattern + Clutch' in game, it uses sequential for the Audi. Could be, but probably actually a bug.
  2. caerphoto

    New WRC 8 Gameplay Video and Analysis

    I dunno about that. The lighting looks kinda primitive, and the surface and trackside objects not very detailed. The environments are well-designed and have quite a lot of variety, which is indeed a good thing, and possibly better than DR2 in that regard, but they don't really hold up to close inspection from what I've seen.
  3. caerphoto

    DiRT Rally 2.0: Share your Screenshots!

    Dat camber 😮 (Texaco livery from RaceDepartment; ReShade (for DoF effect) and custom camera used; slightly crumpled car all my own doing)
  4. caerphoto

    DiRTy Gossip Thread

    never mind, quoted a post from ages ago without realising there were subsequent ones
  5. caerphoto

    DiRT Rally 2.0: Share your Screenshots!

    Quick suggestion: if you post only 1 or 2 pictures, they’ll be much more meaningful than if you post 9 or 10. Posting too many at once just dilutes their individual impact. Fewer pictures means people will spend more time looking at each one, engaging with them and being affected by them. Too many, though, and people gloss over them; it becomes the image equivalent of a giant wall of text.
  6. caerphoto

    The DiRT Roadbook

    Post about it in the bug reporting thread, and include all the necessary details for reproducing it. Make it a visible problem (while still being respectful) and it's more likely to get fixed.
  7. caerphoto

    DiRT Rally 2.0: Share your Screenshots!

    Custom camera + a bit of ReShade for DOF
  8. caerphoto

    Patch 1.6 - FOV Settings for consoles?

    OK so basically, the game uses standard rectilinear projection to render the 3D world. Using a wide FOV is identical to using a wideangle lens on a camera – things at the edge look stretched, simply due to the nature of the projection from 3D to 2D. The advantage of this method is it's a) computationally fairly simple and b) keeps straight lines looking straight. It's important to note that all FOVs using this method will have stretched edges, just to a lesser degree the more you narrow the view; once you get below about 40° horizontal FOV (~23° vertical on a 16:9 screen; about what you get from a 50mm lens on a full frame camera) the stretching is mostly unnoticeable. Also note that zooming in is, mathematically speaking, the same thing as reducing the field of view – if you take the centre portion of a wide view and enlarge it to match the zoomed in view, it'll be the same (only with fewer pixels). This is also why proper triple screen support is not the same as simply using a super wide FOV – for proper support, 3 independent scenes are rendered, rather than a single one stretched across 3 monitors.
  9. caerphoto

    DiRT Rally 2.0: Input on Inputs!

    YEssssss 😄 Oh man this will make many many people happy 😄
  10. caerphoto

    DiRTy Gossip Thread

    I dunno, I would like a livery editor like D4's (but with more patterns) – I don't have the artistic skills to make nice custom liveries from scratch, so a template-based system like D4's suits me much better. That said, I still would like it if they allowed us to use custom liveries on DLC cars like they do for base ones.
  11. caerphoto

    DiRTy Gossip Thread

    Maybe it was just a small tweak to some parameters rather than new audio assets? So an easy one to forget to include or make a fuss about?
  12. caerphoto

    New WRC 8 Gameplay Video and Analysis

    Steady on with the hyperbole man. There are a few calls that are too late, or have incorrect severity, but the vast majority of them are perfectly fine.
  13. caerphoto


    Maybe it's worse on console in this instance, because on PC I couldn't find any part of either long stage in the conditions you mentioned that was this dark. There were a few dark sections, but nothing this bad, and I could still see where I was going just fine. That said, the dark forest sections were probably darker than they should be.
  14. caerphoto

    Feedback - is it better on the wheel?

    Just to add, too: you will almost certainly be worse with a wheel to start with. Give it time – within a couple of weeks you'll wonder how you ever managed with a controller.
  15. caerphoto

    Feedback - is it better on the wheel?

    It very much does, in a way that simulates what you'd feel on the wheel of a real car. The pulling left and right is something you'll feel in the wheel. Tarmac gives you strong resistance (due to self aligning torque) until your front tyres lose grip, then it loosens up a bit (not much, mind). It's a bit too progressive really – the transition from grip to no-grip should be sharper. Gravel does the same, but in a more progressive manner, and you'll be feeling the wheel pulling the tyres into the direction of a slide more often than on tarmac, which can mask the understeer feeling quite a bit. It's very helpful for feeling when your car is sliding, and how much. On ice it's really loose, as expected, although when you get to the middle parts of Monte Carlo, with the ice patches, it's obviously mixed – strong resistance on the tarmac, with the occasional (and quite scary) sudden loosening when you hit ice.