TylerDurden4321
Member
It's like in Forza and GT it works with the ABS braking certain wheels, cutting off the engine power via ECU and distributing the torque to stabilize the car again. There is not "sport" or "drift" setting. I wish it had these settings, but AC doesn't even do that. They put out an imaginary force that puts the car straight again, which is why I find a lot of youtube "look at my best lap time!" especially on the Nordschleife in AC extremely suspect. People have asked Kunos to make a realistic STM, but Stefano said that there is no good literature about how these systems work today, it's mostly generalized and more descriptive of the intrusive systems of the early 2000s.On another subject, has anyone else played about the SC?
It's something that I've found I've had to turn on, for pad driving, otherwise I am always driving on a knife edge, and it's just not fun.
It feels quite intrusive and does really pull the car out of line with quite a jolt if you start sliding, I don't believe it's at all adjustable? (like it is in AC).
I don't know what you mean. Did I miss something? When are you forced to drive without assists?Another question, is the forced removal of assists, even if the car has authentic assists IRL, a design decision?
This does not bode well:
http://steamspy.com/app/378860
That's still double of what DiRT 4 had after one week according to Steamspy. But yea, had they released without any obvious bugs and half a year away from Forza and Gran Turismo, it might have sold better day1.
Looking at Assetto Corsa numbers (~600,000 , and ~350,000 before console release when the game already was pretty cheap to get) - consider that basically everyone with a wheel from this-gen who uses Steam has that game - then you know that a game that puts its wheel users and simulation handling above playability with a pad, does have it pretty hard to sell more than 2 million units even if it's multiplatform.