- 144
- Germany
But there are only licensing issues with Finland,Greece and Monte Carlo? So what about Germany ? Thats the only Location I haven´t read anything around the web...maybe it is the mystery location?
Looks cool, but this game only had 1 full year of development so expect it to be very shallow.
"Mystery" seems to be an event randomiser rather than an as-yet-undisclosed location. Everything that Codemasters has published points to there only being five locations.Thats the only Location I haven´t read anything around the web...maybe it is the mystery location?
I don't see why there would be an issue with Greece. The Acropolis hasn't featured on the WRC calendar for years. It's currently part of the ERC, but as far as I am aware, nobody has the ERC licence. Rather, I'm guessing that Codemasters cut it and replaced it with Australia because Australia is more recognisable as a rally location.But there are only licensing issues with Finland,Greece and Monte Carlo? So what about Germany ?
They would have to. The sport hinges on the use of pace notes, and so Your Stage only works if you get accurate calls. No doubt there is going to be some kind of algorithm that identifies the sequence of bends and hazards and inserts the relevant notes. It probably won't be bespoke the way Dirt Rally's notes were, but as the tutorial videos point out, the corner notes are based on the severity of the corner itself. They're not a suggested speed or gear.A thought about user generated tracks - will the co-driver calls be accurate?
There's also the possibility of "Mystery" being a DLC placeholder, something I wouldn't rule out in this day and age."Mystery" seems to be an event randomiser rather than an as-yet-undisclosed location. Everything that Codemasters has published points to there only being five locations.
To be fair, Grid Autosport only came out a year after Grid 2 and was a pretty well fleshed out product (weird cockpit view aside), so I think Dirt 4 will be alright in that regard.
They would have to. The sport hinges on the use of pace notes, and so Your Stage only works if you get accurate calls. No doubt there is going to be some kind of algorithm that identifies the sequence of bends and hazards and inserts the relevant notes. It probably won't be bespoke the way Dirt Rally's notes were, but as the tutorial videos point out, the corner notes are based on the severity of the corner itself. They're not a suggested speed or gear.
The key part will be to get the timings of the notes right to give the player time to react. There's a few places in Dirt Rally - particularly in Sweden - where the calls come very late even on the default setting and you're practically driving blind.
Holy crap Nicky Grist is going to be the co-driver in Dirt 4!. This alone will make the game 10x better.
To be honest, 95% of the content in Grid AS is already in Grid 2 and previous Codies games (either Grid 1 or their F1 games). It's not that much work just to rework the physics engine and write a few lines of code for the career mode (just car/track selection and some fairly simple banners for the championship names). You can tell they did not have much time because the menus are so barebones compared to the garage backgrounds in Grid 1/2/Dirt 2/F1 games. Having said that, GAS rectified everything that is wrong with Grid 2 so if you skipped Grid 2 it will feel like a pretty good game, even though it's basically just a rushed apology.
I actually just noticed something while playing Dirt Rally yesterday. The way the co-driver calls out the pace notes is slightly different to the way Grist's pace notes were called in the CMR games. Grist would always call the distance and gear number before the direction, but Dirt Rally's is a hybrid of the CMR games and the PlayStation WRC games (calling the direction before the gear number, and calling the gear number instead of the corner severity level). After growing up playing the CMR games, and playing no other Dirt games except for the third one and Rally, hearing a change in the way the calls were made forced me to readjust, and with this news, I can finally revert to the system which I'm used to.
That is, if his style has remained the same.
I definitely prefer having the number as the severity than the gear but there were some inaccurate numbers in dirt rally. Severity is more opinion based and different for everyone.
I actually just noticed something while playing Dirt Rally yesterday. The way the co-driver calls out the pace notes is slightly different to the way Grist's pace notes were called in the CMR games. Grist would always call the distance and gear number before the direction, but Dirt Rally's is a hybrid of the CMR games and the PlayStation WRC games (calling the direction before the gear number, and calling the gear number instead of the corner severity level). After growing up playing the CMR games, and playing no other Dirt games except for the third one and Rally, hearing a change in the way the calls were made forced me to readjust, and with this news, I can finally revert to the system which I'm used to.
That is, if his style has remained the same.
http://blog.codemasters.com/dirt/04/co-driver-calls-explained/The main difference with the notes in DiRT Rally is that we have used a new Level Design tool that studies the corner angles and gives us a pretty accurate first stab at a set of notes.
What I was referring to was the Codemasters rally games using the scale 1-6, with 1 being the slowest, 6 being the fastest, so it is similar to the car's current gear, as opposed to Evolution's WRC system (1-6, 1 being the fastest, 6 being the slowest). IIRC, WRC 2 had a selectable system where instead of the severity of the corner being called, the shape of the corner would be called instead (e.g. Square instead of 6, K instead of 4, etc.)The number given in the notes is never a gear number, it's just the severity of the corner. You can use it as a guide for gear selection though, I often find that one gear higher than the number given works well in Dirt Rally.
Chief Designer Paul Coleman's AMA. Plenty of information to sift through.
I think there are several variables that affect corner severity, and not just the angle of the corner. Road width and lines of sight seem to play a role, too.I definitely prefer having the number as the severity than the gear but there were some inaccurate numbers in dirt rally. Severity is more opinion based and different for everyone.
I went through it.. I was trying to figure out how online racing worked for the physics type (sim/arcade).
I saw a response for rally that it would be different leader boards, but did not see how it would work for say Buggie/Truck racing. Does that physics selection only exist for rally? or is it for all car types?
All cars. Appears that Sim and Gamer physics will be separated in online lobbies as well.