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I don't get why they don't use reverse stages. That would bring the count to 144 minus I think 16 for the SSS.

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The stages looks good, Imagine how many tiles you can make if you export those stages to D4, or DR with those stages, I am not convinced about the physics and they codriver (I hope some mods appear to change that voice) and also the rims are weird, doesnt look like at scale, or something is weird about them, every WRC of Kylotton has weird rims

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after watching all available WRC 7 footage ..........................one big big big issue will be the lack of pace note detail/accuracy.As they made the tracks narrower and bumpier(as were asked for ) and due to the simplistic tile polygons structure,the car will be always upset at all but the softest suspension settings,necessitating the need for detailed notes!Looks like undulations in surface will catch out most on fast  corners,as they will not be in those simplistic and cheesy sounding pacenotes.

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Seen some more footage and yes, it's definitely a very low let's call it Road-Resolution. Even on Asphalt like Corsica or Germany there are a lot of sharp edges, which could explain, why the cars are shown with way to high ride-height and to soft springs for an asphalt event. Otherwise they might be to uncontrollable.
But still, damn good Stage-Design in WRC 7 across the board. Everything looks and feels like the appropriate location and every stage feels dynamic with ever changing surroundings and challenges (apart from the crappy road).
Maybe the crappy Road-Resolution is also part of what allows them to create so much stage content in one year. Does anyone know how big Kyloton is? Is it bigger in staff than CM?

I probably won't get it, since my current goal is to find a great Rally Sim with VR, to have a good enough reason to get VR. And WRC7 won't do VR, it`s already been confirmed. Speaking of VR, anyone seen those M$ mixed reality headsets? On paper they look perfect, higher res than Oculus/Vive and with Onboard-Tracking instead of external sensors, so it'd be easy to switch between Race-VR and for example Flight-VR. And tracking calc shall also be done on the device itself, leaving all PC capacity for smooth 90Hz rendering only. Sounds promising, but I don't like M$ and it's policies some of the time. probably best to wait for some reviews. Thoughts?


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@SkyRex they didn't do the 72 stages in a year. They took the WRC 6 stages, made them longer by adding new road, and made them narrower and bumpier.

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Oops, my math is totally off. 13x4=52, not 72! Still pretty impressive.

Now take off the 8 SSS stages and reverse the 44 that remain and there would be 88 stages and 8 SSS. I just don't get why they don't do this. Both DiRT Rally and Sébastien Loeb Rally EVO take advantage of reversing stages. For the devs it's one fewer stage to curate from scratch, and for us it's like a totally different stage: same turns, yes, but taken in a completely different manner.

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@SkyRex they didn't do the 72 stages in a year. They took the WRC 6 stages, made them longer by adding new road, and made them narrower and bumpier.
Yup exactly this. And they did the same with wrc6 taking from wrc5 so some of us would have been playing these stages for 3 years  :/

Also kylotonn are rather small (approx 80 employees vs codemesters approx 400) which goes some way to explaining why they have focused only on one thing, the stages, and haven't really improved the sound

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How many stages are there in wrc7? I tried to look but I couldn't find it
52. The answer is two posts above  ;)

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How many stages are there in wrc7? I tried to look but I couldn't find it
52. The answer is two posts above  ;)
Sorry, got a bit confused with all the numbers. Is that 52 all new stages? That's a hell of a lot of work!

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@RallyDriven as @Monkeyman707 pointed out, no, they are not all new. They have been re-using and expanding and improving existing stages since WRC 5. There are a couple new SSS, though.

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SkyRex said:

Maybe the crappy Road-Resolution is also part of what allows them to create so much stage content in one year. Does anyone know how big Kyloton is? Is it bigger in staff than CM?
Well, for any serious sim or even simcade title, a good sureface resolution is essential.
Does anyone remember the last Test Drive titles? They had great environment, but the road surface was crazy low poly and driving on mountain roads was really no fun. You could literally feel (and see) each poly edge.

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size of team means nothing.sometimes just a couple of people can make the best game ever.

graphics isn't everything.see how it goes tomorrow. i always say if a games bad or good regardless and will be giving it a good go. :)

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How's the controller setup in WRC titles?

I tried to get SLRE working with my controllers and eventually abandoned the demo due to the game crashing every time I attempted to enter the control setup menu. I had been using RFPE to set my multiple controllers but, could never make any progress on the overall game controls.

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Slowish said:
How's the controller setup in WRC titles?

I tried to get SLRE working with my controllers and eventually abandoned the demo due to the game crashing every time I attempted to enter the control setup menu. I had been using RFPE to set my multiple controllers but, could never make any progress on the overall game controls.
There are constant complaints on the Facebook page about not being able to mix/match peripherals in WRC 6. I doubt much has changed for 7. I can't find a supported peripherals page for the game anywhere. Probably best to wait and see.

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https://www.youtube.com/watch?v=PIgxEue7Jn0
                                                                        

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https://youtu.be/8aXBZ4M5KzY
Clear winner, I had more expectations with the WRC 7 progress.
Watching that video you value what D4 is
Edit:
https://youtu.be/nYyVDPkOroE
More dissapointed before I can install it, I hope it surprise me, buuuut It looks pretty impossible

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https://youtu.be/8aXBZ4M5KzY
Clear winner, I had more hopes with the WRC 7 progress.
Watching that video you value what D4 is
I have to admit that I do like the engine sound of that Fiesta R5 more in WRC 7 than D4 though...

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sqdstr said:
https://www.youtube.com/watch?v=PIgxEue7Jn0
                                                                        
looks great  B) cdkeys has this for £20 and you get the day one porsche.

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sqdstr said:
https://youtu.be/8aXBZ4M5KzY
Clear winner, I had more hopes with the WRC 7 progress.
Watching that video you value what D4 is
I have to admit that I do like the engine sound of that Fiesta R5 more in WRC 7 than D4 though...
In Dirt 4, its the real sound of the Fiesta R5...

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CM, listen up, might have a great idea for future YourStage:

Generating might be the best way to mold the road itself, since it creates the actual road-mesh and believable nature of the road (like necesary terrain-molding for roads, you can´t just draw a gravel texture over terrain), but the actual character of a track most of the time requires creativity you can`t achieve automated (unless training high level neural networks). So how about something like this:
Additionally to making the tiles smaller, best would be half-corner-tile-size, how about when generating a strip of road, show way more details with zoom options, surface type and so on in the preview picture. And offer the ability to the player to lock-down a specific stretch of road he likes and just re-generate the rest. This way you'd keep the simple nature of the generator, while giving the audience much more power in creating a stage that looks how they want it.
After having generated the layout they want, you could offer to Auto-prop it with roadside objects or to manual-prop:
For the latter you'd actually load up the generated stage, but with no props at all, all freely available to be placed anywhere. There the player can let go with creativity placing fences, houses, trees, Haystacks, barriers, spectators, banners, fires, Hinkelsteine, Trucks, cars, guardrails, logpiles, flags, etc. with road-placed props being actively included in pacenotes ("chicane", "caution"). This could allow to create stages with character and journey by the users and still keep the ease of the generator.

Saving a custom stage wouldn't need more than currently, plus the number, type and location of the props. Don't know what the limit for consoles is in savegame size, but you could simply allow consoles to have only a few custom stages locally and the rest in cloud-save to circumvent this?
Hope I expressed what I mean somewhat understandable. Just a(nother) suggestion to consider for follow-up rally-sim-game ;)

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sqdstr said:
https://youtu.be/8aXBZ4M5KzY
Clear winner, I had more hopes with the WRC 7 progress.
Watching that video you value what D4 is
I have to admit that I do like the engine sound of that Fiesta R5 more in WRC 7 than D4 though...
In Dirt 4, its the real sound of the Fiesta R5...
https://www.youtube.com/watch?v=YmFpl1RakAU

Fiesta R5's sound much deeper than how they sound in D4.
Yes it might be recorded from a real car, it still doesn't sound close to the real deal.

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sqdstr said:
https://www.youtube.com/watch?v=PIgxEue7Jn0
                                                                        
That is a great review if you ask me :D
The game is surprisingly looking better and better, and in that review it's said exactly why. The stages are VERY good, challenging and realistic. This is what makes a rally game in my opinion. You can have true to life physics but if your Stage is as large as a highway it just won't give you the oh-s***-that's-a-tree feel rally does

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I must say from the videos this looks really, really promising! And when watching these videos... the stages make the most difference. I really love the generated approach from d4 ... but the handmade stages beat your stage. 

Honestly its the same with Dirt Rally and D4. I played DR for 600 hours and only then driving the same stages got repetetive - the d4 ones kinda feel this way now :/ ... After 60 hours or so.

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