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2) they have license from 2023 so WRC will be present
3,4) would be wrong if something go backwards
5) I don't think they want to add editor, there was somewhere on the forum similiar topic
6) would be nice
I would to add:
7) no DNF result in online events while you can't send result to servers (from bunch of different reasons)
I'm just hoping DR3 gets all the current (13) Events plus another 6 more, and in addition to addition of current WRC cars, we get the same cars as before plus some new historics, as personally I couldnt care less about WRC cars, I just would like more Stages and Historic cars.
would also be nice if there was a way to make the stages longer, like a real rally.
imho RBR had its day, debatable if still has the greatest physics, but everything else about it is just too old really.
The recce topic is interesting since it is a really hard nut to crack. One could just practice and make mental notes, of course.
Naturally, I would prefer IRL stages over this kind of feature, but DR2 did (finally) a good job on both physics (gaming fun) and VR implementation, so who knows? While watching the Finnish WRC and having a blast with DR2 I really hope invetments in DR3 will be, not a game-changer, but a game-improvement. :)
Stages, stages, stages... yes, longer... and true to life (that's what GIS data is for...)
https://www.youtube.com/watch?v=v2CRNhCab-Q sweet lamb - from about 0:40 they go into roads present in game
stages in finland are parts of Ouninpohja stage, but road is wider in game (if I'm correcr)
https://www.youtube.com/watch?v=12gK_2hGo7I&t=170s - dirt stages from Monte Carlo in one run + some more
there was even file where you can viev stages via google maps, but I have no link
Every stage in the game is based on real stages - or at very least real roads. Key differences mostly are roads tend to be usually wider than IRL and say for example, in Finland there's a lot less trees at the side of the road on top of road being slightly wider than IRL.
https://www.dirtrallytracks.com/
You can find more specifics there as well in terms of elevation and whatnot.
I made 2-3 IRL stages for RBR based on Lidar- and landuse data. Needs a lot of work to turn it into a full fledged game stage, but still, it works. It is also a question of setting up pace notes/voices that is absolutely brilliant in DR2. Balance against budget/time I guess. Hope more GIS data can be used in the future for the benefit of us all. Even if it means a big investment in pacenote readings as well.
More and more new stages is not sustainable unless you let the community add their own.
Which ones did you made and there are included in Hungary Rallysimfans version if I may ask? Just curious, especially I still play RBR sometimes
I did a couple of RBR stages from the woods where I live. And one of the real Swedish Rally stages in Värmland. Not good enough to post on RSRBR. I used laserscanned elevation models and placed buildings, trees and other objects using aerial photos and textured some of them using my own camera on a couple of fieldtrips. Used Bob's Trackbuilder at the time :-)
I have to say that DR2 has grown into one of my favorite games after many hours in Asetto Corsa and LFS. With its superb VR implementation, there is nothing that matches the intensity and immersion it delivers. Feels like real rally. Feels like your car. Feels like your mistakes and your success. It's a physical workout from start to finnish (although not comparable to the real thing). From RBR to DR2 with scepticism, but now I have to admit, DR2 rules my rally virtual world. It is total immersion!
That said, I only wish for a DR3 that can put together a similar experience!
TOTALLY AGREE! I run a rig with four Bass Shakers driven by Simhub and I FEEL the hits and road bumps and best of all the JUMPS! When I go over the side the shakers go NUTS and it is pretty scary how well the vibration combined with VR and the FFB from the wheel (max strength) makes it seem like a real damn car. More like this please!
Great for larger elevations above the scanned resolution , course width, course shape camber etc . but it is only accurate for that day of scanning.
This of course is not so much a problem for metalled roads as per circuits. but gravel and dirt is way to fluid a medium to hold onto high resolutions , as the even the course degradation routines would nullify the extra data sets.
The data is of course meshed/surfaced which adds to the smoothing effect and is dependant on whether tangential or curvature continuance is the main joint condition of the mesh and if done poorly can deviate quite a bit from the original - negating the scans resolution completely.
Have a look at the downhill switchback stage in Greece in the rain on DR2 ( sorry cant recollect the course name) Very noticeable in VR where the meshes dont line up around the hairpins especially if like me you drive slowly .
Personally I would like to see the WRC kept 100% away from a the Dirt Rally titles .
Way too many asphalt tracks , and dull "ecobox" cars with zero character. - the problem of setting maximum limits. and having the same floor pans.
Doesn't mean that they cannot share the same game engine just use it differently.
As has been said Physics ,classic cars and tracks are the unique selling points. And being selfish add to that VR , true triple support , and oodles of telemetry for motion is a must.
And finally as we are in the realms of fantasy ....
Make the PC the primary and "dumb down" to the consoles not the current "dumb up" to the PC. Long term gains as future consoles means you dont have to dumb down the code as much .
Wotifs are great arent they.......... And you will always be disappointed.