bogani
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Posts posted by bogani
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Grip is all about opinions, but I still think Wales should be slippier when it's pouring down than it currently is ;) -
Just a bit curious about this. How big of a surprise was it for you guys that you had to make the V2 physics pass? I guess you expected to make small tweaks during EA but this turned out to be a major overhaul.KickUp said:
The simulation for DiRT Rally was developed over quite a few years and was validated by many different Rally and Rallycross drivers over the course of the Prototype and Early access periods.alex1994128 said:Hey, usually i am at home at the F1 section of the codies forums, but i am also playing quite a bit DR and i picked up the VR Version today.
Which the technical aspect was very well done, what really hindered the experience are the somewhat lackluster sideways mechanics. Usually i have nit paid as much attention to it bfore but with the VR you feel the car and you really want to use the sideforce of the cars to go through the gravel.
Therefore is my question to either Paul or you lot: What was done to improve drift/sideways physics of the game? Because it's really apperant in DR that the cars want to stay straight and stable, instead of going into a smooth drift
I'll never claim it was perfect, in fact we've done a lot to improve it for DiRT 4 but I can confidently say that the feel of lateral versus longitudinal grip on the many different surfaces on which you drive is one of the most accurate representations of loose surface drivering out there. -
There is strong sideforce at play in DR which gets noticeable if you take jumps at extreme angles and actually makes the car curve. I guess this force is pushing the car towards the road at most times making the car less prone to slide. I guess this was a problem with the aero modeling in DR. Correct me if I'm wrong @KickUp, I'm just speculating.alex1994128 said:
fair play , the Handling is really great and i really enjoy playing DR as an alternative game to my usual F1 League racing. It was just an observation of mine when i compared some footage from the 2001 Subaru my in game experience.KickUp said:
The simulation for DiRT Rally was developed over quite a few years and was validated by many different Rally and Rallycross drivers over the course of the Prototype and Early access periods.alex1994128 said:Hey, usually i am at home at the F1 section of the codies forums, but i am also playing quite a bit DR and i picked up the VR Version today.
Which the technical aspect was very well done, what really hindered the experience are the somewhat lackluster sideways mechanics. Usually i have nit paid as much attention to it bfore but with the VR you feel the car and you really want to use the sideforce of the cars to go through the gravel.
Therefore is my question to either Paul or you lot: What was done to improve drift/sideways physics of the game? Because it's really apperant in DR that the cars want to stay straight and stable, instead of going into a smooth drift
I'll never claim it was perfect, in fact we've done a lot to improve it for DiRT 4 but I can confidently say that the feel of lateral versus longitudinal grip on the many different surfaces on which you drive is one of the most accurate representations of loose surface drivering out there.
Thanks a lot for answering my question and keep up the good work :smiley:
Btw. after playing in VR i really hope you will to an after release DLC for D4 aswell because even on the Vanilla PS4 the experience was fantastic and the immersion you get while fighting you car through the finnish woods is insane, personally it's the best VR expeirence yet and also very well done in terms of preventing motion sickness -
I see the "wheel shake" effect has returned. Wasn't that in DR also but were removed as people didn't like it? Correct me if I'm wrong :) -
Well, it would be quite silly if they didn't get thetarmac to feel good as that is the only surface they have ;)SirPhilMcKraken said:I tried the S1 E2 in Assetto Corsa last night, its hairy!! Good fun, Kudos have definitely got tarmac physics right and cars dont snap like they do in DR
However, the WRC mod cars still feel like GT3 cars with a rally skin. They are not nimble enough imo. -
Pizza. The kebab kind.Azoresst said:https://twitter.com/AndyGray_/status/832293242536341506
Uh, can't wait to see what @KickUp is talking about :smiley: -
The main point is, using sequential with a car that has sequential IRL should not give you a disadvantage over someone using h-pattern.Porkhammer said:
Oh I'm not saying I agree with it, I'm just saying it makes sense.bogani said:I agree with everything than that there should be a penalty for not shifting "properly". Not all people have h-patterns. That's like saying everyone that does not own a wheel not capable of 900 degree steering should get a penalty for not using "proper" steering degrees.
I think the shifting time should be equal across the board. Even automatic, where you still will have a disadvantage as of not being able to choose what gear you are in, but the actual shift time should be the same.
Just my two cents :)
They are aware of it, I'm fine with that :) -
I agree with everything than that there should be a penalty for not shifting "properly". Not all people have h-patterns. That's like saying everyone that does not own a wheel not capable of 900 degree steering should get a penalty for not using "proper" steering degrees.Porkhammer said:
It is quite a lot faster depending on the car & stage combo, I'm afraid.KevM said:H pattern & Clutch isn't any faster shifting than sequential. It's nice for authenticity, great fun in the older cars, but not really an advantage. Even the slowest of sequential shifts in the game, aren't slow enough to cause disadvantage. There are other gearbox/clutch tips & tricks that speed things up, but anyone can employ them
I actually lost that daily; powershifting isn't super in Monaco unless the car in question has ridiculously slow shifting. It makes the biggest difference in Germany, and mainly in older cars. This is a better example:bogani said:
Sorry Kev, that's just not true.KevM said:
H pattern & Clutch isn't any faster shifting than sequential. It's nice for authenticity, great fun in the older cars, but not really an advantage. Even the slowest of sequential shifts in the game, aren't slow enough to cause disadvantage. There are other gearbox/clutch tips & tricks that speed things up, but anyone can employ thembogani said:After watching some of our superstar Porkz onboards it's very clear how big of an advantage it is to be using manual h-pattern with clutch compared to sequential.
I reckon you can be at least 10 seconds quicker on the long stages just by using hp/clutch.
I really don't think you should be penalized as a player for not having access to an h-pattern box.
Getting penalized for using sequential on a car that actually uses sequential IRL just gets kinda silly imo.
I know it's been discussed before @KickUp but the advantage of using hp/clutch is just too great compared to sequential.
Please take the Ibiza for a spin with sequential and tell me that there is no advantage using shifting like below. On along stage it sums to to quite a bit of time.
https://youtu.be/gW-HDFxh_GQ
https://www.youtube.com/watch?v=zj1FrgSg80M
I did already ask Paul about this though, on page 734 - basically pointing out that on H-pattern gearboxes it makes sense to have a small "penalty" if not shifting "properly", but cars fitted with actual sequential boxes should not have this delay.
Anyway, Paul's answer made me hopeful for the future.
I think the shifting time should be equal across the board. Even automatic, where you still will have a disadvantage as of not being able to choose what gear you are in, but the actual shift time should be the same.
Just my two cents :) -
Sorry Kev, that's just not true.KevM said:
H pattern & Clutch isn't any faster shifting than sequential. It's nice for authenticity, great fun in the older cars, but not really an advantage. Even the slowest of sequential shifts in the game, aren't slow enough to cause disadvantage. There are other gearbox/clutch tips & tricks that speed things up, but anyone can employ thembogani said:After watching some of our superstar Porkz onboards it's very clear how big of an advantage it is to be using manual h-pattern with clutch compared to sequential.
I reckon you can be at least 10 seconds quicker on the long stages just by using hp/clutch.
I really don't think you should be penalized as a player for not having access to an h-pattern box.
Getting penalized for using sequential on a car that actually uses sequential IRL just gets kinda silly imo.
I know it's been discussed before @KickUp but the advantage of using hp/clutch is just too great compared to sequential.
Please take the Ibiza for a spin with sequential and tell me that there is no advantage using shifting like below. On along stage it sums to to quite a bit of time.
https://youtu.be/gW-HDFxh_GQ
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Glad it being looked at. Thanks :)KickUp said:
It has been discussed many times before and we are looking to address the difference. I don't know what more you want me to say.bogani said:After watching some of our superstar Porkz onboards it's very clear how big of an advantage it is to be using manual h-pattern with clutch compared to sequential.
I reckon you can be at least 10 seconds quicker on the long stages just by using hp/clutch.
I really don't think you should be penalized as a player for not having access to an h-pattern box.
Getting penalized for using sequential on a car that actually uses sequential IRL just gets kinda silly imo.
I know it's been discussed before @KickUp but the advantage of using hp/clutch is just too great compared to sequential. -
After watching some of our superstar Porkz onboards it's very clear how big of an advantage it is to be using manual h-pattern with clutch compared to sequential.
I reckon you can be at least 10 seconds quicker on the long stages just by using hp/clutch.
I really don't think you should be penalized as a player for not having access to an h-pattern box.
Getting penalized for using sequential on a car that actually uses sequential IRL just gets kinda silly imo.
I know it's been discussed before @KickUp but the advantage of using hp/clutch is just too great compared to sequential. -
The Hyundai seating position is way too high by default and you can't lower the seat enough.RallyDriven said:The Hyundai is one that's really annoying, can't see the gear indicator at all. If there are no work around, it would be nice to have a gear indicator icon in the HUD -
You have any other mods installed? I never had any problem with racenet and that mod?CaseF said:
You mean in dashboard view, right? But there's a perfectly working camera mod* for DR that unlocks FOV in dashboard view...?KickUp said:There are limitations to our tech that prevents us from allowing FoV adjustment in cockpit view. I agree it would be cool but we haven't been able to solve it for D4.
Anyway, if changing FOV in dashboard view is not possible to support officially, maybe at least allow us to enable the HUD dials in cockpit view? At least a gear indicator, if not rpm dial? I understand the immersion factors of the cockpit view and I'm all for it, but it really can be quite difficult to set a proper seating position in cockpit view and still see the car's actual dashboard comfortably on some low FOV setups with some of the cars. And driving without any gear indicator can be pretty frustrating at times (though it is a challenge).
(* And by "perfectly working" I mean there are no detectable camera issues with it apart from the fact that installing the mod often - though not always, interestingly enough - means I can no longer connect to RaceNet, which is why I'm not using the mod in DR, I don't want to get banned.) -
Free cookies 4 Porkzzz!Porkhammer said:
Petter Solberg.bogani said:Btw, can anyone name the driver featured in my signature text? ;) -
Btw, can anyone name the driver featured in my signature text? ;)
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RodgerDavies said:
The stages I've been too are very windy with only a few junctions, usually roads connecting small (ex-mining, I presume) towns in the hills. Much wider than Monte stages but far fewer junctions than the Panzerplatte ones from DR.human1101 said:@kickup hey i was wondering if spain is more winding like monte carlo or more square cornered like germany?
More similar to the more basic German stages in real life; the ones not in Baumholder or the vineyards, if that helps at all?
I've always prefered the likes of San Remo over the flat and wide public roads they mainly use for Catalunya. -
Can't say I was particularly unhappy with the Supercars in DR to be honest, so I'm really curious about the new ones :)tbtstt said:
I cannot wait to get my hands on the rallycross Supercars now the handling has been revised...KickUp said:
I think I was happy with all the locations although in hindsight I'd have probably made the Welsh stages a bit longer.bogani said:Are there any particular car/location that didn't really turn out as good as you hoped for in DR @KickUp?
Car wise I think we managed to fix the Pikes Peak cars as best as we could in the final update but the Rallycross Tyre was just plain wrong and I'm glad we've managed to fix that for D4 now.
...and I really, really, can't wait to take a Group B rallycross car for a spin!
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Are there any particular car/location that didn't really turn out as good as you hoped for in DR @KickUp? -
First run through Likenäs didn't look all that bad(didn't watch the whole stage) but the second run through was extremely hairy. He might have suffered from the infamous default setup bug we have in DR ;)Dytut said:A little something about the Citroëns:
http://www.autosport.com/news/report.php/id/128098/what-troubling-meeke-and-citroen
And yeah. Breens final interview after the power stage pretty much summed it up as "we have to fix this".
Edit: Just watched the likenäs 2 onboards for Meeke, and that car is not happy at all. Kris sounds downright scared at times. -
And you are able to save a stage AFTER you driven through it, right? :)KingOfCoins said:Regarding saving your stage stages. Is it possible to name the stages yourself or are they fixed to generated names? -
But you already allow FoV adjustments in cockpit view?KickUp said:
There are limitations to our tech that prevents us from allowing FoV adjustment in cockpit view. I agree it would be cool but we haven't been able to solve it for D4.CaseF said:
@KickUpMaXyMsrpl said:It's worth to note, that the wider FOV is set, the narrower the road appears to the player.
Speaking of FOV, it would be great if this time around, the FOV settings would apply to dashboard view as well, not just to cockpit view, or alternatively if we could enable the dials in cockpit view. I have to run with a very low FOV to get somewhat close to correct and on quite a few cars, it can be a pain to be able to set it up so you can actually see the dashboard. Basically I either have to move the seat quite far to the back to the point where it no longer feels natural (it feels like I'm sitting in the back of the car and my hands are unnaturally long), or I have to use the dashboard view, which means I get the on-screen dials, but lose the custom FOV.
That sounds a bit strange to be honest as modders easily made FOV adjustment possible for dashcam in DR? I hope that kind of modding is still possible in D4 as it's necesary to make it look good on triple screen setups.
As of now the two outer screens get stretched and are not aligning properly. I understand that it's not a priority to support tripled but would be really nice :) -
They could have done 10 real stages for each location, after some time most of us still would know each stage by heart. I think this solution is bloody fantastic!
I'm also thinking about the possibilities of adding more locations as DLC. Creating a new enviroment with new tiles must be less time consuming than visiting, documenting and creating a real stage from scratch. -
Almost infinite ;)BadD0g said:
I wouldn't say that's a bad thing. Giving up having a handful of well-known real roads in exchange for hundreds of unique roads plus infinite more seems like a pretty fair trade if you ask me. ;)edgenz said:
Paul confirmed the set stages they'll use for career mode etc are generated also. No real stages at all in Dirt 4 unfortunatelySimVansevenant said:
If I'm not mistaken, the stages they create are real world stages. The stages createdby 'YourStage' are randomly generated stages that consist of tiles from the real world stages. Correct me if I'm wrong.griev0r said:I was a little disappointed at first announcement that they are ditching real world stages. The stages in DR are by far the best stages in a rally game, ever. That being said, the effort/time to create them must be insane. Even if you did get 5-6 new stages as DLC, how long till you memorize every corner like most of us did who played Rally for hundreds of hours? That's not what rally is about, hotlapping is for circuit racing. I'm really excited about doing online/league stuff where every person is racing on pure pace notes and balls, not because they have run the stage 500 times. This tech is really exciting stuff for rally fans! -
Damn. I'm almost surprised that WRC haven't removed that from WRC+. That is one unhappy man.
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