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So I was hoping some one else had the two games for comparison.
yes, still lose practically all speed from sliding which makes me think the handling is broken... you can slide a whole stage without braking once. If this wants to handle like the old CMR games then it needs to be FAR more slidey
That's a start, but the main issue is the fact you don't need to brake at all. You can literally bring the car to a standstill around a corner simply but starting a slide, without any braking whatsoever. It makes it feel not much like a rally experience at all.
Cars neeeed to hold the momentum through a corner if no braking is applied. You should absolutely HAVE to brake during a stage or else the nuance and fun of rally is ruined.
Couple that with the fact every car seems to have the same grip and characteristics, and the unique feeling of the cars is lost. Cars need to be unique in sound and handling, group B should feel very quick compared to group 4.
Not hating, just want to see it reach its potential.
When steering, the front tires are turning but the car behaves like the back tires are turning instead, which explains why the car is barely turning at slow speeds and why steering feels quite sluggish in general.
From what I've seen this seems to be a common trick in (recent) rally games to make the cars look like they are sliding a lot more.
mrelwood games made a analysis last year which explains the issue quite nicely: https://www.youtube.com/watch?v=5nNQlNGksIw
The video is about EA Sports WRC 23 and uses Dirt Rally 2.0 as example because it seems to have four-wheel-steering but it uses a fitting explanation about a "pivot point" which isn't where it should be.
I want to draw special attention to 4:45 where he demonstrates the effect of the position of the "pivot point".
I assume the "pivot point" is positioned quite far to the front of the car.
If the "pivot point" would be moved to the rear axle where it should be, the cars would behave like cars and not like boats.
If I remember correctly the original Colin McRae Rally did this right.
Back then I Initially struggled because the steering felt so sensitive and responsive but the cars really wanted to turn.
Meanwhile, the game's handling is REALLY not that far off of what the original CMR is, at the time of posting this. The game does not automatically countersteer for you, so if you aren't manually counterinputting when you start to slide, much like IRL, the rear end kicks out and you lose a lot of speed very quickly.
The main 'issue' people seem to be having is that they aren't tuning the steering sensitivity, and are instead leaving it at the default setting, which is twitchy and causes you to slide all over the place. Turn it and the brake sensitivity down, and you have a much more natural experience.
With regard to the throttle: It absolutely is proportional. You can see this pretty easy in the countdown, where if you are using something with analog inputs, you can specifically keep the rpms at a given range, and even once in a race proper, you absolutely can control how much throttle is being given. Brake is a little iffy, and I can't tell if brake is just not properly linear, or if perhaps brake input is disabling throttle while active. If you want to avoid that weirdness, letting off the gas and using the handbrake functions how most would expect normal brakes to function, and you can stay on the gas if you just want to initiate a slide more smoothly and don't intend to lose speed.
There is absolutely nothing accurate in Super Woden GP. The behavior of the car isn't even based on physics in that game.
His analysis is perfect, but GRID is an arcade game, and so is EA's WRC, which is why there is this effect of the car rotating on a "central pin". He says he doesn't want to jump on the Richard Burn Rally bandwagon, but that game is possibly the best simulator and it will deliver almost everything he wants: decent simulation of the tires, suspension, overall behavior of the car, etc.
And everytime i wanna drift with the handbrake, i just stop the car :|
Totally agree