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- Hammerhead Garage
I just think you need more stages to capture the spirit of an event. Especially when the stages themselves are quite brief.Interesting. I would've thought that having more locations would bring more variety.
I just think you need more stages to capture the spirit of an event. Especially when the stages themselves are quite brief.Interesting. I would've thought that having more locations would bring more variety.
I just think you need more stages to capture the spirit of an event. Especially when the stages themselves are quite brief.
Some of the stages in the later games were very well-designed, though. Like the Eiger Rally stage.Having lots of separate locations with only a few stages each will just make it feel like Gran Turismo's pathetic attempts at "rally" mode.
Some of the stages in the later games were very well-designed, though. Like the Eiger Rally stage.
Agreed. I'm happy for them to reuse assets from DR for future games (as long as it's in the vanilla game and not as DLC).
If you have to choose though, would you prefer many locations (i.e. countries) with maybe 2-3 unique stages OR fewer locations with more unique stages each (say 5-6)?
I don't think game development works that way. Physics programmer is an entirely separate job from car/track modeller. Gran Turismo only has 1 guy doing all the physics stuff (the same guy from GT1 in fact - Akihiko Tan) for all 1200 cars. But they have lots of car and track modellers - check the credits of GT5/6 if you don't believe me.
DR having few tracks is purely down to the amount of detail each track has and the fact that Codies isn't as big as PD/T10. Keep in mind they also modelled the mammoth Pikes Peak hillclimb in its entirety. AC is an even smaller team (the whole company is just 30 people ), which is an even bigger limitation on content-making ability. Again, they only have 1 physics guy - Aristotelis Vasilakos.
I am very happy that developers like Codies and Kunos go with the less is more approach, as that allows them to focus more on simulating unique physics and audio characteristics of each car, not to mention track accuracy. We've all seen how things can be a grand mess when developers tend to focus too much on content richness/variety.
I'm still contemplating getting AC though - not sold on the car sounds or pad control yet.
If you love driving you will love AC, regardless what the rest of the game is like. A wheel is a must though. You just don't get the same sensations with a pad. Car sounds is adequate. It's not as "brutal" as RRRE or Automobilista, but it's more than adequate in most cases (and certainly much better than GT).
If you need more opinions, you could always drop by the AC subsection here. It's one of the most civilised sections on GTP and we are always happy to help
There are some areas of Monte Carlo that are instant dead zones - run into them, and the car cannot be recovered. Some are understandable, like if you plough through a guardrail and go over a cliff. But others (and it sounds like you hit one of these) are frustrating, like if you go over a snowy embankment near the top of Pra d'Alart.I crashed out of the monthly event on the 3rd to last event and I still dont know how and why it even happened
Everybody keeps telling me how fantastic the driving is from a sim perspective! Literally everybody I know who owns the game has said the exact same thing: Physics are spot on. 👍
I don't, however, have any intentions of getting a wheel and that's part of the reason why I'm hesitant to pick it up. CARS just didn't feel right on the pad no matter what kind of adjustment you would make - the moment the car started sliding and you attempted to recover, the control just seemed broken.
Are there adequate adjustment options for the pad? Would you say pad control is as refined or friendly as Forza? Speaking of which, the sounds are not quite as good as the FM games, are they? That's also a bit of a deal breaker for me.
But I will keep checking out the section you mentioned. Maybe, just maybe, if it goes on a generous sale, I'll get it. I wonder when the second one is releasing. If that's in a year or so, might as well get that.
So here's where I'm at: I play a lot of assetto corsa and pcars, I have played earlier dirt titles and am looking for a new racing game. Does rally feel like a true sim with good force feedback?
If you want a "True Sim" I'd go get Richard Burns Rally. If you want a arcady sim like PCars or Assetto Corsa then DiRT Rally will be right for you.
Seeing as he's a Lamborghini Super Trofeo champion I think it's fair to say @Kamuifanboy has a better grasp on sim vs arcadey sim than most people on this site.
I would give the edge in terms of physics to SLRE, particularly for how it responds under braking (DR is a bit too forgiving in that regard). The one non-physics area that is important to a sim that SLRE also bests DR on is the stages, which are closer to the real thing in terms of both width and overall accuracy. Finland is a good example of this, with SLRE being both narrower and far more challenging in regard to the 'yumps'.@Speedster911I haven't played DR, AC, or RBR with any of its third party add-ons, though I can say that Sébastien Loeb Rally Evo is no less a sim than vanilla RBR, at least in terms of physics (damage is very forgiving by comparison). @Scaff seems to regard SLRE and DR about equally, and he knows what he's talking about.
Seeing as he's a Lamborghini Super Trofeo champion I think it's fair to say @Kamuifanboy has a better grasp on sim vs arcadey sim than most people on this site.
On the topic of Dirt Rally: It's easily the best rally game since Richard Burns Rally. And what it lacks in variety it more than makes up for in quality. It's realistic and difficult but not to the point of frustration, which is something RBR struggled with. I'd highly recommend Dirt Rally, it's one of my favourite racing games. But if you're looking for a brutally difficult "true sim" you won't find a better rally game than RBR.
@Speedster911 -- About all I can say here is that I've rarely heard DiRT Rally referred to as "arcadey". I haven't played DR, AC, or RBR with any of its third party add-ons, though I can say that Sébastien Loeb Rally Evo is no less a sim than vanilla RBR, at least in terms of physics (damage is very forgiving by comparison). @Scaff seems to regard SLRE and DR about equally, and he knows what he's talking about.
For @notanexpert, SLRE is worth a look in addition to DR; on the most recent page of its main thread there are some impressions and tips about its force feedback.
The OP had put CARS' physics into question - and yes, if he races IRL, I'm willing to accept the fact that his feedback trumps mine.
I never brought DR into question; I own it ans wholeheartedly believe its the best rally sim to have graced current-gen consoles.
I don't really think my real life experience can hugely trump anyone elses. I mean most of the cars in the sim I've never driven before so I don't really have a huge say. But P CARS lacks a lot in the physics department IMO. I think most of the reason is because they have to focus on console as well as PC. Majority of the people playing P Cars will be on a controller, or a low end wheel/pedal combo so they have to focus on making the game the best it can be for their average customer base. There is absolutely nothing wrong with that, but it does make it arcady.
Ah, that's interesting to know.
However, I am somewhat curious - does that make Forza's physics less or more arcadey?
I've always wondered, are these games "close enough" that if I jumped into a real version of one of these cars that I would recognize it and not kill myself trying to go a bit fast? Kind of a "I'm going to assume I can" until I'm proven wrong hahaMore. Forza and GT aren't really in the ballpark. I've not played a Forza since 4 but that one was definitely very arcady. GT6 is arcady as well. They're meant for mass audiences. The goal of the game is different.