With the inclusion of the iconic Ford Focus (memories from CMR2.. feeling old guys) I'm literally dying for this game. Can't wait for a console release. Add the Martini livery and i would pay 100€ for it.
I mainly noticed how he sometimes flies over crests completely sideways and still manages to pull the car back. Do that in real life and you wake up in the hospital if you're lucky. Seems like someone who would drive with aids off, so this makes me doubt the physics a bit.
Not as sideways as seen in this video at certain points. That would end up in an immediate roll.They jump sideways in real life as well
Not as sideways as seen in this video at certain points. That would end up in an immediate roll.
We record a near perfect run of a track and sit @kick_up in the D-Box chair, strapped in with pace notes in hand, helmet on, much like a real world scenario. The car is launched and Paul calls out the notes, feeling every turn and crest. I then record the output of the driver’s headset in another helmet, so we get the real deal and not some fake processing we think it should sound like. This is what it sounds like.
Paul also has a set of ear buds under his balaclava to listen to the audio from the game, to give some volume to his voice at different stages of the track. As well as ear buds, Paul is literally shaking around in the D-Box. We have it set quite high in order to exaggerate the feedback from the track surface and force more energy into the seat giving Paul’s voice a more forced delivery.
Once we have completed a full run, we do it again. I don’t like audio in games to be repetitive, it detracts from the experience and the human voice is one of the most obvious sounds we pickup on as being false if heard too many times. We also use speed as a factor, at slower speeds the voice is less forced as we set the D-Box feedback lower to give the player some idea that they are having some input to virtual world around them. So we record a fast pace set of calls twice and a medium paced set of calls twice, and also one set of calls without any force through at all, so if you’re travelling under 10 mph, there’s literally no force coming through the voice and as you speed up it switches to the medium and then to the high.
Each track has a bespoke set of calls for that one track; no calls are reused on other tracks as it would break the flow of the performance. We wanted a visceral experience, and adding these small differences to the recording to the calls is one step closer to the overall experience becoming the one visceral experience we wanted to achieve.
The road is gravel, the car will tend to slide. Dirt Rally feels pretty damn good to me.Not as sideways as seen in this video at certain points. That would end up in an immediate roll.
Fast forward to the jump that comes up at 1:37 , the near crash at 1:58, hairy moment at 5:20 and the jump at 6:50. Car's balance is totally unsettled in those moments, over the jumps going almost completely sideways and he still recovers with one move of the steering wheel.The road is gravel, the car will tend to slide. Dirt Rally feels pretty damn good to me.
Dirt Rally may be more forgiving than IRL, it's a game. As long as you can keep the tires on the road the car can for the most part be saved (within reason). What really matters to me is it believable (is it close enough) and is it fun - in this case yes. I can't argue (not my intent here) how close it is or not.Fast forward to the jump that comes up at 1:37 , the near crash at 1:58, hairy moment at 5:20 and the jump at 6:50. Car's balance is totally unsettled in those moments, over the jumps going almost completely sideways and he still recovers with one move of the steering wheel.
Well honestly i'm aiming for as much perfection physics wise as i can get. Would be better if in the above instances the car would lose control like it would in real life, then people would drive a bit more conservatively knowing one mistake is the end of your stage. Sure it might be more fun being able to drive through the woods like a madman, but if it were to be more unforgiving one would be proud to have gotten through the stage without accidents, something real rally pilots have to worry about too.It's pretty good, not perfect of course but if you expected perfection you would not be sim racing.
The challenge is balancing the fun with realism. if anyone has tried RBR you no what i mean. for those that haven't Richard Burns is in many ways less forgiving which can lead to a lot of frustration this sometimes takes away from the fun. Dirt rally has got the balance right i think, it can be frustration but ultimately fun and rewarding when done right.Well honestly i'm aiming for as much perfection physics wise as i can get. Would be better if in the above instances the car would lose control like it would in real life, then people would drive a bit more conservatively knowing one mistake is the end of your stage. Sure it might be more fun being able to drive through the woods like a madman, but if it were to be more unforgiving one would be proud to have gotten through the stage without accidents, something real rally pilots have to worry about too.
I don't want to nitpick though, DIRT is a fun game and I can barely make it through a stage without an accident as it is now
I would disagree the stacking of pace notes is extremely useful at full chat. Finaland has fine gravel which means at sped you slide more over the surface. So knowing what comes next helps keep the car balanced.A fair few of the pacenotes are misleading and/or badly timed, if you haven't seen the corner before (and sometimes even if you have, if you're following his notes) you will just end up in a tree because the pace note was wrong, if you don't have faith in the pacenotes and drive slow... Well then you're slow, at Masters level you often have to pretty much have mastered the stage to an alien level to win anyway.
Some of the Finland ones are completely useless though, he's telling them 3-4 corners ahead of time, even with the settings for him to call them later.. It's like you're approaching a corner and then he's reading out the next 3 corners while you're going through it, and then he shuts up for a bit and reads out more corners.
It's so inconsistent and it's so far ahead of where you are on the track that it's impossible to focus on where you are.
I still have absolutely no understanding the pace notes. I work off the symbols and because it relays them in advance I often turn a corner the wrong way as the arrow stated that I should go left, when actually the left corner was after the right hand corner I screwed up because I thought it was the left corner. It would be cool if they were adjustable so the symbols didn't show in advance, but when you were on the corner that symbol is for.
Also I'm addicted to the Lancia Stratos, I love that thing even if it does scare me.
The sound from the cockpit is also very good. It is in all cars.I still have absolutely no understanding the pace notes. I work off the symbols and because it relays them in advance I often turn a corner the wrong way as the arrow stated that I should go left, when actually the left corner was after the right hand corner I screwed up because I thought it was the left corner. It would be cool if they were adjustable so the symbols didn't show in advance, but when you were on the corner that symbol is for.
Also I'm addicted to the Lancia Stratos, I love that thing even if it does scare me.
My face when driving the Stratos in high-speed sections
I would disagree the stacking of pace notes is extremely useful at full chat. Finaland has fine gravel which means at sped you slide more over the surface. So knowing what comes next helps keep the car balanced.