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It should be fairly easy to spin the front wheels while the handbrake is activated though. Now it's like the handbrake affects the front wheels as well and halts the engine.
Don't really need a hand brake at higher speeds though, which is why the strange effects of low speed hand brake use are so pronounced in FWD cars,
It seems better in AWD and RWD because you can then use the throttle to power out. But in the FWD cars, its like the cars don't have enough power to drag the rear wheels.
And considering my first car was a 110hp FWD car, I can assure you that even with higher grip tires (toyo proxies) it was able to drag the rears once they were locked.
In this game, it does feel like the hand brake randomly effects the front brakes as well, and causes understeer at lower speeds in most of the cars I've tried, but its super inconsistent. Perhaps it is a bug of some sort. Because there are times where I pull the hand brake for only a split second and it whips the car around.
To be fair, that's often true for real life lol. But the one time you'd actually benefit from hand brake turning, you won't because it sucks at low speed in this game lol.
In DR 2.0 there wasn't enough lateral grip, so they clearly upped it, but in turn, they upped ALL grip. Which makes all the cars feel like they have less power than they do, because they have too much Longitudinal grip now. With the excessive Longitudinal grip, you get bog down instead of power slides that should be possible.
I hope its something they can modify independently, though I have my doubts they will fix it in this iteration, which is sad but whatever. I worked around DR2.0s flaws, Ill adjust to this games as well.
If you dont want to bog down on tight hairpins, I suggest you do what Kalle does. If a 2021 WRC car needs this technique around tight hairpins, Im glad EA WRC requires it as well to not bog. Adds an extra technical skill to think about when driving the game.
Hint: you can see it at around 2:00 min, 3:20 min and 4:38 min in the video.
https://youtu.be/0U1f2tvySBQ?si=0S1tJWtk40u-s61S
Here's a tip, the handbrake locks the rears. FWD spins the front right or the fronts. The car will move a bit under throttle with the handbrake on as you drag the rears.
The car stops rotating when you break grip. What is happening is you are carrying too much weight into the lateral vector of the turn which breaks grip and understeer you go. Why this is happening is braking too late before applying handbrake and positive power past the apex and away.
But all the cars in this game Ive driven so far have nearly perfect lateral grip, but too much longitudal grip.
There are times where the hand brake will get you into the right angle but the car will then just bog down, which doesn't make any sense, because the wheels are all already sliding, so forward wheel spin should happen but doesn't.
At first I thought the cars were just down on power, but now I've realized its the grip levels are too high.
This is not as obvious on loose surfaces, but extremely obvious on dry asphalt.
On a side note, I've started to figure out ways around it, it just takes an unrealistic amount of input to get around a hairpin on asphalt.
Basically dump in at higher speed and abuse the higher grip levels to get around faster lol.
On dirt and snow the issue is far less obvious, and easier to work around.
The method Kalle demonstrates in his video's can be used in all the cars (AWD, FWD and RWD) and probably is more helpful for the lower powered cars. Its my preference that the grip could be reduced by a little. Not much though, maybe a few percent only. Certainly not the unrealistic almost ice like surfaces of most other rally games. DR2 and Gymkhana videos have conditioned people to think you can just power out of any situation. I played DR2 again and this is very clear in its physics model.
But my point was that if one of the most modern rally cars in existence might bog or at least needs this handbrake technique to pull out of tight hairpins than its actually pretty accurate that the cars could bog down in the same situation in game.
The technique Im referring to is when you approach the hairpin, you clutch in around the turn when pulling the handbrake.
Someone will argue that for AWD cars, the function of clutching in is to prevent drivetrain shock when you lock the rear wheels. This can be true for older cars but most modern rally cars, have an automatic diff cut out when you engage the handbrake, so my conclusion is that Kalle is doing it be able to power out of the turns better.
You dont have to wait for the car to complete the rotation before applying power again, if you, catch it early, you can drift around the hairpin. Setting up the car to make the cars (AWD, RWD) to oversteer more easily under throttle will also help. Doing other weight transfer techniques like Scandi-flicks can help get the car rotated faster too. This is one of the highlights of this game for me. These more advanced techniques are actually useful. You dont just rely on artificially slidey physics and powering out with throttle to get around more technical corners. When you get it right, it actually feels really amazing as you are literally using all the car inputs in a rapid but specific sequence, in one corner (braking, steering, clutch, handbrake, shifting and throttle).
The problem is, that you can have wheel spin and it will literally stop spinning and bog, and that just isn't likely in a fwd or rwd car that is spinning the tires at a high RPM.
I don't think lateral grip needs to be reduced, if it is maybe 1-2% its the longitudinal grip that is too high, a good 5-10% decrease would probably be perfect.
In the mean time, Dumping into a corner faster than you should and hand braking is an actually viable tactic due to the forward bite being too good. And you'll be able to get more speed out of the car than the clutch in method (which actually isn't going to help FWD too much)
I think it works just like my own car IRL !