Sorry I missed it, as somebody pointed out Dave is one of the guys, Chris Jojo is another but he isn't on twitter. We're also really grateful to the UK Rally scene, people like Steve Perez who let us record and digitally preserve their awesome machines. We've still not got a full set though, some of the audio isn't exact and we're trying to track down the cars we need still.
Thanks that helped a lot. It looks like I need to also download the Thrustmaster profiler to tweak things further.Have you looked at this? racedepartment.com/threads/ffb-tweak-no-void.104688/
Yeah, I'm more addicted than ever. I keep thinking about wheel setups. I am absolutely clueless when it comes to those things, though. Can anyone point me toward some decent ones...and decently priced? I'd want one that worked with an Xbox One and PC, if possible.
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
Rbr was not realistic. Real cars handle better, Rbr was unrealistically hard. Which of course ironically is the reason why people call it a hard core sim and the most realistic.Played a while on my G25 recently.
Few things about DiRT right after i've done with Assetto Corsa (with rally mods) and GT6 the other day:
1. The game is fun as hell on a wheel, but it's is anything but a fully-fledged racing simulator. A this moment anyway. Wheel is a bit sloppy, car is a bit sleazy on the road and wheel feedback is very mild and unconfident on G25. Right now it's a good "sim-like-arcade" racer and even if they won't patch physics further to sim i'll be ok with it.
2. UI is a little over-spartan as for my taste. Even AC menus was more fluid and informative. Also they need to do something with a racing HUD, it is still very early at best.
3. Car sounds is great and the co-pilot's chatter is very natural. Kudos for that.
4. Tech here is... Well, it's ok. Typical EGO picture and solid as hell 60 FPS. Night races is a bit buggy though because of the flashing shadows.
5. Nice car list even now. Mini is the best starter's car i've seen in a while.
So i think if you're not demanding from the game the RBR level of realism it's totally worth bying even now. Had tons of fun (and i kinda hate rally games) and zero tech problems so far.
Agreed. So far most fair experience with rally i had was in GT5/6 to be honest.Rbr was not realistic. Real cars handle better, Rbr was unrealistically hard. Which of course ironically is the reason why people call it a hard core sim and the most realistic.
Take a read of this, we have a potential fix in a beta branch but it isn't working for everybody.
http://steamcommunity.com/app/310560/discussions/1/613956964588533522/
I noticed there was a league's menu, but I didn't set up an account or anything, is this like a community clan type thing? Is there (going to be) a GAF league?
Yeah, I'm more addicted than ever. I keep thinking about wheel setups. I am absolutely clueless when it comes to those things, though. Can anyone point me toward some decent ones...and decently priced? I'd want one that worked with an Xbox One and PC, if possible.
Missed this post. Which cars don't have the right sounds? They all sound pretty spot on to me, lol.
Alright, thanks!Thrustmaster TX. Look into replacing the pedals if you want, they arent the best but are serviceable. $293 on Amazon right now. Just got the wheel and love it.
All the cars in Rallisport were pretty forgiving, and many of the stages were extremely wide, allowing you to go flat out without much concentration. Dirt Rally has many roads/tracks with realistic widths, and the cars have more distinct and realistic characteristics that require a certain amount of sensitivity in terms of driver inputs.Only rally games I've ever enjoyed was Rallisport Challenge 1/2. How would you say this compares to those?
Pretty much all of them, its just some slight oddites like the Subaru 95 which has the recording of a slightly different Subaru on it because we can't find anybody with the exact model in rally spec (yet)
i dont feel like i got my money for the monthly challenge? did you have to make it all the way to the end to get paid at all?
Sorry if this is an obvious question but... when people say this what do they mean exactly? And does any rally game actually do this? I know Spintires does it, but the whole game was built around it. Would terrain deformation really add something to a rally game, other than prettier replays?- No terrain deformation, it should be a standard in 2015 rally games
Sorry if this is an obvious question but... when people say this what do they mean exactly? And does any rally game actually do this? I know Spintires does it, but the whole game was built around it. Would terrain deformation really add something to a rally game, other than prettier replays?
There was some rally-trial Russian game the other day called УАЗ 4x4 (UAZ 4x4) with road deformation featrure. And it's pretty changed the game, because back then you could stuck in the deep mud and free yourself from swamp trap by agressivly streeting your wheels and working with gas. Or just make everything worse by totally sinking in the Siberian dirt.Sorry if this is an obvious question but... when people say this what do they mean exactly? And does any rally game actually do this? I know Spintires does it, but the whole game was built around it. Would terrain deformation really add something to a rally game, other than prettier replays?
The 2007 Sega Rally did it as well. I think it affects the handling of your car, since you can essentially get caught in tire tracks that you dug into the ground on the previous lap and can grip easier. The handling part doesn't matter for DiRT though because it's purely point to point for now, there's no repeating a track without restarting.
The 2007 Sega Rally did it as well. I think it affects the handling of your car, since you can essentially get caught in tire tracks that you dug into the ground on the previous lap and can grip easier. The handling part doesn't matter for DiRT though because it's purely point to point for now, there's no repeating a track without restarting.
Well even if it's not physically or visually modelled, there should be an element of compensation for surface deformation in the physics calculations as the vehicle moves along - i.e. the rear tyres might drive over exactly the same patch of ground that the front tyres did, and it might be slightly more compacted. And as razu says, for staggered rally starts, where several cars will have done the stage before you, they're ripping it up and compacting it down in unique ways - so you're not sure quite what to expect in terms of grip levels, grooves, etc. The dream would be a rally sim that can simulate this kind of track evolution with same level of detail that rFactor 2 achieves, combined with surface deformation, but I can't even begin to imagine how complex that would be (and how much memory it would eat!). The rewards are probably not that great - as TheAdmiester says, point to point stuff is not something you'd repeat so you probably wouldn't even notice just by working your way through an event. But if you were the first out on the stage in the morning, and then tried it again as the last car out after a simulated 'day' of rallying, then you'd notice, if it was a really muddy stage, for example.Sorry if this is an obvious question but... when people say this what do they mean exactly? And does any rally game actually do this? I know Spintires does it, but the whole game was built around it. Would terrain deformation really add something to a rally game, other than prettier replays?
For Dirt Rally though I'd rather see two dozen other things before terrain deformation. Since it's point to point rally it would simply be eye candy and nothing more.
yeah the monthly challenge ended yesterday though i was hoping to get a group b car with my money from it but i never got it
I agree that for a game like Dirt Rally the importance of realtime deformation wouldn't be as big as it was for Sega Rally, though it'd be cool effect nonetheless, but there are more imporant aspects to a rally simulation. I'm interested in the implementation of it though, like what downsides does the depth map modifying have and what are the cases where it doesn't work so well?Sega Rally changed surface physics properties depending on the depth of the deformation, (I developed the handling alongside the physics programmer, \o/). Realtime deformation made sense for that game as it was circuit based. It would be a cool feature in DR, but it wouldn't have a great effect on the gameplay, as you'd never see your deformation, except for in replays. Load-time deformation based on your running order would be cool though, so you'd turn up to an untouched track if you were in 1st place, a churned up mess if you were last to run.
I agree that for a game like Dirt Rally the importance of realtime deformation wouldn't be as big as it was for Sega Rally, though it'd be cool effect nonetheless, but there are more imporant aspects to a rally simulation. I'm interested in the implementation of it though, like what downsides does the depth map modifying have and what are the cases where it doesn't work so well?
Did you finish all the stages?
There was a bug with the daily not giving you the reward, but that's fixed in the latest version.
That transition to Group B cars, holy shit.
Oh, so like the Subaru might have a recording from a 22B for example? Or the Metro 6R4 might be a recording of the same engine in the Jag XJ220? Like correct engines/configurations but not the literal exact car in the game.
Well that's a good fallback, so if proper recordings never happened I'd definitely be happy with them staying as they are.
I miss typed on my orgianl post (sorry - I've edited it) just to clarify...
Most of the cars are the correct recordings its just 2 or 3 that might be a slightly different version of the same car in game like you said in your post.
Load-time deformation based on your running order would be cool though, so you'd turn up to an untouched track if you were in 1st place, a churned up mess if you were last to run.
this is what i'd love to see simulated. some of the more interesting strategies in rally happen when teams purposely slow down on a given stage to give themselves, or teammates, a more favorable starting position for the next leg.
For practicality purposes, I'd skip the realtime deformation and just have modified textures/physics properties depending on your running order. I don't think it would be a popular feature though! Paying a grip penalty that's dependent on your starting order would be upsetting to most people I think.
If the WRC guys could have a genie wish, it would probably be to magically equalize the surface. Video games are genie wishes, so maybe we're better off leaving it static
I would be very cool though. I'm not going to lie.
For Dirt Rally though I'd rather see two dozen other things before terrain deformation. Since it's point to point rally it would simply be eye candy and nothing more.
My favorite car and class as well. Man that was a good run looks like 1:30 you had slowness on that corner that cost you that second. Honestly though that was a fucking fantastic watch.Group B cars are soo fun! I came so close to getting my first win on master difficulty in the rs2000 but messed up slightly twice and came in second place by only 1 second : (
https://www.youtube.com/watch?v=3tq958fEI10
Niiiiice. I only started group B last night and was ready to say fuck it after 3/4ths of the first race. I stuck with it and was really getting the hang of it, though. Third race in and I placed 3rd place. Tied for personal best with the Mini. This game has its hooks in me bad. Best chunk of change I've spent on Steam in a while.Group B cars are soo fun! I came so close to getting my first win on master difficulty in the rs2000 but messed up slightly twice and came in second place by only 1 second : (
https://www.youtube.com/watch?v=3tq958fEI10
How do people rank the locations, personally:
Monaco >> Greece > Wales
Well it's a lot of data to store for a start. Each vertex of the physics mesh now needs an original position, a deformation limit, and a current deformation amount. Then the render mesh needs to be rebuilt every time it's changed.
Also, to show nicely detailed ruts, you need far more triangles in your meshes then you can use in a static mesh.
It's a high price to pay for sure.
I *love* the system in Spintires though, the game in general is fantastic
Another approach could be to use a lowres greyscale layer and apply parallax mapping. Streaming the next 100 meters segment of the road and using the new data. Every wheel would dark the original texture. And physics system will read the same layer for calculations.
I can't go away without ask you: do you know why stuttering was never fixed for sega Rally Revo? The only way to play the game without it is using 'start again' option after start a race but that option doesn't exist in championships, only in 'Quick race' mode. Shame because I love the game
Stuttering? Is that the PC version? I made the console and arcade versions, PC was ported.