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


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It wasn't listed, but a possible solution to the Tire Choice Dilemma I've posted before, that also deals with abrasive cuts without having to place massive warp zones everywhere:

  • Soft tires should still provide the best performance, but should degrade extremely quickly if they hit off-road. That means, if you want to go the fastest, you also want to go the cleanest.
  • Medium tires should be more resilient than Softs, but still risk a puncture after generous off-road riding.
  • Hard tires are obviously very resilient, even to off-road driving, but at the cost of performance. Beginner tires, essentially.

Also, as these settings need to scale well between both long rallies and Time Trial stages, Time Trial stages should start with a pre-set amount of tire wear. That's to ensure Softs + generous cuts aren't still the optimal choice for very short Time Trial stages.

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Being an absolute rally fanatic DR & DR 2.0 have nailed most things I’ve ever wanted in a rally game. I’d say generally keep things up codies! However if if I was dreaming the things I’d like to see in DR3.0:-

improved asphalt physics

improved pace notes

more WRC cars from the late 90s / early 2000s - Octavia, Cordoba etc.

more Group A, evo 3, (evo 5 or this could go above) sunny gti-r Mazda 323.

more f2 - especially the Megane.

An Irish tarmac event or the Manx.

another welsh stage - Gartheiniog or Dyfi

More online clubs custom options. Being able to choose a mixture of cars  from different classes for one rally. Being able to choose different stages from different rallies as one rally. 
 

and a Toyota license!

 

Edited by Matt555
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4 minutes ago, Matt555 said:

Being an absolute rally fanatic DR & DR 2.0 have nailed most things I’ve ever wanted in a rally game. I’d say generally keep things up codies! However if if I was dreaming the things I’d like to see in DR3.0:-

improved asphalt physics

improved pace notes

more WRC cars from the late 90s / early 2000s - Octavia, Cordoba etc.

more Group A, evo 3, (evo 5 or this could go above) sunny gti-r Mazda 323.

more f2 - especially the Megane.

An Irish tarmac event or the Manx.

another welsh stage - Gartheiniog or Dyfi

More online clubs custom options. Being able to choose a mixture of cars  from different classes for one rally. Being able to choose different stages from different rallies as one rally. 
 

and a Toyota license!

Yes to all of this.  A Mazda 323, Toyota Celica ST165 and 185 and a Mitsubishi Galant VR4 would be great.  I'd also like a Vauxhall Nova and an Astra. I also wish they could just do a bit of extra 'tweaking' to provide more offers with the cars they have.

They've got an Audi Quattro - give us a Coupe Quattro

They've got a Pug 205 - not too much work to add a 309 GTi

They've got a Lancia Integrale 'Deltona' - very easy to make an HF4WD and an Integrale

They've got a Sierra (still don't know why it's an RS500?), - not too much work to make a Sapphire 4x4.

 

Throw in the fact that you can make each of these also have a Group N version with no external work needed and possibly only a few graphical tweaks on the interior (and different sounds) and you have a whole host of opportunities with not too much extra work.

Also, let me choose weather conditions and seasons.  Germany - light snow - winter - perfect!  

Let me mix stages from different countries into a rally.  Let me have a talent editor where I can change drivers cars, classes and names.

Basically, give me a 1980s RAC Rally!

 

 

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On 6/24/2020 at 10:37 AM, Matt555 said:

More cars! More F2, the Megane being my favourite. I know Toyota are very picky with their license, but the St185 Celica and Corolla WRC please! Also the Escort WRC, Octavia WRC, Accent WRC and Cordoba WRC.
 

A new Welsh stage - Gartheniog or Dyfi would be a great stage imo. 
 

Improved Pace notes.

A new asphalt event, Manx, Ireland or a mixed surface event like classic San Remo.

Seems you are repeating the same requests in the same topic Matt. 😛 

 

Meanwhile I couldn't care less about too many different vehicles being added, what the sim/game lacks is many realistic physics bits and many features etc.  All have already been pretty much listed in the first post.

 

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2 hours ago, bn880 said:

Meanwhile I couldn't care less about too many different vehicles being added, what the sim/game lacks is many realistic physics bits and many features etc.  All have already been pretty much listed in the first post.

 

Yeah, i agree 100%.
realism and physics should be the priority since adding cars and similar sounds more like a DLC.

hope DR3.0 will not be a big DLC of the DR2.0

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Yeah I mean other people hold specific cars more dearly, but this is the features suggestion thread anyway, there is a car suggestion thread beside it where people can add car requests and I am sure we will get some new ones!

(even so, I think it's hard to argue that cars are more important to add than say, stage length or new venues/locations)

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On 2/16/2021 at 12:55 PM, bn880 said:

Seems you are repeating the same requests in the same topic Matt. 😛 

 

Meanwhile I couldn't care less about too many different vehicles being added, what the sim/game lacks is many realistic physics bits and many features etc.  All have already been pretty much listed in the first post.

 

😂😂😂😂 I thought I had a case of Dejavu when typing!

Edited by Matt555
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Nice list, I agree with most of things (I dont find some of the mentioned things importnant). However, I think I can add some importnant things -

1)Put some rocks, holes and other obstacles on stage. I never saw rally game where you must be carefull to not destroy suspension. While in real life, you cant cross those things in high speed so you have to slow down.

2)I know it was kind of mentioned, but Ill try to say it more clear - More noticeable wheelspin (through ffb, sound) because of this RBR is still on top, the wheelspin feeling is just great here.

 

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4 hours ago, RG225 said:

1)Put some rocks, holes and other obstacles on stage. I never saw rally game where you must be carefull to not destroy suspension. While in real life, you cant cross those things in high speed so you have to slow down.

 

Yeah absolutely, IDK if I had a brain fart and completely forgot to list this or what, but that's one of the other main driving bits that's not currently in the game.  Rocks being pulled out that can cause a puncture or maybe rad damage.  👍

 

On 2/7/2020 at 6:07 PM, bn880 said:

- Feature to render and simulate pulled up rocks on the stages, which can cause punctures/damage. 

 

Ah no, it's here, I did mention it.  :classic_wink:

Edited by bn880
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4 hours ago, RG225 said:

Nice list, I agree with most of things (I dont find some of the mentioned things importnant). However, I think I can add some importnant things -

1)Put some rocks, holes and other obstacles on stage. I never saw rally game where you must be carefull to not destroy suspension. While in real life, you cant cross those things in high speed so you have to slow down.

2)I know it was kind of mentioned, but Ill try to say it more clear - More noticeable wheelspin (through ffb, sound) because of this RBR is still on top, the wheelspin feeling is just great here.

 

Ditto on the RBR physics there.

Re point 1 - I'd quite like a 'masochist' mode with Dirt Rally 3.0 - something that can randomly retire you from a rally, or cause car health issues, which hasn't been caused by you - just something that factors in real-life unreliability that wasn't caused by the driver.

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On 4/13/2020 at 2:12 PM, gleylancer571 said:

I hope that we will get hillclimb again.
You don't need Pikes Peak for Hill Climb there are 12 different Hill Climb routes for the European Championship 
and also enough different cars.

Was Pikes Peak omitted from DR2 for the sake of brevity, or was it licensing? I would love to see it return but with the option of the pre-tarmac road a la Climb Dance.

I'd also like to see more control over in-car the viewpoint  - for some of the cockpit views, I can't see the dash display properly, even when I've adjusted the view with the number pad keys. I can't see the speed data in the Polo R5, for example, and the gear indicator is slightly obscured in the Lancia Delta Integrale.

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16 hours ago, rfh12005 said:

Ditto on the RBR physics there.

Re point 1 - I'd quite like a 'masochist' mode with Dirt Rally 3.0 - something that can randomly retire you from a rally, or cause car health issues, which hasn't been caused by you - just something that factors in real-life unreliability that wasn't caused by the driver.

Could call it Carlos Sainz rally haha

I'd not think people want engine failures 5 times a season though like he had in 2001.

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I've not read through this whole thing yet, so I may be re-covering things here. 

I love DiRT Rally 2.0, it is an immense game. I'm sure licencing is why there aren't any Toyotas, but that is another story. 

Here's what I would like. 

CO-DRIVERS

Ability to edit a pacenote (even just raise or lower the number and add a tightens or opens or drop outside/rocks inside). More pacenote detail (Phil Mills had incredibly detailed notes for Solberg, and I would happily pay for a DLC containing this. 

Robert Reid co-driver option, again I would happily pay DLC. 

CARS

Megane Maxi F2 (could basically re-use the 306 sound files)

Almeria/Pulsar F2

Sierra Sapphire and Evo 3 for Group A

Evo 6 gets moved from Group A to WRC where it belongs, with an 00 update.

Bracket the Group A cars 90-98, WRC split from 99-06 then 07-17.

Octavia, Corolla, 307CC WRC (I will pay for this DLC)

Just the above would be mega. 

TECH//DAMAGE

While the driving side of this game is awesome, the tyre changes on stage are also great, what happened to the radiator top-up and clean/inspect from DiRT4? That kind of repair aspects would be cool reintroduced. 

Also when you clip a wall and instantly deflate the tyre - maybe a 'wheel off' cosmetic change is more suitable? 

TYRES

Could we please add a studded tyre or an ability to cut slicks to the game? This was a feature in an old Colin McRae game from memory - if weather activity is going to be increased it would be amazing. Same again to choose the tyre type of the spares and be able to swap or rotate tyres - this is a real thing in rallying and would allow for longer intervals between servicing.

AESTHETICS

DiRT 4's Livery Editor//Branding Suite, with the sponsorship component. Obviously there aren't going to be the alcohol or tobacco or some oil sponsors, but the templates would be so cool.

Templates from 80-00's cars:

BASTOS (80-00's)
Marlboro (The Makinen one)
Rothmans ('Rallying Legacy' type)
Grifone 206 (00's)
Factory Mitsubishi Group A
Castrol Celica or Corolla 
Martini Focus
 

RALLIES

I think re-using the majority of what is in 2.0 would be great especially considering the workload.
Could we PLEASE have one more 'section' to reuse, making it ~ 18 stages per rally. 
For example in Monte Carlo there are 'lowlands' areas below the La Bollène Vésubie 1 “Col de Turini or the Sisteron as the third 'long stage' which could then be broken up in to one up and one down either side of this crest.

If it is possible to add one more European tarmac round, then I beg for San Remo or the Tour de Corse, otherwise Donegal or Ypres. Everyone wants something done about the Tarmac handling, idk what.
 

Thanks again for making DiRT Rally 2.0 and there is a huge fanbase waiting for what is next.

 

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details and spelling.
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On 2/11/2021 at 1:10 PM, Yaggings said:

It wasn't listed, but a possible solution to the Tire Choice Dilemma I've posted before, that also deals with abrasive cuts without having to place massive warp zones everywhere:

  • Soft tires should still provide the best performance, but should degrade extremely quickly if they hit off-road. That means, if you want to go the fastest, you also want to go the cleanest.
  • Medium tires should be more resilient than Softs, but still risk a puncture after generous off-road riding.
  • Hard tires are obviously very resilient, even to off-road driving, but at the cost of performance. Beginner tires, essentially.

Also, as these settings need to scale well between both long rallies and Time Trial stages, Time Trial stages should start with a pre-set amount of tire wear. That's to ensure Softs + generous cuts aren't still the optimal choice for very short Time Trial stages.

Cutting slicks, two spares with a different compound to swap if weather changes etc. Maybe a puncture resilience vs compound thing too. 

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On 2/22/2021 at 12:37 PM, bn880 said:

Yeah absolutely, IDK if I had a brain fart and completely forgot to list this or what, but that's one of the other main driving bits that's not currently in the game.  Rocks being pulled out that can cause a puncture or maybe rad damage.  👍

 

Ah no, it's here, I did mention it.  :classic_wink:

Sorry, I didnt see it.

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I wrote the below without any real intended recipient, but I enjoyed it and thought that this forum might be as good a place as any to share it. Racing sims in general need to evolve, and rally games are top of that pile in my opinion. I’ve played rally games since the old RAC Rally and Colin McRae titles in the 1990s, and I’ve even just bought my first real life rally car, so this is a real passion of mine. Having said that, I recognise the level of nerdiness in what I’ve written and I accept any and all mocking! Anyway:

 

If you mention the phrase “open world game”, racing simulators are not usually the first thing that springs to mind. Open world environments are usually the remit of big budget action games, RPGs and arcade racers like the GTA, Fallout and Forza Horizon series. These are all set in expansive, vibrant, richly detailed worlds with all kinds of little things ticking along in the background. Full-on racing sims are all about realism and accuracy, with players wanting to race on laser-scanned recreations of the world’s most famous race circuits in licenced cars, so an open world isn’t really on the radar (until you have the processing power to drive between circuits on a 1:1 world map, but would anyone really want that?). However…what if the open world concept was applied to a rally sim?

It actually seems pretty obvious once you think about it. I do like the 1:1 recreations of real stages in rally sims, but is this really that much of a selling point? Even as a huge rally fan, there are few stages on the world scene that I would recognise as an authentic recreation outside of a few key corners or jumps. It makes sense for circuit sims to take this approach, but circuit racing is a different beast entirely, where every inch of each circuit is pored over by real world racers and sim-racers alike in an effort to gain valuable tenths. I’m no developer or coder, but it seems to me that with the inevitable resources that recreating real stages must consume, if we are honest the cons probably outweigh the pros.

Enter: the open world. The stage possibilities of an open world are literally endless. Take a game like Forza Horizon 4 for example. One user calculated that the map is over 71.46 square kilometres and has just under 200km of roads. And that 200km is tarmac roads only! You could probably comfortably double that figure when you add in the extensive gravel sections, meaning that Forza Horizon has significantly more unique roads than were used on the real-life 2019 WRC Rally GB, which weighed in at 312km and reused certain sections in multiple stages. Dirt Rally 2 released with just under 600km of competitive stages. This sounds like a lot, but the unique stage km count is more around the 150km mark, as each location only really has two sections, which are cut up for the smaller stages and run in both directions. True, this more than doubled after all the DLC had been added, but it’s still quite limited. If we go back to the example of the Forza Horizon 4 map, in theory it would be possible to have a single stage that is more than double the length of every unique stage in DR2 combined.

Now we are at the dawn of the new generation of consoles, surely this approach can be used, and expanded, into simulator territory? An open area of 100 square kilometres doesn’t seem far-fetched at all on this new generation of consoles and PCs. After all, the absolutely gigantic (127 square kilometres!) Los Santos environment was originally developed for console systems that are now a full two generations old. While a rally sim would never muster up the financial backing of a Grand Theft Auto title, it also wouldn’t have to dedicate any processing power to an underwater ecosystem or a functional waste disposal truck route. Instead, the focus could be on the physics and the immersion. In a system like this, you could run an endurance event with 50km stages. You could create a whole championship of single-venue rallies, with each event having multiple stage layouts contained within one area, such as an airfield or quarry. You could have smooth tarmac, rough country lanes, industrial areas, fine gravel, rocky mountain roads and muddy farm tracks all in one massive location, with dynamic weather and progressive landscapes. Expansions could be added later, linked by bridges or tunnels. And with an open-world approach, the roads themselves are just the tip of the iceberg. Using obstacles such as barriers, cones, tape and tyres, along with some well-developed track limits and pacenote generating system, unique stages could be created constantly. This would be perfect for e-sports competition, as stages could be released one day before an event to keep drivers on their toes and eliminate the memorising of stages. Events could be held in real time, with drivers starting at intervals like on real events. Road sections could be included between stages just like on real multi-venue events, so after your 50km slog with two punctures and a smoking engine bay, you still have to make it to the service area under your own power. If you really want to go mad, you could use in game currency to buy bigger and better service vehicles to carry more spares and crew members on an event. Running out of spares could mean a DNF!

Whether the player would be given free reign to create their own stages, events and championships, or these would be provided periodically by the developer, the amount of variety on offer would be incredible regardless. There are small scale glimpses of this concept already in practice, such as the time attack courses at Dirtfish in Dirt 4, the challenges set in the WRC training area and the Dirt 5 Playgrounds mode. These are all fun little features, but they lack the depth, immersion and competition that a more sim-focused approach brings. Playgrounds is fun but too wacky, Dirt 4 had cool single-venue stages at Dirtfish but had no pace notes and bordered on wacky with the floating green and red things, and the WRC challenge stages have no pace notes or use outside of challenge mode. I really think that with the right approach, the open world could be a game-changer in rally sims, and may be the answer that Codemasters were looking for when they trialled procedurally generated stages in Dirt 4.

It’s time for rally sims to evolve, someone out there get it done! And whoever does take on this idea, don’t worry about royalties, just order me a Papa John’s (double pineapple).

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1 hour ago, merseyxshore said:

I wrote the below without any real intended recipient, but I enjoyed it and thought that this forum might be as good a place as any to share it. Racing sims in general need to evolve, and rally games are top of that pile in my opinion. I’ve played rally games since the old RAC Rally and Colin McRae titles in the 1990s, and I’ve even just bought my first real life rally car, so this is a real passion of mine. Having said that, I recognise the level of nerdiness in what I’ve written and I accept any and all mocking! Anyway:

 

If you mention the phrase “open world game”, racing simulators are not usually the first thing that springs to mind. Open world environments are usually the remit of big budget action games, RPGs and arcade racers like the GTA, Fallout and Forza Horizon series. These are all set in expansive, vibrant, richly detailed worlds with all kinds of little things ticking along in the background. Full-on racing sims are all about realism and accuracy, with players wanting to race on laser-scanned recreations of the world’s most famous race circuits in licenced cars, so an open world isn’t really on the radar (until you have the processing power to drive between circuits on a 1:1 world map, but would anyone really want that?). However…what if the open world concept was applied to a rally sim?

It actually seems pretty obvious once you think about it. I do like the 1:1 recreations of real stages in rally sims, but is this really that much of a selling point? Even as a huge rally fan, there are few stages on the world scene that I would recognise as an authentic recreation outside of a few key corners or jumps. It makes sense for circuit sims to take this approach, but circuit racing is a different beast entirely, where every inch of each circuit is pored over by real world racers and sim-racers alike in an effort to gain valuable tenths. I’m no developer or coder, but it seems to me that with the inevitable resources that recreating real stages must consume, if we are honest the cons probably outweigh the pros.

Enter: the open world. The stage possibilities of an open world are literally endless. Take a game like Forza Horizon 4 for example. One user calculated that the map is over 71.46 square kilometres and has just under 200km of roads. And that 200km is tarmac roads only! You could probably comfortably double that figure when you add in the extensive gravel sections, meaning that Forza Horizon has significantly more unique roads than were used on the real-life 2019 WRC Rally GB, which weighed in at 312km and reused certain sections in multiple stages. Dirt Rally 2 released with just under 600km of competitive stages. This sounds like a lot, but the unique stage km count is more around the 150km mark, as each location only really has two sections, which are cut up for the smaller stages and run in both directions. True, this more than doubled after all the DLC had been added, but it’s still quite limited. If we go back to the example of the Forza Horizon 4 map, in theory it would be possible to have a single stage that is more than double the length of every unique stage in DR2 combined.

Now we are at the dawn of the new generation of consoles, surely this approach can be used, and expanded, into simulator territory? An open area of 100 square kilometres doesn’t seem far-fetched at all on this new generation of consoles and PCs. After all, the absolutely gigantic (127 square kilometres!) Los Santos environment was originally developed for console systems that are now a full two generations old. While a rally sim would never muster up the financial backing of a Grand Theft Auto title, it also wouldn’t have to dedicate any processing power to an underwater ecosystem or a functional waste disposal truck route. Instead, the focus could be on the physics and the immersion. In a system like this, you could run an endurance event with 50km stages. You could create a whole championship of single-venue rallies, with each event having multiple stage layouts contained within one area, such as an airfield or quarry. You could have smooth tarmac, rough country lanes, industrial areas, fine gravel, rocky mountain roads and muddy farm tracks all in one massive location, with dynamic weather and progressive landscapes. Expansions could be added later, linked by bridges or tunnels. And with an open-world approach, the roads themselves are just the tip of the iceberg. Using obstacles such as barriers, cones, tape and tyres, along with some well-developed track limits and pacenote generating system, unique stages could be created constantly. This would be perfect for e-sports competition, as stages could be released one day before an event to keep drivers on their toes and eliminate the memorising of stages. Events could be held in real time, with drivers starting at intervals like on real events. Road sections could be included between stages just like on real multi-venue events, so after your 50km slog with two punctures and a smoking engine bay, you still have to make it to the service area under your own power. If you really want to go mad, you could use in game currency to buy bigger and better service vehicles to carry more spares and crew members on an event. Running out of spares could mean a DNF!

Whether the player would be given free reign to create their own stages, events and championships, or these would be provided periodically by the developer, the amount of variety on offer would be incredible regardless. There are small scale glimpses of this concept already in practice, such as the time attack courses at Dirtfish in Dirt 4, the challenges set in the WRC training area and the Dirt 5 Playgrounds mode. These are all fun little features, but they lack the depth, immersion and competition that a more sim-focused approach brings. Playgrounds is fun but too wacky, Dirt 4 had cool single-venue stages at Dirtfish but had no pace notes and bordered on wacky with the floating green and red things, and the WRC challenge stages have no pace notes or use outside of challenge mode. I really think that with the right approach, the open world could be a game-changer in rally sims, and may be the answer that Codemasters were looking for when they trialled procedurally generated stages in Dirt 4.

It’s time for rally sims to evolve, someone out there get it done! And whoever does take on this idea, don’t worry about royalties, just order me a Papa John’s (double pineapple).

This is definitely possible. Perhaps with the EA buyout, they will have the funding to make this a possibility. I made a video about this topic with WRC 8. Its amazing that almost everything you see in the game is real detailed terrain. It's a waste of resources Im sure but its still really cool to know, if you can see it, you can go there. Im sure its similar in dirt rally 1+2 so all that would be left is to flesh out the areas in the distance with some higher quality roads and assets.

Here is the vid I was referencing.

 

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Yeah, I have also been thinking and mentioning that open world stages can and will happen some day, but it may (will) not be soon and may not even be EA who does it.  The tech is already out there for some decent open/whole world implementations for terrain and buildings/objects.  I just see it as a very expensive thing to develop properly to the level of detail required.  I mean DR2.0 is already at a very high fidelity level, and then will come DR3 and the WRC titles, the whole world thing would need to somehow do those justice someday.

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2 minutes ago, F2CMaDMaXX said:

You'll run into problems trying to maintain physics complexity in open world scenarios right now.

Well yes due to the whole washed out fidelity/detail of the terrain/surfaces youre likely going to have to overcome.  It's a huge undertaking, but it is coming for sure someday at least to general gaming.

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Just now, bn880 said:

Well yes due to the whole washed out fidelity/detail of the terrain/surfaces youre likely going to have to overcome.  It's a huge undertaking, but it is coming for sure someday at least to general gaming.

Yes, that, but also the sampling rate, gotta keep it high to feel good and that perf has to come from somewhere, it'll arrive someday with everything getting more powerful.  Remember the first 32 player games?

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Well yes in a way.  As far as I understand such a tech, the terrain would be streamed in, in blocks or sections ahead of and away from the observer/player.  It has to keep up with the movement rate (it's done now with fast moving aircraft so that's possible on good sim PC's).  The question then is just what level of granularity/detail can you stream in and load to memory/GPU, and from where, to keep up.   If the detail of that is very high and you manage to load it say 500m ahead of the car and all around in time, you can likely get the sampling rate you require for physx/other calcs.  Can probably also load data in a step LOD format, so that segments that are farther away can be loaded en masse in low fidelity for some decent appearance in the distance.

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31 minutes ago, F2CMaDMaXX said:

You'll run into problems trying to maintain physics complexity in open world scenarios right now.

Idk...Beamng is a pretty decent representation of a game that holds down complex physics both in vehicle damage and terrain physics...think if a big developer put in the time/money to polish that experience up...

 

All you would have to do is make 6-7 detailed stages with some decent backroads to get from stage to stage. Gta and other vehicle focused games have already proven its possible.

Also the fact that we are currently in "next gen" territory means pc developers wont be holding back so the ps4/xbox one can keep up.

SSD, DLSS, etc. 

New tech brings about new things developers can push.

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22 hours ago, F2CMaDMaXX said:

Yes, that, but also the sampling rate, gotta keep it high to feel good and that perf has to come from somewhere, it'll arrive someday with everything getting more powerful.  Remember the first 32 player games?

Actually I was also over complicating my previous reply on the issue, thinking of loading stages/terrain from the whole world as it were randomly and live.   But with rally its much simpler, as you can pre-calculate and generate your stages (and save the data) before the stage starts.  So you can get into some serious detail so the stage is all ready before the lights go out. 

This would just leave the issue of turning some bland data into a high fidelity stage on almost any road.

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12 hours ago, bn880 said:

Actually I was also over complicating my previous reply on the issue, thinking of loading stages/terrain from the whole world as it were randomly and live.   But with rally its much simpler, as you can pre-calculate and generate your stages (and save the data) before the stage starts.  So you can get into some serious detail so the stage is all ready before the lights go out. 

This would just leave the issue of turning some bland data into a high fidelity stage on almost any road.

Not sure if you misunderstood the direction of my post. The scenario I was talking about was a static open world. In this concept, stages wouldn't be procedurally generated, they would be routes marked out on pre-existing roads. The ideal would be that players could plot their own stage routes and share them, but even if these stages were just provided regularly by the developer it would be amazing. While the roads would remain "the same", the possibilities for different routes would be endless, especially if there was the option to implement things like donut bales, chicanes, barriers to split a road for a hairpin and jumps like on super special stages.

Imagine a 50km stage that started in a village on tight and narrow tarmac weaving around houses, that led into rough country tarmac lanes. This then leads into bumpy farm track gravel, which then turns to open and smooth forest gravel. The forest section leads to the foot of a mountain, where the gravel roads get rough and rocky. The stage takes you up and over the mountain via winding hillside hairpins and inclines. Following the mountain descent, another tighter and more twisty forest gravel section leads to a fast smooth tarmac section, which leads on to a town and finishes with a super-special stage style spectator section. 

On the other hand, you could go the other way and have a whole event based at one location, such as an airfield or industrial area. You could have a ten-stage rally made up of short 2 or 3 minute long stages marked out by cones, barriers, bales etc.

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40 minutes ago, merseyxshore said:

Not sure if you misunderstood the direction of my post. The scenario I was talking about was a static open world. In this concept, stages wouldn't be procedurally generated, they would be routes marked out on pre-existing roads. The ideal would be that players could plot their own stage routes and share them, but even if these stages were just provided regularly by the developer it would be amazing. While the roads would remain "the same", the possibilities for different routes would be endless, especially if there was the option to implement things like donut bales, chicanes, barriers to split a road for a hairpin and jumps like on super special stages.

Imagine a 50km stage that started in a village on tight and narrow tarmac weaving around houses, that led into rough country tarmac lanes. This then leads into bumpy farm track gravel, which then turns to open and smooth forest gravel. The forest section leads to the foot of a mountain, where the gravel roads get rough and rocky. The stage takes you up and over the mountain via winding hillside hairpins and inclines. Following the mountain descent, another tighter and more twisty forest gravel section leads to a fast smooth tarmac section, which leads on to a town and finishes with a super-special stage style spectator section. 

On the other hand, you could go the other way and have a whole event based at one location, such as an airfield or industrial area. You could have a ten-stage rally made up of short 2 or 3 minute long stages marked out by cones, barriers, bales etc.

It's not necessarily about your post.  It's about generating stages from anywhere in the world procedurally.  I've been talking about this myself long ago, but it needs a long time to actually happen for a rally game.

Edited by bn880
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I wanna see that corrected Escort Cosworth body what is now part of Dirt 5 instead of incorrect widebody-kit one which featured in Dirt, Dirt 2, Dirt 3, Dirt Rally, Dirt 4 and Dirt Rally 2.0 before. :classic_smile:

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  • Gear shifts in the manual gearbox cars when shifting with sequential mode should be a lot faster, especially for the historics.  At least a sensible shift time for a rally driver on stage.  Problems is: Currently people who have an H shifter and clutch when in manual shift mode can make up quite a bit of time on those who don't,  and that's not very nice.  And currently the shifts are just too slow, average people on the roads can probably shift a manual faster than the game shift delay for historics.
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3 hours ago, bn880 said:
  • Gear shifts in the manual gearbox cars when shifting with sequential mode should be a lot faster, especially for the historics.  At least a sensible shift time for a rally driver on stage.  Problems is: Currently people who have an H shifter and clutch when in manual shift mode can make up quite a bit of time on those who don't,  and that's not very nice.  And currently the shifts are just too slow, average people on the roads can probably shift a manual faster than the game shift delay for historics.

I would say the issue is with H shifter owners being able to shift faster than the car's should allow.

I'm sure you've driven some older vehicles like this, the shift speeds aren't bad, but you shouldn't be able to change that due to your control input - sequential is a controller style, not a change to the cars gearbox.  Likewise, having an H-shifter is a controller style, that it has no connection to the car, is tiny, electronic thus gives a massive speed boost to the shift should be limited via the game somehow.

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3 hours ago, F2CMaDMaXX said:

I would say the issue is with H shifter owners being able to shift faster than the car's should allow.

I'm sure you've driven some older vehicles like this, the shift speeds aren't bad, but you shouldn't be able to change that due to your control input - sequential is a controller style, not a change to the cars gearbox.  Likewise, having an H-shifter is a controller style, that it has no connection to the car, is tiny, electronic thus gives a massive speed boost to the shift should be limited via the game somehow.

Yes it could be a bit of both actually, either way the gap between the modes in game is too large for sure, and the shifts are a bit too slow on some of them for sure.

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  • 2 weeks later...

The things that annoy me and hopefully will be resolved in the new game.

I haven't read through all of the replies, so I may double up.

Visuals.

1. The Co-Pilot at the end of the stages, I would like some variation. 

2. The crowds, look as though they were copied and pasted into each stage. Those that are filming or taking photos, look as though they are not even looking at the car, but rather just pointing into nowhere.

3. The flag poles at the start, overhang into the track and are ROCK solid, if I inadvertently hit one, the car stops dead without the pole even flinching. The same with some small posts.

4. It would be nice if the spectators reacted as you hit the fence or cut too close.

5. Spotlight glass doesn't bend, sometimes my lights are damaged and the glass is bent.

Driving.

1. Make damage more realistic, there are way too many times when I just get a flat after rolling the car. it would be nice to have more damage based on the severity of the crash.

2. Make it about driving better, rewards and bonuses for no damage. Doesn't have to be monetary value, it could be based on a time bonus.

There is no penalty for driving flat out with the engine at max revs.

3. Allow the car to be driven back onto the track. As it is, there are too many instances where it is near impossible to get the car back onto the track, even though it is a few yards away. Or it will stop dead if you hit a really small rock or tree.

4. Bigger choice of Free Repair vehicles when starting out.

5. Better overall options for Consoles, FOV, FFB settings etc.

6. Tutorials for Beginners that really detail Setups and Tuning as well as rallying fundamentals.

7. Better automatic gearbox. Too many times has it shifted into second gear when the car is stuck after a crash and trying to get back as quick as possible. Snow and Ice are horrible at Monti Carlo.

 

Edited by evaredy1
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I would like to see an improvement to the headlights. I’ve driven a lot of Scotland lately, and there it is painfully obvious that the headlights have a really short range. The headlights illuminate maybe 50 meters of road ahead of you and everything further away stays black. It looks like the driver forgot to turn on the high beam.

In other countries its less of an issue, either because you are not that fast in the first place, or its easier to read the road. If its an issue with the computing power of the consoles, this shouldn’t be the case any more.

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  • Brake bias adjustment from within the car/stage.   Some of the vehicles in the game should have a dial to allow bias adjustment at any time (but do not currently), this is quite a relevant feature when you transition between degradation levels, and with tyre wear.
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in future dirty rally games can we have it that all cars can be used in all stages/rallycross tracks. I know theres a mod pc users can do this but be nice if it was available offically and for console users.

I would also like to have the ability to do the monte carlo stages without the ice/snow just tarmac as the stage layout themselves is awesome

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I’d like to see some gymkhana tracks added. Obvious licensing issues aside, like an accurate depiction of the pastrana hoonigan run or something of that nature would be a nice little add-on or bonus content. I realize this fits the bill of the more arcadey Dirt games, but to have a sim version of it with real physics would be a blast. 

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One thing for myself would be awesome on Dirt Rally 3.0 or previous one.

It's to get more freedom to make mods as it's possible for RBR. This is one of the reason why RBR is still popular today

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This got brought up in a discord server but it is an absolutely essential feature going forward with community events...

 

The ability to duplicate/export/copy a club event and load it into another club or custom championship.

 

This is a huge help when being the admin of a club where you may want to run duplicate events for different "sub" clubs; specific example: JRC1/JRC2/JRC3 all use the same events but drive different classes, so duplicating stages exactly is tedious currently. Being able to just load up the Clubs website and click something like "copy event" and either have it save to some clipboard I can reuse, generate a JSON object for it that I can use to import on my clubs' webpage, etc. 

Adding the ability to also bring them to custom championships to either practice on or even run smaller "live" events in online lobbies would be icing on the cake.

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Some other thoughts on Time Trials:

Problems

  • There is no discernible order to the stages on the Stage Select screen
  • To change vehicle, I have to go all the way back to the main menu and reload the stage
  • I would prefer if Restart or Service Area were the top option on the Results Hub page rather than Return to Main Menu

Wishes

  • I wish I could see which times I have set from the Location or Stage Select screens
  • I wish I could see my times without having to load the global leaderboard
  • I wish I knew which percentile my time was in on the leaderboards
  • I wish there were some way to choose favorite cars that were then easier to select on the Vehicle Select screen
  • I wish I could share tuning setups
  • I wish I could practice individual splits
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