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Everything posted by bn880

  1. bn880

    DiRTy Gossip about DIRT Rally Games

    There's no need for this discussion to degenerate guys.
  2. bn880

    DiRTy Gossip about DIRT Rally Games

    My2c: There just needs to be a little bit of balance with promoting the already famous (mostly 2nd/3rd grade drivers) and the really skilled first grade drivers who may not be as popular on YT. The first is obvious, to spread viewership of the game to a larger audience. The second however is to stay true to what the game is about and what the sport is about, and that is skill and technology. So there are two sides to the story in a sensible world, because while CM needs to promote its product, it can't just be at the mercy of Google's algorithms and pumping out only goofy personalized material. Having said that, hard to promote a video that has a low bit-rate, too many turned off graphics options, any bad language , etc etc. Either way, PJ has shared a few WR's recently, so not complaining.
  3. More less yes I agree. I think DR2 has a few of these things with hard/low suspension, but it's not extremely apparent, it just degrades the suspension faster I believe. Meanwhile a lot of the huge jumps should do serious damage to the classic cars on landing IMHO. Definitely no problems with overheating brakes in DR, no issues with abusing/over revving the engine, etc as you mention. I do hope these things are improved. (and please give us engine coolant temperature readouts 😛 )
  4. Disagree, you're not grasping the market and people. I love driving and handling, realism to the max including damage, broken steering, suspension bits, leaking coolant etc. But the game would be pretty ***** if it only had sandbox mode and a timer. The sim part is a foundation for the game, the actual game becomes the campaign, online components incl TT, customizations, achievements etc etc. You're looking at this from a very limited user perspective.
  5. Exactly, you still need to have stuff to DO , and that's the Game aspect that needs to exist and be fleshed out to make even the best simulation fun to use. On the features: Hopefully yeah; there are a lot of very common requests in here (like tyre deg and management just as a small example) , and a few really good contributions on what is missing or can be improved on the physics side.
  6. I think this is an interesting point for developers. I have a similar story, not about VR, but I stopped playing WRC9 almost immediately because they don't offer a narrow enough (realistic) FOV, at least on a super ultrawide monitor. Complete deal breaker to me, and they don't even have a support forum so, hear no evil see no evil for them. Point is sometimes stuff that seems small, blocks certain people from using the product. (not that VR is that small 😄 )
  7. bn880

    Can't Edit Controls

    Are you saying you CAN assign your controls, and that next time they are reset, and you need to assign them again?
  8. Sure, I agree that the physics/handling/realism is top priority to me as well. I think that quite honestly most dedicated DR2 players (and possibly most overall) want the next version to be as realistic as possible, with some options to back things off to their liking. (so for example ability to use a gearbox without a clutch, or use sequential in a car that had manual h box, or to be able to use low DOR, keyboard, etc etc etc) I have no doubt that this time they have the ability to flesh out a lot of the features we had in DR2.0. And definitely hope they listen to at least the majority of the points made in this thread and prioritize it somehow.
  9. I was with you until you said this bit. It's discounting the importance of gameplay and also thousands of players and that's not really kosher. The fact is that it needs to be a sim but also needs a lot of feature improvements and fixes. The first post in this topic has the list of features people have requested/suggested and if they ignore 99% of that and hit only physics, well, that's going to lead to very poor reception and client dis-satisfaction.
  10. Ehhh, I doubt Micky or the like would be slower on a properly set up Fanatec 2.5 CSW. As long as they get used to it. True that the wheel has more weight, but at those low DOR and with the proper drift mode setting it doesn't matter. But sure, it won't make them faster in DR. Edit: When I try I am floating around ~P6-8 versus the very fastest boys; and I am quite sure it's not because I use a Fanatec, I can see my mistakes, and I use a higher DOR.
  11. bn880

    EA and DiRT Rally - What do we think will happen?

    Correct, if they're smart they'll keep things mostly as is and only try to help with some injection of funds to expand features/team. However; what happens with investors often is that they want a specific growth rate year over year from every venture. (or bi yearly) This, if it happens, could start to trigger counter productive changes. I am quite sure DR3 will be fine. I am more concerned for down the road.
  12. To sum up my thoughts: You can use a G29 wheel, or some decent belt , or even DD wheel to be fast (won't change your pace that much either way). But you should try to get a loadcell brake pedal. It's possible to be fast without it, but a properly set up loadcell just makes you more consistent especially before you have completely hammered a stage to memory.
  13. 25.12.2020: Version 1.7 is out. New: Support added for DR 2.0 Ford Fiesta R5 MKII Support added for DR 2.0 Peugeot 206 Rally Support added for DR 2.0 Subaru Impreza S4 Rally Support added for DR 2.0 Subaru Impreza (2001) Support added for DR 2.0 Seat Ibiza Kitcar Support added for DR 2.0 Volkswagen Golf Kitcar That should be all the vehicles and stages/tracks in DR2.0 to date. Merry Christmas/Happy Festivus
  14. 25.12.2020: Version 1.7 is out. New: Support added for DR 2.0 Ford Fiesta R5 MKII Support added for DR 2.0 Peugeot 206 Rally Support added for DR 2.0 Subaru Impreza S4 Rally Support added for DR 2.0 Subaru Impreza (2001) Support added for DR 2.0 Seat Ibiza Kitcar Support added for DR 2.0 Volkswagen Golf Kitcar That should be all the vehicles and stages/tracks in DR2.0 to date. Merry Christmas/Happy Festivus 03.07.2020: Version 1.6 is out. New: Support added for DR 2.0 Scotland stages. Fixed issue with logging not working for some users. Moved “Reset Best Lap” menu item below all others to avoid accidental selection. 16.01.2020: Version 1.5.2 is out. New: Support added for all remaining RX cars for DR 2.0 released until this date. *Ford Fiesta Rallycross (STARD) recognized as Ford Fiesta RXS Evo 5. Support added for all remaining RX venues for DR 2.0 released until this date. Support added for BMW M2 Competition stage rally car. *Detected as Mitsubishi Lancer Evo VI Support added for DR 2.0 Greece stages. Support added for DR 2.0 Finland stages. Special thanks for V1.5 data gathering to: RSR SereneLogic 05.01.2020: Version 1.4 is out. New: Support added for DirtFish free roam. Support added for Peugeot 306 Maxi DLC car. Changed: RDA now saves each new stage attempt to a new file, allowing for much easier and cleaner tracking of fastest runs. Special Thanks: Special thanks to mrjiffy6, Malkael, Mike Dee and Cortextual for their contributions. 16.08.2019: Good news is good news. Version 1.3 of RDA has been published. New: Support added for DR 2.0 Wales Event Support added for all DR 2.0 v1.7 RX Venues Support added for all DR 2.0 v1.7 RX Vehicles (note “VW Polo R Supercar” is detected as the Audi Supercar) Support added for DR 2.0 Ford Focus RS Rally 2001 Fixed fastest lap timing display when swapping RX vehicles on same RX Event Planned: Support for Windows 7 and 8 is still planned. Special Thanks: Special thanks to Malkael for collecting the data required to make this update happen. Special thanks to Mike Dee and Cortextual for their previous contributions. 02.07.2019: Even More good news Everyone Version 1.2 of RDA has been published. New: Support added for DR 2.0 Sweden Rally Event (all Stage Rally Events from 1.51 now supported) Support added for Lancia 037 Evo 2, Porsche 911 SC RS Group B RWD Stage Rally cars (all Stage Rally Cars from 1.51 Supported) PDF now features a change-log at bottom Planned: Support for RX is still planned but not scheduled, donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support. Support for Windows 7 and 8 is still planned as well, but also not scheduled. https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/update?update=48907 27.05.2019: Good news Everyone Version 1.1 of RDA has been published. New: Support added for all DR 2.0 v1.41 Rally cars including 2000cc. Support added for Monaco and Germany Rally Events. RDA now renders on top of game windows so you can use Live Performance over windowed/borderless DiRT Rally (2.0). Planned: Support for RX is still planned, but donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support. Support for Windows 7 and 8 is still planned as well. Download Version 1.1 https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/ Hi all, my data logging tool that I should have released 2 months ago , has finally hit the shelves: https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/ RDA Represents several weeks of full time software development which is released to you for free but with ability to donate if you find it useful and wish to support further enhancements. What is RDA? RDA is an application that can log telemetry from DiRT Rally (all stages/courses/vehicles) and DiRT Rally 2.0 (base release Cars/Stages and may work for DLC stages) to CSV, BIN, or MoTeC LD files. RDA also allows you to compare instantaneous and live Delta T and Delta V if you have already completed a stage/lap in the same vehicle. Your best stage/lap is saved on completion. Currently the live deltas are rendered only on a secondary monitor or beside the game windowed. Sample Videos ALL THE INFORMATION BELOW AND MORE IS AVAILABLE INSIDE THE PACKAGED PDF WHICH INCLUDES AN EULA Key Performance and Features RDA is very light weight; written in C++17 (importantly not Java or scripts) and does not utilize any extensive libraries such as boost, .NET, QT/wx and other UI libs to keep the data logging and loading performance impact completely negligible. You should not notice even a 0.1FPS drop when logging. In addition to using minimalist C++17, the application logs LD data to a temporary BIN file format instead of text/XML for ultimate performance and data safety in case of a system crash. (Recovering such data from BIN to LD currently can only be performed by the author “bn880” due to possible licensing issues.) Data and Frequency Precision RDA uses a comprehensive algorithm to save LD logs in maximum precision for all data channels without significant processing overhead. This is unlike any previous LD file data logger for other simulations. The frequency of the channels is also precisely calculated and saved based on an extrapolation algorithm and full passes of the collected data points. It is however crucial that you log at less than the full sim render FPS (about 80% or less of the FPS) or that your render FPS remains constant with Vsync if you want to have precise timing in logs. See PDF for more features... Quick Start / Installation Extract zip Extract the ZIP package into a folder where you have full privileges (read/write/full control), usually this simply means NOT in ProgramFiles (x86). Setup DiRT Rally UDP Set up DiRT Rally UDP output to your desired unique RDA port as per the How to set up DiRT Rally and DiRT Rally 2.0 UDP ports section. (inside PDF in package) Run RDA Run ./RDA/RaceTrack Data Acquisition.exe alongside your game to capture data logs and to view live Deltas once you complete a lap/stage once. (you can make yourself a shortcut to the exe for future use) Live Delta viewing is shown on the RDA main panel, and requires a secondary monitor or running the game in windowed mode with RDA visible on the same monitor. See Delta T and Delta V display. *** NOTE *** If you try to use RDA to log cars OR stages/tracks that are not supported no files will be generated, there will be no deltas shown, and you will need to restart RDA to resume logging. When data logging is working and live recording a stage/lap the Record button turns red. See Figure 6 RECORD and STOP (+SAVE) Button states. (inside PDF) You can find your logs with the File>Open Log Folder file menu entry. Install MoTeC i2 Pro v1.0.21.30 (not included in this package, you need to get it yourself) In MoTeC i2 Pro go to "File">"Project">"Open Project..." and open the supplied project: <RDA Install dir>\MoTeC Projects\DiRT Rally\Project.mtcprj Open Log File in MoTeC Pro You can now open your recorded LD log file in MoTeC. As of version 1.0 detailed GPS track maps (inner/drive/outer lines) are provided for Fourketa Kourva and Waldabstieg from DR. However you can generate these GPS maps in about 15-30 minutes with the correct procedure, and any stage you have driven will always be visible as a drive line with heading anyway. See Track / stage map generation procedure. Final Notes/Discord Enjoy, and remember to join Discord https://discord.gg/GKhwAcN if you have questions/comments/suggestions, and that you can Paypal bn880@hotmail.com if you wish to support further feature enhancements. (shameless plug) NOTICE: RDA will not work in Windows 7 or 8.1. This is due to Microsoft improperly describing their Universal Runtime to developers and omitting certain features from CRT for Win7. 16h of development would need to be funded by donations to cover conversion to C++13.
  15. bn880

    Dear EA...

    Technically in DR2 it seems cars often right themselves when they shouldn't already 🙂 I personally think stuff like this will actually be improved for next project 👍 EA or not.
  16. Wouldn't that be lovely! Hopefully DR3 will at least have some pacenote editor. But to prevent hammering it would be hard, one solution is to release special stages just for the competition, not cheap. And I think dynamic stage generation (ala MyStage) has been said as not in the works for next Rally game.
  17. I'm driving with a Fanatec CSW 2.5, it has a belt, it's perfectly fine for DR2.0 and I am sure if I was a better driver I could win esports with it. Came in 7th in Sol WC with the thing, without silly mistakes could be maybe 5th or 4th (hard to say). Relatively easy to set WR times and fight at esports level with the wheel just up to the driver and practice. Direct drive is slightly better feedback, for rally don't need it TBH.
  18. The science for this is pretty clear for a uniform ice surface under rubber tyres. And that is that you get very slightly more friction if you don't completely spin the tyres on ice but stay close to the optimal slip ratio. https://www.researchgate.net/figure/Friction-coefficient-versus-wheel-slip-curves-for-various-surfaces-with-exaggerated_fig1_267941440 another reference under braking (similar to rally cars accelerating) https://gyazo.com/e9af34c279668f4f7dca113b9e480104 However in reality several factors come into play, in most situations in the following order: 1. The surface will likely not be perfectly smooth hard ice. 2. The surface will likely not be uniform and icy under every wheel. 3. With a partially locked differential (s) the above 2 are bigger factors. While driving a regular road car with an open diff, onto a small patch of ice you will be best served not to completely floor it, especially FWD, the story changes with partially locking diffs and varying road surfaces under each wheel. What is true however; is that the ice in Monte is not slippery enough by a long shot, I think I've mentioned this in the past and it should be corrected/improved if it should be realistic. Edit: If you look at all the slip ratio studies and charts, it is clear that the only place where significant slip ratio is helpful is on very loose surfaces like gravel or loose snow. Otherwise you always lose grip if you exceed your optimal ratio. So the initial post was basically correct, especially for older historics with open diffs, and 2wd if the wheels are on pure ice.
  19. I think this is a good reference vid for developers working on the DR3 damage model https://www.reddit.com/r/dirtgame/comments/k8ztmw/surprisingly_i_was_able_to_shave_off_a_second/ that car should be smashed at the front left (suspension, cooling package etc) and be unable to continue. There are dozens of similar collisions where the car just barrel rolls instead of getting it's suspension and body trashed. Then again there are a few spots occasionally on relatively smooth roads that have random collisions as if you drove into a hinckelstein , those are some kinds of bugs.
  20. What I really hope here, and would like to point out is that the next game (tm) should take into account some of the needs for a more RALLY focused esports competition. Honestly the perfect execution is the real sport of WRC/ERC. The closer the esport is to that, the more enjoyable it will be for the competitors and ultimately the audience as well. One of the main factors is to NOT eliminate people from the competition if at all possible. You can select a group of individuals from the top to cover and invite, but you should have a system where nobody is cut unless they crash out or give up. Another factor is not to force the competitors to drive every class of vehicle on the block. A real rally competition is done in one class, (with options to be in another lower class). So far for me Solberg World cup was the best execution of what a competition in DR2 should be, but it's FAR from perfect due to some limitations. To show just how unpleasant it is to take part in the WS, I wasn't even trying to qualify this year due to the lack of rally spirit in the competition (not that I would beat the top 3 drivers anyway but that's besides the point). My20c
  21. I was trying to go easy on you. As you said this " Do the wheel affect the actual physics on the car and not only the weight? " which is an assumption that is basically the reverse of the reality of the implementation. You can check yourself by analyzing some data logs, I've done that so I know. Some people can also feel the difference with extra tyres, but I haven't heard of a top driver tell me yet the acceleration or top speed is affected from their feeling.
  22. I have a very good idea, so the joke is on you. You come in here making a bunch of assumptions pulling stuff out of your back end. I've told you in my first post what the deal is, and you just chose to contradict it without actually doing any research.
  23. You have no idea because it isn't affected at all. I would rather not share that with you as I don't like your attitude.
  24. So tell me how much is the acceleration and top speed affected?
  25. As for the spare wheel, its not clear if it adds any weight actually in the game, certainly not apparent for acceleration, it does affect physics for sure but its likely not "actual" physics. So it seems to be a bit of a patchwork/abstraction and not relying purely on adding a mass object at position xyz. I will agree on the pacenotes and having to memorize the stages entirely. the rest not so much. The "magnetisms" are the basics of rallying; you drift wide off line, and you get sucked inside if you don't get your turn in correct at low speed or you drop some speed and grip up at the rear.