DiRT Rally Hits Steam Early Access

Anyone any tips for manouevering around corners ? I find im sliding into trees and objects way 2 often, do you guys brake or handbrake around corners, or just slow down ? any sensitivity options I could change maybe that would help ? I use a 360 controller, thanks for any help

if new assuming you using mini. mini is easiest car to drive. i hand brake early on bad corners just enough to feel backend is around enough then steer round.

on tarmac if you brake to late it will feel like it wont turn.

with big power cars scandy flick the back end way early and power it back with the accelerator. it takes bit of practice though.
 
Is everyone else doing it in 'Hard Mode'? No Assists, Forced Camera etc. No Practising and doing it all in one session? Or just me? Some of those times are crazy good! :eek:

I have no assists apart from Stability (or whatever it is) set to "1". I use the bonnet cam and thats it.


Anyone any tips for manouevering around corners ? I find im sliding into trees and objects way 2 often, do you guys brake or handbrake around corners, or just slow down ? any sensitivity options I could change maybe that would help ? I use a 360 controller, thanks for any help

I soon started to realise that hooning it around like a hooligan doesnt get you anywhere. Im now feathering the throttle most of the time and applying plenty of handbrake round hairpins and tight corners. Im a lot more cautious than any other racing game ive played.

My only issue is sometimes the co-driver misses what corner is next and that really annoys me. And also the fact that im now at work and desperately want to better my time in the league :-(
 
Is restarting at the end allowed then?

Don't see why it shouldn't be. You still have to do the entire run. I think I will, thanks to my dnf in the snow. Will have to figure out what's causing it to flicker all over my screen. Probably tearing since I have vsync off.
 
For me id prefer no re-attempts at all, and all assists forced off.

Not sure if that is even an option in the league setup atm though.

It should be hard and punishing , just like real life , you dont get a second chance there ;-)
 
Sorry guys, this is a Sim afterall, restarts are off. If you crash you crash. :p

With the new season I assume if you crash out, you will still be able to enter the next event.
 
Last edited:
Good news :

"Steve our Physics guy, Nick and Paul who do the car handling, Paul Coleman the Chief Game designer and myself had a skype call with him today. Really smart guy and he knows his stuff inside out, its the kind of feedback like this we need too. Good in-depth feedback that we can work with.

Dom (the guys name) has given us a lot to think about, we're going to get to work on it and when we have something to show he's agreed to come down and help us fine tune the new settings. I won't lie this isn't the kind of thing we're going to fix in a few days but we will of course keep you all updated.

Feel free to talk to Dom about the call too, I've told him that he's free to discuss our conversation and what he thought - we don't want anything like this to be a secret."

Codies on the ball :eek:

http://steamcommunity.com/app/310560/discussions/0/613956964585311914/#c613956964588956992

Holy ****.

I totally skipped this. Now I'm not even bothered about the £22 I've thrown their way. I'm truly impressed by this level of 'listening' to the community.

Just wow.
 
Tbh the FFB fix that is doing the rounds exacerbates the issue with counter-steering so I've reverted to the original codies one, ffb detail is a lot weaker but at least it doesn't make driving with a wheel a pain.

Glad to hear they are going to properly fix the issues though :)
 
Holy ****.

I totally skipped this. Now I'm not even bothered about the £22 I've thrown their way. I'm truly impressed by this level of 'listening' to the community.

Just wow.

it makes no sense as the lead producer or whoever it is in charge of the project drives rally cars in real life.

they should know the handling/feedback is wrong without someone from the community coming out and telling them.

there's no guarantee they will be able to get it to feel how this guy wants anyway and then every car handles and feels differently.

has this guy they are inviting actually drove a rally car in real life? or is he just another one of these sim guys who thinks it doesn't feel right but has no idea what the real thing feels like as a comparison and he's just imagining what he expects rallying should be like.


Great for PR I guess. just not expecting much from it.
usually the engine is the limitation anyway and since its just modded grid 2....


Why don't they just take the whole dev team to a rally school if they want to make a sim? surely would be one of the first things you would do?

A computer gamer giving input on the simulated handling of a rally game given he probably has not ever sat inside a rally car just maybe isn't the best feedback. great pr though.

he likes RBR a lot but real drivers have said RBR isn't realistic anyway and doesn't feel right it's just how people imagine it should feel when they have never done rallying
 
Last edited:
Codies Blokey said:
.
I wear my crash helmet and sit in the D-Box chair. It’s a motion seat so every bump, dip and crest in the stage is transferred through the seat and into my body. It’s subtle but the faster sections are reflected through the intensity of the calls and things tend to get calmer when the car is going through some of the slower sections. Perhaps the best part is that through the bumpier sections you can really hear the compressions in the stage coming through in my voice. Its pretty rough having to do multiple runs through the stages over the course of an hour with the D-Box turned up to the maximum but I think it has been totally worth it for the overall game experience.

I really like this bit and its another tick in the box for immersion. I was playing last night and thought the co-drivers voice sounded iffy when going over rough/bumpy terrain. Now i know why.
 
it makes no sense as the lead producer or whoever it is in charge of the project drives rally cars in real life.

they should know the handling/feedback is wrong without someone from the community coming out and telling them.

there's no guarantee they will be able to get it to feel how this guy wants anyway and then every car handles and feels differently.

has this guy they are inviting actually drove a rally car in real life? or is he just another one of these sim guys who thinks it doesn't feel right but has no idea what the real thing feels like as a comparison and he's just imagining what he expects rallying should be like.


Great for PR I guess. just not expecting much from it.
usually the engine is the limitation anyway and since its just modded grid 2....


Why don't they just take the whole dev team to a rally school if they want to make a sim? surely would be one of the first things you would do?

A computer gamer giving input on the simulated handling of a rally game given he probably has not ever sat inside a rally car just maybe isn't the best feedback. great pr though.

he likes RBR a lot but real drivers have said RBR isn't realistic anyway and doesn't feel right it's just how people imagine it should feel when they have never done rallying

It's not an issue specific to rally cars. At least the issue I'm having is that instead of the steering returning to centre once you release the wheel following a turn, the wheel will lock in place forcing you to put a lot more effort in order to override this and counter-steer, which is against the natural inclination of any vehicle.

If you turn off ffb, you can see that the underlying physics are actually pretty decent (Not Assetto levels but good enough for now).

You're right though in some regard, I'd expect them to have picked up on this from the start but anyway at least they're going to fix it.
 
it makes no sense as the lead producer or whoever it is in charge of the project drives rally cars in real life.

they should know the handling/feedback is wrong without someone from the community coming out and telling them.

The guy they talked to is a sim racing gamer so probably gave some feedback on how other games deal with FFB and the pros/cons with the current implemented system from a sim gamer point of view. Most of the points the dev team probably know themselves but shape the FFB in a way that is feasible for the team/tools to implement of what feels right covering both the sim/arcade spectrum. As when they are developing a game they have no idea how big the install base or how popular a title will be so they need to aim for all the demographics.

FFB is also super fake in any game vs real life with most consumer wheels as they can't produce close to the same forces and you wouldn't want them too as most of us are probably half as fit as any rally driver! Also FFB is used for more than just copying the wheel feedback it tries to add some sensations of speed, g force, gears shifts and all other manner of effects one might feel in a racing car.

They talk probably covered more of that side of the spectrum, what could be boosted, what would the sim racers like to see in terms of input management and what feels off. It isn't talking to some random guy on the interwebs and having them show them the a b c's on how to create a FFB model.

Anyways, onto the game. I missed the last league by 15 minutes -.- I thought it ended at the end of today :D Ah wells.
 
the devs involved most have been in rally cars or drive them.

remember early on and they are asking for feedback to make it how we want ;)

so many things will be changed or tweaked.
 
Back
Top Bottom