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I feel you missed one glaring issue though.
The Pace Notes.
I kind of like the humour, however your pace notes are terrible, and very late.
Between the inconsistency of how often "Arny" actually gives you a pace note and the pace at which he calls a hairpin, I feel like i'm playing a mobile game that is looking for me to tap a button at the exact right time.
Yes adjusting the pace notes would be preferable, I'd need them quite a bit earlier.
Being able to 'walk' a route and set your own pacenotes would also be incredible, but no game really lets you do that unfortunately. I often find myself thinking "3 left? That was a 5" etc.
thanks for the feedback! We did fix a lot of things you mentioned in the demo update. We'll try to do more tweaking to the co-pilot and the handling later I think. Though it should already handle differently.
Cool, if the demo is still live I'll give it another go!
Handling still has too much deadzone, but feels better when you turn.
Braking seems to be better, but it's hard to tell because my DualShock4 is still only providing digital input, not analogous on the triggers. My brakes are on or off, same as the throttle no subtlety.
You may have gone too far on tuning the brakes down though, I would possible suggest increasing overall braking performance by 10/15%, but it's also possible that I'm just locking up the brakes and sliding due to the 100% trigger inputs, I'll test with an Xbox pad tomorrow.
Handbrake/Ebrake performance is great.
The Celestia's driving physics are a little disappointing from a SIM perspective, being FWD I expected a different driving style to the two 4WD options, but found that to me it largely just behaved like a lower power 4WD vehicle. The Celestia, even with only 219BHP should still be able to spin it's front wheels on gravel/dirt, allowing you to pick up RPM faster, when the wheels aren't spinning a FWD car should be dragging the rest of the car around a corner, holding a tighter line than the rest of the vehicle, and when the wheels are spinning and traction is lost a FWD car should understeer, allowing the driver to power out of a corner using the physics to straighten the vehicle up. The car is still fun to drive, but I wouldn't label it as a FWD car.
Master volume option in the demo doesn't work when you're mid rally stage. Moving the slider made no difference.
But overall, good physics changes, much more confidence in where to position the cars and hold them on the road, it now very much feels you can throw a car into a drift, catch it on the throttle with some countersteer and the vehicle will end up where you want it to. Good step forward overall.
Auto transmission doesn't detect keyboard driving, it seems always on a kickdown, at least the Celestia is constantly overrevving and losing grip. Let it switch as soon as the RPM redlines and allow manual switching even when it is on auto (f.e. need more torque for the hill climbs).
Tachometer/speedometer is too far out in the corner on FullHD 16:9. For the reasonable manual shifting it has to be either bigger or more centered.
"Brakes were way too strong, a single tap of the brakes will stop you near dead from full speed. Meaning there was no subtlety in slowing down the car."
Because tracks are builded for this strong brakes and grip, without it it would be very hard and annoying to turn on sharp turns.
If developers plan to change brakes and grip for more soft then whole tracks should be reworked
Hey! As for brakes those were already updated in Demo Update from February 22. Also it is worth notice that brakes feels different on all three cars available in demo. Different car classes gives various driving experience so you need to keep it in mind.