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  1. BetterThanClay

    DiRT Rally feedback list

    Ok, firstly, what we have so far is excellent, really well done, been waiting for something like this for a long time! Kudos... There are of course a few issues that I've noticed - I have a bit of experience in programming and car physics simulation plus there's a little bit of rallying legacy in the family, so hopefully some of this might help : BugsFullscreen (not mobile!): The first time I loaded the game, it went full screen (1080p) automatically. Now however, no matter what I do, it stays in windowed mode - I've tried alt+enter, changing modes back and forth in game, different resolutions, absolutely nothing helps. I have an nVidia 970 on Windows 7.Menu buttons: Once I have setup my wheel (Logitech Racing Momo, an oldie but a goodie), the button mapping for menu items (over which we have no control) clashes badly with the wheel buttons - in a lot of cases buttons 1 and 2 (the gear paddles) are mapped to more than one function, meaning either what you're trying to do fails completely, or triggers something else entirely in tandem. For example, once my wheel it plugged in, it's completely impossible to change the livery of a car, the default button being also mapped to quick menu which overrides everything else. Same with adding perks to engineers - that also clashes with quick menu, though does work, curiously... unfortunately if you actually want to get to the menu at that point you end up spending credits without even realising it! At the very least, every function in the menus should be accessible through obvious keyboard controls or mouse, with on screen hints. Better yet, just have another option screen to allow us to map buttons for controlling menus and be done with it - that way we can actually assign useful buttons on the wheel rather than random guesses like the gear paddles. Grip A lot of people are saying there's too much grip but it's not as simple as that - it's dependant on the amount of torque applied to the wheel and the slip angle, surface, approach, etc.. obviously fairly complicated stuff. From what I can see, the following fits:Low torque lateral grip (within slip threshold) is too low - this for example causes unexpected understeer in cars like the mini - it's kinda infuriating coasting into medium corners at completely reasonable speeds then for no reason just going straight on into a tree. This problem is extremely common in vehicle simulation in general, mainly due to simplified tyre modelling, but shouldn't be particularly difficult to tune out. Low torque lateral grip (outside slip threshold) is too high - once a wheel has given up its direct lateral grip, it should be able to move about a bit more - it's most obvious again with the mini with the handbrake on coming into a hairpin, it's very difficult to get the back end to swing round.. on a loose surface and wheels locked it should happen almost automatically, just a slight flick on the way in - the act of braking would dip the nose causing the back wheels to go light, but at the moment you're lucky to get more than 90 degrees of turn before it digs in.High torque lateral and longitudinal grip is too high - if you floor it from a near standstill, the car should be squirming about all over the place, the wheels should spin and the back end should kick out, etc. This is way too difficult to achieve right now.. it's hard to tell how much longitudinal grip there really is as there's not a lot of audio feedback in that respect (see below). Laterally, it's way too stiff right now. Average torque lateral and longitudinal grip is about right - critically, reducing overall grip (as has been suggested in this thread) would affect normal cornering speeds and produce understeer and that gliding / skating sensation seen in other games; the only sensible way to improve on what's there is to modify the steepness of the lateral grip to torque curve :) InertiaThis is an odd one - some cars have way too much rolling resistance and slow down way too much when you lift off the throttle (without braking). I've noticed it most in the Quattro, it'll shed 20 mph in under a second if you lift off completely. The affect is multiplied if you do apply the brake.  This is just plain wrong and really counter intuitive - I keep finding myself trying to coast into turns with a touch of brake to dip the nose a little and almost coming to a complete standstill. Unless there is substantial scrub, the weight and motion of the car should keep it moving without losing much momentum at all. Feedback and responseAudio: For the most part, the audio in game is excellent. However there appears to be very little feedback from the tyres - I've listened for squeal on tarmac stages and found none (it's either missing or very quiet). It would make a huge difference to hear what the tyres are doing as this is a crucial aspect that you miss in a simulation. Regardless of the surface a wheel is on, you should be able to get some sense of the amount of scrub the tyre is experiencing at any given point. It would also be great if you could hear when you transition from tarmac to ice patches (which I think would be pretty noticeable in real life) as it would give more of an indication that you're going to lose grip.Force feedback: Already mentioned numerous times, but I feel it's worth reiterating here - there's no drag on the wheel when going into opposite lock, and there's no real definition to the feedback effects in general.Object impacts: I think this has also been mentioned somewhere, but it feels like the roadside objects have too much of a tendency to send your car skywards, quite unrealistically. I don't think they should spin the cars either (as has been suggested) as that would be just as frustrating and unrealistic.. I assume the issue comes from the resolution of the physics engine updates not being able to keep up with the velocity of the impacts - always a tricky issue but surely there's a way to damp the resultant interactions between specific objects? Other reasonable tweaks / enhancementsMechanical damage: Right now, you can get away with stacking it into a tree at 70mph and carrying on as if nothing happened. I can totally appreciate the need for making the game approachable to new people, but I'd really love to have a proper hardcore mode like in RBR where you have one good crash and you're done. The unrecoverable car scenario doesn't really make up for this :)Visual damage: With that in mind, the visual damage is also a bit lacking. The overall model deformation is decent (if a little stiff), but after a hefty smash into a wall, we should be seeing heavily bashed bodywork, broken / lost wheels, etc. Obviously, being early access it's hard to say how much more is planned in this area, if what we have now is just a placeholder for something more substantial then that's absolutely fine. Automatic resets: I don't dislike the idea of the automatic resets, but they're way too aggressive right now. They should only come into effect if the car is obviously stuck and off track for at least 15 seconds more than the current timeout, and absolutely should not reset the car while it's still barrel rolling - one of the absolute joys of playing the best rally games of the past was going back and watching your most spectacular cock ups - so far all of my most interesting crashes have been prematurely tidied up. Easy solution for now - add a config option and let us just turn it off. It's easy to get to the reset option in the menu if needed. Reset in neutral: I'm not entirely sure why, but it feels incongruous to be reset with first gear readily selected - if I've crashed badly enough to warrant being put back on track, I should at least have to go through the process of restarting the car and putting it into first. Double shifts: I like the fact that you can't change gear really quickly in these cars BUT there are a lot of times where if I had a proper gearbox I'd drop 2 or 3 gears in one go - being stuck with a sequential control means it can take two or three times longer to do the same thing right now. Ideally there could be a timing latch on the gear shift so that if you change down twice in quick succession (the second change within a certain millisecond threshold) the middle selection is just skipped and you drop straight into the desired gear. Pace notes tweaks: I'm not sure on the best solution to this but there are a handful of pace note calls that are just either plain wrong or called too late to react to. This isn't just a case of needing to learn the track a bit better, I've found myself being led into the same crash over and over again in the same spots where a better call would keep me out of trouble. Can I suggest you start a pinned topic in the forum where we can post a screenshot of the corner and suggestion of what it should be called as? Replay camera: This is trivial, but also infuriating - pretty much every time I've gone back to see a replay to watch a heavy crash or incident, the camera has cycled to interior mode at the crucial moment. Can you PLEASE add a camera mode that just switches between track side and drone-cam? No dashboard or internal view, etc. Saving controller setup & multiple controllers: I usually play with my wheel but occasionally want to play late with a PS3 controller.. it's a pain to have to mess about with settings every time. We should be able to create our own presets either way, but also there's no reason why two controllers shouldn't be able to be active at the same time - just default to whichever is used to start a race at the appropriate point. I'd better stop there.. pick the bones out of that post :) PS: forum formatting is a bit broken - headings come out white so you can't see them, just had to edit my post....