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6 New Car Smell

Gaming Setup

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  • Peripherals
    Steering Wheel

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  1. MrDeap

    Welcome to the new GRID

    I tried the game for about an hour... It still arcade, but handle nothing like the other GRID. The driving behavior is far more authentic than GRID Autosport & some handling behavior are more realistic than Assetto Corsa or other reputable simracing games while the rest is more exaggerated. When you steer over the limit or hard on the brake, the car actually do plow straight & you actually do need throttle control going out of a corner, etc. When you need to countersteer out of a corner from too much throttle, it snap hard like it should. I've read & watch video reviews about GRID 2019... I feel like they don't know what is oversteer(when the traction in the rear is inferior to the front ). This only happen when you need to countersteer to keep track, but you don't in 99.99% of the case, It just rotate. The car are very neutral that it rotate easily & still in control of the car. Like AC, it has no lift off oversteer. All the car has fantasy spec & stats, but the car behavior is done right & not too much alien like many simracing game which is nice.
  2. I had this issue once when I had a garbage HDMI cable(not delivering proper bandwidth). The audio will cut out if will get some sort of odd color like if a graphic card is overheating. Most HDMI cable will do their job just fine, but if you go too cheap, it may lead to that issue.
  3. MrDeap

    Montee Driving tips?

    I've been looking at sim racing input for the most part. Kind of dumb in a way. In a nutshell you're dealing with videogame physic. So you have to use videogame engineering in mind in how to deal with tarmac time(how to tackle way off pace time). There's no such thing as balance & abuse similar rate in decrease or increase in velocity. In a curve, there's an entry phase & exit phase... So when you watch your replay, make sure you are decelerating during the whole entry phase & accelerating for the whole exit phase. Thus mean optimal cornering. It's best practice to be late on the accelerator for unwanted understeer. There's also braking. Toy don't have same pedal travel distance than the real thing, thus to compensate, holding the brake pressure longer & turn at the same time to sim trail brake(bomb diving). My most common complain in videogame physic is that the car just don't fully understeer until the front has 0 respond, so there's always a tiny bit of front respond regardless how hard you go at it. In big you use the front to corner & not the balance of the car, meaning you have the wheel pretty much cranked at the end of the exit phase for maximum efficiency.
  4. MrDeap

    DiRT Rally 2.0 Road Book - 20/03/19

    A lot is overbloated. Just a bit more powerful. In PC term they're still in the same tier. It's kind of the difference between a Nvidia 1070 & 1070Ti which is hardly that much different. Although the difference between the XBOX 360 & PS3 was massive, but yeah(360 almost twice more powerful or in a different tier)... Fanboys still blind regardless...
  5. MrDeap

    DiRTy Gossip

    It hurt to see that the real car always oversteer much more(more snappy) than the virtual version. Videogame physic is about walk in the park. 😀
  6. MrDeap

    DiRTy Gossip

    I'm not as hardcore as I used to be seeing all the active posts...
  7. MrDeap

    DiRTy Gossip

    The front end design of Subaru that kind of look like Volvo is mainly to protect pedestrian for less harsh injury, It's a safety design. The front end get more plastic part & the hood is less likely be a cutting object.
  8. MrDeap

    DiRTy Gossip

    TeamVVV is actually capturing key factor that will make this game a masterpiece. On the first part you see a moment of total loss uncoverable control & have quite a realistic behavior. At first glance... The car seem to plow straight for a brief moment when driving over the limit which is quite realistic at 2:06. (in most sim, it's progressive which is just wrong) No clearing the corner being faster while understeering from the beginning to the end (having the steering still full locked at the end of the exit phase) Seriously I can't wait to try out. Everything seem so playful even with a fwd car.
  9. MrDeap

    DiRTy Gossip

    The natural frequency(ride frequency) seem similar if you play it at 0.25x speed during the whole race. The part that look different is during the take off. The suspension had no velocity to keep the nose up & got into neutral state once the car got traction. The suspension travel seem to be there.
  10. MrDeap

    DiRTy Gossip

    You probably mean this. I always thought with balance in mind, but I learned that you have to turn the steering before releasing the brake pressure, not do both in sync. During trail braking you have to retain that in mind when releasing the brake pressure to promote turn in.  No wonder why reducing the steering rotation resulted placebo in DiRT Rally. It's probably the very first thing I will test out in DiRT Rally 2.0.
  11. MrDeap

    DiRTy Gossip

    Are we getting a new game?? Probably not, according to everyone else, because of my theories they’ve cancelled the whole thing Yeah so much peeps got angry because it was showdown 2.
  12. MrDeap

    DiRTy Gossip

    I watched several WR inputs in slow motion from reputable source & I came with this conclusion.
  13. MrDeap

    DiRTy Gossip

    I've never seen such long delay from GRID or DiRT… Driver61 is a great resource for track racing, but yeah there are time where it fall apart when used on simultators.
  14. MrDeap

    DiRTy Gossip

    Good reason to play games. :) https://www.youtube.com/watch?v=KZK6_oGLG1Y I like them realistic as possible.
  15. MrDeap

    DiRTy Gossip

    In the way they're progressing & how they build the series... They're doing pretty good. I didn't buy nor really tried Pcars 2, but they fixed many things wrong. You never know what may happen. Look at how Codemaster improved F1 2018.