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I think the radically different cars are the issue, and also they were designed for the gravel version more than the tarmac. If you want to have a go before they open up the hill to all cars, I suggest starting with the 'mixed' version sector 3, which is an easier transition. Then try sector 2, which has a bit of tarmac, to get used to the difference, before trying the whole course in one go.
By the way, which car have you been using? The setup can do a lot; I turned the rear diff settings right down on the Audi to make it more manageable, but others can give you better hints.
https://www.youtube.com/watch?v=-PZ5J3GLSYI
To be fair, I haven't spent much time playing with the car's setup since unlocking Advanced Setup. If someone has any advice for neutralizing the 405's massive understeer I'd be willing to entertain it.
The speeds are much faster on Pikes so a lot of understeer relative to the other stages is actually appropriate -especially on tarmac.
There are several ways to induce more oversteer in the setup. Will have to try my hand at some.
http://images.akamai.steamusercontent.com/ugc/431572596303272534/4F43648CE6EE050B7960F7AA6B2115732D8B6A6E/
The Pikes road is very fast and wide, so I would think it should feel understeery from the get-go. One can change cornering geometry for making it initially better, but the primary limiting factor is tire grip at speed. If they increased tire grip, which seems like is what is being asked, it would be much more arcade. The old 4WDs were already notorious for having a lot of understeer.
There's also a limit to shifting speeds with manual ♥♥♥♥♥♥♥♥ (linkage friction, clutch engagement, etc). On onboard replays the driver can't even keep up with the audio. Making the shifting faster wouldn't be all that realistic.
Pikes reminds me more of Assetto Corsa, where I spend most of my mental energy managing speed and cornering grip. I use the above setup even on gravel, as the lower chassis will slightly increase cornering grip and reduce understeer.
There's a lot of gnarly stuff you can do with vehicle geometry to make it Lancia 037ish, but it adversely affects corner exit speeds and grip throughout. I personally love the physics on Pikes. I like Germany even more.
Just my initial thoughts and open to counter-arguments.
Same here. Luckily there is plenty else to keep me entertained. I am glad that many people like it, but I don't understand why they do.
A terrain deformation sim - No
agreed, but the goal has to be to get closer and closer to real world physics wiith every title, not saying theres anything wrong with the physics we have now but it can always get better.
...meaning: we would not have had to wait for 11 years to get a game that truely improves upon what that almost-forgotten title named "Richard Burns Rally" brought to the table in 2004(!)
Luckily: it eventually got "modded by brute force" and out of total desperation. Because noone in the industry would - after the commercial failure that was rbr - willingly invest another thought into building a (even more-) realistic rally racer!
What we now have with Dirt Rally is a product that arguably reaches equal ground in terms of simulation accuracy. Maybe edging slightly ahead in some areas, circumventing some problems that the only other relevant title before it would exhibit to the trained eye.
For all the other games in-between these two: the stuff that got "improved" upon merely was marketing and graphics. That's about it. Let me put it this way: if first-person shooter games were "realistic", players would only ever have the chance to die once. But they are not realistic: they are total fantasy!
I am actually glad that all the times I crashed in a racing-sim I never actually hurt myself behind my desk! What I am also glad about is the amount of valid training my sim-driving gave me throughout the years and that it has actually improved my awareness of driving-mechanics in a major way. With Dirt Rally finally bringing the touch of realism back into rally-games that was sorely missed for so long, I can only say "thank you!" for finally re-kindling the passion for real "progress" in rally-sims!
BTT:
I just wanted to add to the discussion: Watching the Peugot film-piece: I can clearly see the driver struggling in low-speed transitions: the car is clearly set-up for medium to high-speed agility. Meaning probably: higher spring-rates and fitting damper-settings than what would be ideal for low-speed handling. Also AWD in it's various "interpretations" can have a major effect on handling. These Pikes-Peak specials (I mean these prototype race-cars) really have enormous power. The driver clearly was struggling for traction and throttle-control in the hairpins. Because of the AWD systems they had back then: driving-technique isn't as straight-forward as most people would think when taking the seat for the first time. That part of the equation is already captured beautifully in Dirt Rally's hillclimb-challenge!
However: the devs have promised a "take 2.0" on all the cars to find it's way into the game before final release. I would not expect that to make all cars easier to drive per say. But they will probably change in their feel a little, probably making for a better understanding of what is going on at the wheels.
The biggest problem that people face today with PikesPeak specials is: Please do not lift out of the throttle too suddenly. Bad things tend to happen that way! Be smooth with your transitions: Do not allow for sudden weight-shifts front-to-back, back-to-front. And be mindful of low-speed maneuvers! Better to miss a perfect speed through a corner or two rather than to hit that wall going backwards!