SlickShoes
Member
You don't need a wheel. You can play just fine with an Xbox pad, like I'm doing.
Cheers really tempted to get this, I haven't played a rally game since original colin mcrae and WRC games but this looks good!
You don't need a wheel. You can play just fine with an Xbox pad, like I'm doing.
I can't recall that happening to me. Glitch?
Yeah, I know getting worked up isn't going to help me, it's just that even if I made the wrong impression, I came here wanting to share my experience and my enjoyment of this game and I only got mocked.
I loved Dirt 1, liked Dirt 2 a lot, and I only liked certain parts of Dirt 3 but overall I really didn't care for the game, it's by far my least played Dirt game. I've only spent about half an hour with Dirt Rally so I haven't formed an educated opinion yet, but my first impressions of it are excellent.
I like both arcade racers and sim racers, as long as a racing game is well done I can find fun in it. I would say I prefer the sim focused racers more but I don't need them to be hardcore sim racers, just challenging, engaging, and fun to drive. Presentation goes a long way too, I liked the racing in Dirt 2 but the menus and dudebro stuff wore thin on me fast. Dirt Rally's clean and simple interface is better IMHO, much easier and faster to get into the racing parts!
Hope you don't take it hard, this board can be rough, as I would like to see more opinions from the sim racing crowd as I am just starting to get into them. I have had very limited experience in this area (Lots of Forza, but only a little on RFactor Demo and this great rally game). I have Project Cars on preorder, so any input on PC NOT being a sim I am interested in.
With my limited time on RFactor, I have a thought. The on-track driving feels pretty good. I really started feeling the car after a few laps. But when I put one of my wheels in the grass or hit rumble strips to hard, its like my car just hit a patch of ice. i mean one time I literally slid all the way across the roadway pavement sideways at ~50mph grass to grass. That is no where near enough speed to overcome the friction of 4 racing tires on pavement. Even at over 100mph you can see nascars starting to correct themselves due to the car wanting to align with the tires as soon as it hit the pavement when coming out of the grass. So to me, that is not simulated.
I have an idea why that is though, it promotes very careful driving habits, which makes online races feel more realistic. In other words, there is no chance of injury or financial loss in a video game. So you would see alot more aggressive driving online (vs reality) if the penalty for doing it was realistic (less devastating). I don't know if I agree with that, I feel there are other ways to keep that from happening (create online leagues with repair costs, missed races for injury or totally out for death). What are your thoughts?
I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
The matter of self-aligning torque was discussed, and there was a suggestion that this 'inverted' feeling was at least partly down to the fact that the feedback is optimised for short rotations, making it reach the other side of the output curve too soon, or something along those lines. I discussed how the majority of PC sims do wheel calibration, turning through the full range and then doing the 90 degree left/right so that there is a 1:1 relationship between your wheel's rotation and the sim, and it sounded like they were keen to add something like that to the menus. We also discussed how this countersteering sensation would change depending on the surface type, but that is something very hard to explain over the phone!
In any case they are aware of the problem, and they've invited me to the studio to give more hands-on feedback once they made some changes. I'm not sure when that'll be, but I'll gladly accept.
I'm very pleased to see Codies being so open about this project - as others have said, it's Early Access done right.
I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
The matter of self-aligning torque was discussed, and there was a suggestion that this 'inverted' feeling was at least partly down to the fact that the feedback is optimised for short rotations, making it reach the other side of the output curve too soon, or something along those lines. I discussed how the majority of PC sims do wheel calibration, turning through the full range and then doing the 90 degree left/right so that there is a 1:1 relationship between your wheel's rotation and the sim, and it sounded like they were keen to add something like that to the menus. We also discussed how this countersteering sensation would change depending on the surface type, but that is something very hard to explain over the phone!
In any case they are aware of the problem, and they've invited me to the studio to give more hands-on feedback once they made some changes. I'm not sure when that'll be, but I'll gladly accept.
I'm very pleased to see Codies being so open about this project - as others have said, it's Early Access done right.
Yeah, I know getting worked up isn't going to help me, it's just that even if I made the wrong impression, I came here wanting to share my experience and my enjoyment of this game and I only got mocked.
I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
The matter of self-aligning torque was discussed, and there was a suggestion that this 'inverted' feeling was at least partly down to the fact that the feedback is optimised for short rotations, making it reach the other side of the output curve too soon, or something along those lines. I discussed how the majority of PC sims do wheel calibration, turning through the full range and then doing the 90 degree left/right so that there is a 1:1 relationship between your wheel's rotation and the sim, and it sounded like they were keen to add something like that to the menus. We also discussed how this countersteering sensation would change depending on the surface type, but that is something very hard to explain over the phone!
In any case they are aware of the problem, and they've invited me to the studio to give more hands-on feedback once they made some changes. I'm not sure when that'll be, but I'll gladly accept.
I'm very pleased to see Codies being so open about this project - as others have said, it's Early Access done right.
I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
The matter of self-aligning torque was discussed, and there was a suggestion that this 'inverted' feeling was at least partly down to the fact that the feedback is optimised for short rotations, making it reach the other side of the output curve too soon, or something along those lines. I discussed how the majority of PC sims do wheel calibration, turning through the full range and then doing the 90 degree left/right so that there is a 1:1 relationship between your wheel's rotation and the sim, and it sounded like they were keen to add something like that to the menus. We also discussed how this countersteering sensation would change depending on the surface type, but that is something very hard to explain over the phone!
In any case they are aware of the problem, and they've invited me to the studio to give more hands-on feedback once they made some changes. I'm not sure when that'll be, but I'll gladly accept.
I'm very pleased to see Codies being so open about this project - as others have said, it's Early Access done right.
Tried to start a league just to test out that part of the game but the website would never accept the events I would setup...don't know if it's a glitch or just something I wasn't doing right
I'm surprised no one has started anything yet as far as a GAF league...I thought that would have been made Day 1
That's awesome to hear!I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
-SNIP-
I spoke to Codemasters via Skype today, Lee conducted the chat, Paul was listening in, and the three physics guys had a bunch of questions for me. A shaky connection meant that the video chat didn't last long before we had to switch to audio, which probably made it even more difficult to explain myself!
The matter of self-aligning torque was discussed, and there was a suggestion that this 'inverted' feeling was at least partly down to the fact that the feedback is optimised for short rotations, making it reach the other side of the output curve too soon, or something along those lines. I discussed how the majority of PC sims do wheel calibration, turning through the full range and then doing the 90 degree left/right so that there is a 1:1 relationship between your wheel's rotation and the sim, and it sounded like they were keen to add something like that to the menus. We also discussed how this countersteering sensation would change depending on the surface type, but that is something very hard to explain over the phone!
In any case they are aware of the problem, and they've invited me to the studio to give more hands-on feedback once they made some changes. I'm not sure when that'll be, but I'll gladly accept.
I'm very pleased to see Codies being so open about this project - as others have said, it's Early Access done right.
Finally got a podium finish for the Open Championship by pure luck. I had three 4th place finishes but the people who got 3rd place in other events kept having issues. Honestly right now I'm struggling to even try to get a top three finish in a stage even with getting the upgrades for the cars. I'm playing with a controller and a lot of the time I'll be going dead straight and the car will just veer left or right out of nowhere. 'm constantly having to correct that so I can't really try and keep a good speed or else I'll just wreck.
Considering I can't even keep up with the Open times and that's the easiest skill level I don't see myself being able to really compete at any other level.
I definitely recommend turning stick sensitivity down to 20%. There are deadzone drift issues on the 360 pad, and I was noticing them at 50%.
Also, it is in general waaay too sensitive at 50%.
I hope everyone else at Codies also has seen this thread and the various other bits of feedback on the game. They've absolutely nailed the design of this game and it's fantastic, but I want them to be 100% aware of this fact and keep future titles this way.
I definitely recommend turning stick sensitivity down to 20%. There are deadzone drift issues on the 360 pad, and I was noticing them at 50%.
Also, it is in general waaay too sensitive at 50%.
Believe me, everybody reads the GAF thread and they love how much you all like the game.
Believe me, everybody reads the GAF thread and they love how much you all like the game.
Or Playstation controller. Playing with Dualshock 3 and the controls are perfect.You don't need a wheel. You can play just fine with an Xbox pad, like I'm doing.
I really wish the game had more unique stages. I understand a longer stage around 9 minutes takes TONS of hours of work, but currently it's:
1 long stage
parts chopped off the long stage and made their own stages
reverse versions.
That is really the biggest complaint i have along with the FFB issues and somewhat situationally weird physics. Also the damage model could/should be a bit less forgiving.
We've got loads more on the way, Germany, Finland, Sweden not including Pikes Peak and the Rallycross stuff. Obviously the whole game is built around you so if people start to ask us for more Wales Stages then it's something we can look into doing, just depends what people want really.
We've got loads more on the way, Germany, Finland, Sweden not including Pikes Peak and the Rallycross stuff. Obviously the whole game is built around you so if people start to ask us for more Wales Stages then it's something we can look into doing, just depends what people want really.
I think you may have let the cat out of the bag on Sweden...the timeline only mentioned "Winter Wonderland" but never listed Sweden as the location
Well, it was pretty obvious anyway. In terms of rally tracks it could only have been somewhere Scandinavian.
I'd suggest the Logitech Driving Force GT.I'm seriously considering buying a wheel. Is there anything worthwhile in the sub 100 or sub 150 zone? Thanks.
hd 5830
phenom ii x2 black
4gb ram
can i play?
We've got loads more on the way, Germany, Finland, Sweden not including Pikes Peak and the Rallycross stuff. Obviously the whole game is built around you so if people start to ask us for more Wales Stages then it's something we can look into doing, just depends what people want really.
It appears to be Dave Sullivan - https://twitter.com/sound_fx (although perhaps there are other audio guys too). There was a discussion just now on twitter about the co-driver audio being too quiet... I assured him that it's not, but perhaps it's different for certain systems. You should let him know too! The mix is great, I agreeHaven't stopped playing since day 1. There's something about this game that just feels right, like i'm actually seated in the car..seated in the setting itself. I don't know, it's hard to explain lol.
Again, the audio is just sublime and i'm not just talking about the engine/exhaust samples. Everything from the cockpit mix, muted interiors, cockpit resonance, trans effects, spool and bov's, dirt/gravel pickup, tyre squeal, reverb..etc are just amazing.
Lee, I asked before but didn't get an answer..who is responsible for the audio in Dirt Rally and is this the final code?
Believe me, everybody reads the GAF thread and they love how much you all like the game.
It appears to be Dave Sullivan - https://twitter.com/sound_fx (although perhaps there are other audio guys too). There was a discussion just now on twitter about the co-driver audio being too quiet... I assured him that it's not, but perhaps it's different for certain systems. You should let him know too! The mix is great, I agree
Lee, I asked before but didn't get an answer..who is responsible for the audio in Dirt Rally and is this the final code?
I think you may have let the cat out of the bag on Sweden...the timeline only mentioned "Winter Wonderland" but never listed Sweden as the location
Hey Lee, any word on the Error 41? Reading everyone else raving about the game but not being able to play it is driving me mad!
Also, I don't live that far from you guys so if you want me to pop over and help play test it, you only have to ask ;-)
They tweeted this yesterday:justbiglee...is there any way that the guys at the studio could put up some sneak peek clips of upcoming additions or game updates so we can get a glimpse of what's to come during the next few weeks and months?
Sneak "Peak" at what's coming next for DiRT Rally
justbiglee...is there any way that the guys at the studio could put up some sneak peek clips of upcoming additions or game updates so we can get a glimpse of what's to come during the next few weeks and months?
Yeah for sure, I think I tweeted a sneak "peak" of something from the dirtgame twitter account earlier if that is the kind of thing you mean.
Bollocks. Don't tell anybody at work.
Just curious, how does Early Access work? I haven't really paid much attention to it til this game got announced. Do I pay the $24.99 and then it just gets updates til the game is finished? Or do I have to re-purchase once it's released?
Nope, you pay once and you get all the updates and the full game once it's released. If they decide to release paid DLC after the official 1.0 release then you'll have to pay but that's it.
Ah nice, thanks! Time to bust out the wallet...