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What features do we want to see in a future DIRT Rally game?


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Posted (edited)

I think the most important thing would be to rethink the physics engine of the game, because force feedback is also based on it. The physics look good in dirt rally 2.0, but the force feedback is "blurry", which allows me to conclude that the physics calculations are rough, and it's only solved by tricks to make them look good. Users already have fast enough CPUs to be able to do the necessary calculations, no need to trick.

 

Edited by bredsfx
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9 hours ago, bredsfx said:

I think the most important thing would be to rethink the physics engine of the game, because force feedback is also based on it. The physics look good in dirt rally 2.0, but the force feedback is "blurry", which allows me to conclude that the physics calculations are rough, and it's only solved by tricks to make them look good. Users already have fast enough CPUs to be able to do the necessary calculations, no need to trick.

 

Your calculations went off the rails with the first assumption.

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Sorry late to the party and someone may have listed this one already but here goes

Better Rallycross MP event customisation

On PS4 At the moment I can play a single race or a Full Series, but I can do that with 8 friends on ps4! So theres a need to expand the number of players to a private lobby (as I have more than 8 friends wanting to play) and let me set the number of stages in a rallycross event. I only want to play 1 qualifier, or none at all, but I have to do 4!

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Since we are on a Multiplayer fix right now:

Better waiting screens when joining a Lobby that is already in progress.

Man this has to be one of my biggest gripes of the current MP experience. You join a lobby already running a race, you don't mind waiting, but we have zero indication of how the current race is going.

  1. Best solution is to let us join the event and spectate the current race
  2. Good solution is to give us a circuit/stage map with active markers on it showing progress, positions, and timings
  3. Acceptable solution is a simple timing board with splits and current running time

Seriously, there has to be a better way than what we currently have to engage the drivers waiting in a lobby. You just sit there for 7 minutes staring at a lobby screen with no feedback, just twiddling your thumbs while you hope the "XXX finished racing" message pops up subtly in the top corner.

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On 5/2/2021 at 9:57 AM, bredsfx said:

I think the most important thing would be to rethink the physics engine of the game, because force feedback is also based on it. The physics look good in dirt rally 2.0, but the force feedback is "blurry", which allows me to conclude that the physics calculations are rough, and it's only solved by tricks to make them look good. Users already have fast enough CPUs to be able to do the necessary calculations, no need to trick.

 

I don't agree with this. FFB is great, you can only really feel all the effects good with a DD wheel. The phisics on tarmac could be improved but it's definitely not the most important thing. The most important thing is BY FAR VR improvement.

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10 hours ago, GuusHugo said:

I don't agree with this. FFB is great, you can only really feel all the effects good with a DD wheel. The phisics on tarmac could be improved but it's definitely not the most important thing. The most important thing is BY FAR VR improvement.

That's good then if you can afford to pay over a £1000 pound for the wheelbase and the same again for a rig that can hold it in place plus another £1000 for this and that's to complete the package , the proles wouldn't mind a share of the FFB as well ; you know.

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How about a ‘Service Budget’ option for clubs? So each competitor has a budget restriction alongside a time restriction in service set by the club organiser. New parts, or part worn parts could be used to save money and things like tyres also eat into budget. Slower cars in each class could have cheaper parts to even up the class. On endurance events this could reward competitors who drive cleanly without taking big risks etc. If you spend all of your budget repairing your car in service 1 then you’d need to keep an eye your driving for the rest of the event.

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Posted (edited)

I can't remember where it was discussed previously, but there needs to be a revamp of classes system. Maybe several fixed class systems that players can choose between, like the current 'era' based classes, classes based on horsepower, or even an evolving class option based on average stage times as players record time trial times. At the very least there should be an option for players to create their own classes in their own championships. This would help fix the unbalanced classes and underpowered cars, and create some cool battles, for example between the likes of the Fiesta R2 and Porsche R-GT as they both have quite similar average stage times, or with half of the class having a gravel advantage and the other half having tarmac advantage.

It just seems like such a shame that there are incredible and iconic cars like the Escort Cosworth, Opel Ascona and Fiat 131 that are really enjoyable to drive but never get used as they aren't remotely competitive in the given class system.

Edited by merseyxshore
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Need: Better multiplayer viewing experience; spectate mode expanded.

Solution:

  • Increase total users allowed to join a multiplayer lobby; preferably 20+ total and ideally 100+ (or host's limitations). Continue to limit total drivers allowed to participate. 
  • Spectators should have a "camera" option that shows a top-down map with live driver markers moving along the map; this has live split timers on the side. Treat this like a race director screen.
  • Allow spectators to select specific track cameras even if cars are not at that point of the stage/circuit. This is ESSENTIAL for RX, as it would allow communities to host and shoutcast live events toggling between different streams/cameras.

Requires: Better "production"/"director" controls to view the event

My awesome paint skills for an example of the "race director screen"


image.thumb.png.bcaa9ffaef9c44943a3aaa2f1ada2d15.png
 

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au niveau option réglage des différents ressentis ! sur console xbox il serait bien de pouvoir régler toutes les options comme le patinage des roues le ressenti de pertes d adhérence quand l auto glisse ou aquaplaning sur route mouillé !! et surtout qu a la sortie du ,3 on n ai pas le même problème que le dirt 2.0 le retour de force inexistant et aucunes sensation jusqu'à a la mise a jour, merci 

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On 5/23/2021 at 1:39 PM, laurent87 said:

au niveau option réglage des différents ressentis ! sur console xbox il serait bien de pouvoir régler toutes les options comme le patinage des roues le ressenti de pertes d adhérence quand l auto glisse ou aquaplaning sur route mouillé !! et surtout qu a la sortie du ,3 on n ai pas le même problème que le dirt 2.0 le retour de force inexistant et aucunes sensation jusqu'à a la mise a jour, merci 

d accord avec toi 

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  • 2 weeks later...
Posted (edited)

Hi all, with triple screen setups, there is a big difference in field of view depending on whether you are in windowed mode or in full screen mod. In windowed mode the FOV is correct, while in full screen mode it is really very low for the same value in the parameters / preference

Edited by AlexSchouba
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  • 2 weeks later...

Better support for wide screen fov, triple monitor and new 5K+ wide screen monitors.  Currently the view out side windows is extremely distorted.  It's like someone took a 2K pipxel screen and stretched the sides out to 5.7K (think early 480p video stretched to 1080p with out changing the vertical). 

Also more realistic damage.  Sometimes just touching a small berm on the side of the road sends a car (especially a Stratos) flying in a manner that would never happen on a real rally , other times running along a fence on two wheels causes no damage. 

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