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Now hold on, sir, you'll need to teach me that adjustement LOL.
- Its mostly a rally sim, not very hardcore like irc or acc.
you'll be fine with a controller or kb even.
-------
ie Closer to the 'sim' bit of simcade.
Console ports very rarely ( if ever) achieve a sim status.
(Sigh no doubt Ill have to edit this to get the formatting right)
Edit told you so
-imo asphalt physics makes drifting (almost) impossible when using high degrees of rotation (compared to AC, lfs etc), I'm not even a good drifter but I have/had more control in Assetto Corsa when drifting BMW e30 M3 with 900-1080degrees. I tried drifting with that BMW on dirtfish yard asphalt surface so not sure if stuff is fully comparable but holding an bigger drift angle is very difficult if not impossible, gravel surfaces are more forgiving and u have extra bit of time to control slides better.
Maybe someone with more drifting experience can verify this or disagrees with me.
- collision physics to wooden corner marker sticks (about 1 inch thick) in all locations and plastic poles(reflective) in Australia affecting cars too much at low speeds(below 65km/h 40mph) and even at higher speeds (like 160km/h 100mph). I quite sure irl rally cars wouldn't take any bigger damage hitting these or they wouldn't rotate cars, but in game stick+poles affect the direction of the (some) cars heading way too much when hitting them.
If developer made them behave like that on purpose to prevent cutting etc then there are better ways to do it, for example in real life Rally Finland they use smaller cylinder concrete blocks wrapped in orange plastic+steel bar though the block to hold it in place on the roadside in corners, those will damage car or cause puncture if being hit and drivers have them in pacenotes.
- car tuning is also more difficult because of some of the changes are too big and would definitely need more steps. For me worst is brake balance adjustment which in many cars is like this 58% -> 66% -> 74%, like how can u fine tune balance with these steps. At least more modern cars like 2000cc, R5 (maybe more) are missing on the fly brake balance adjustment (well wouldn't make much difference with that kind 58-66-74 steps anyways), and then some 2000cc cars have active center diff which should allow on-the-fly changes to it, R-GT cars should also have driver adjustable traction control on-the-fly (well u can sort of do it in menu, but requires pausing the driving).
Also actual ground clearance of the car isn't mentioned after tuning changes, u just have ride height adjustment with random numbers(going 20mm up, 20mm down) but which doesn't display full ground clearance anywhere.
Then stuff like: - torque map of the car / - total suspension travel on gravel+snow, asphalt (varies from maybe 100mm up to 300mm on gravel+snow depending on age/specs of the car) / - wheelbase measure of the car / - weight distribution (between front and rear axles ) of the car would be nice to know but no info about these either.
oh, and quit saying Richard Burns Rally is a sim, its not ! Its only way tooooo hard, unrealisticly hard, anybody who has driven a car real life can prove that no car ever is that slippery like in RBR, and I am not driving evos and imprezas -_-
FFB is a bit of a mess when just using out-of-the-box settings. Needs to be adjusted to your specific wheel, preferences and driving-conditions / locations here and there - just to achieve "passable" feel.
I like dirt (as a surface) in this game. Also: studless snow-tyres in Monaco now behave somewhat like actual studless snow-tyres (less grip on ice than on compacted snow). Asphalt-realism leaves more room for improvement. General user-interface and presentation are wishi-washy, dumbed-down and in some places incoherently incomprehensive. "My Team" mode uses server-side profiles and somewhat broken local status-caching which more often than not makes you lose progression and repeat stages that you just finished. Avoid if you value your time. Use the other single-player modes for actual, reliable single-player experience.
"club-races" still depend on servers being accessible, but they don't cache results and break progression through mis-matching / misbehaving syncronisation issues. At least as long as servers don't go down during your time running through a stage (results are uploaded only after your run is completed and you move on to either the next stage or the main-screen).
ps.: RBR-vanilla was made for PS2 and 240..270° wheels + "digital" (buttons-only) controllers. And in that context it was the most-"realistic" multi-platform title back in 2004. Certain modders beat the remains into submission and made it into what it became long after the original developer went out of business (which happened pretty soon after the game launched). If people mention RBR as being their sim of choice even today, the question to ask them becomes: which mod of it?