Hi,
I have read a lot of praise for DTR, and no doubt a lot of people like
it, but i find the driving model more on a par with driving a speed
boat then a car.
I think it possibly has good fun value, but to me i can't get into it,
because i feel the physics of the demo are a not real enough..
I am not flaming, but voicing my opinion of the demo, and "Yes", i did
download it and have tried it for two nights in a row, but it just does
not translate the feeling of being in control, to me..
The sounds of the engine, verses the way it pulls through the gears, is
totally false and gives no feedback to what gear you should be in for
any given circumstance..
I tried it on-line, and the on-line code seems reasonable, but for me,
the thrill of floating around a brown river in a poorly responding
boat, soon wore off..
All of the above is IMO only, as that is the way i find it..
Like i said, i am not flaming DTR, but voicing my opinion to see if any
one else feel the same way, if not, then i guess it must be just me...
Cheers,
Ron
Debate over the Dirt Track Racing demo's physics
Ron Ayton said the Dirt Track Racing demo felt more like driving a speedboat than a car, and several agreed. Others, including beta testers, said the full game's setup options and physics made a big difference and explained how to throw a dirt car into a slide. Remco Moedt withdrew his claim that Ratbag was targeting arcade players after it was explained that the demo used fixed setups.
Automated summary.
My thoughts exactly. Looks like fun... so it's back to the 'Ring for me
:-)
Andrew McP
You are being VERY carefull telling us that DTR sucks :)
Don't worry Ron, I don't like it either, for exactly the same reasons.
Oh, one thing I also don't like is that the average laptime is between
10-15 seconds...
But I think that a patch with better engine sounds and a replay option
could make DTR more bearable for me...
Andre
I'm lost too Ron.... no reference frame. Assuming the setups in the demo are
on the conservative side, I don't think there's cause to doubt the
responsiveness of the cars in the final product though.
Question remains... how do you drive one of these things?? -Do you provoke
the slide or just let it happen "naturally" from going in a little too hot??
And... how do you keep it going all the way round the turn? -I just can't
figure it out!
Jan.
----
<snip>
It's not just you, I think the game is a quality game, and is good addition
to the other fine racing games out right now, But Id rather be racing N3 or
Nascar Legends. Bouncing off the walls on a dirt track just isn't as excitng
as the tracks in Nascar
--
Kevin Anderson
---------------------------------------------------
DK-Racing
#15 K_Anderson
-------------------------------------------------
http://www.awtech.net/
http://www.nascar-3.com/
It looks like the demo may have a toned down physics model
from the final at 100% realistic!
The setups are far more difficult to to dial in and go fast than the
default settings in the demo. Hopefully, the sound issue will get resolved
soon as the 3rd party ones we have get inserted into the game.They are
excellent and have a far great range of frequency, quality and amplitude!
Pete
Jan, you are correct about the setups in the demo! In real
life you must throw the cars into the corners and reverse steer
them out. The feed back from the testers on the handling
in the full versions is coming in positive and many are using
real life setups and getting excellent results!
Pete
> Question remains... how do you drive one of these things?? -Do you provoke
> the slide or just let it happen "naturally" from going in a little too hot??
> And... how do you keep it going all the way round the turn? -I just can't
> figure it out!
> Jan.
Jan,
It's difficult to explain, and even more difficult to do consistently, but I'll
give it a try. I'm no expert, and I've only done it in real life on
motorcycles, but the technique is pretty straightforward. One thing that may be
working you up is the steering ratio in the demo -- it's set to 40.1 degrees,
which, though you certainly need quick steering, is set way too high for me.
Try to picture yourself driving in a parking lot with hard-packed snow. If you
try to turn a car that is going too fast for the arc you've chosen, you'll
simply plow ahead. If you feed in some throttle, the rear end will swing around
and start propelling the car in a tangent to your original line. This does two
things. First, it slows the car. Second, it alters the direction of the car.
If you back the throttle off so that you maintain that angle, the car will
travel in a more or less straight line and at an angle that is more than your
original line but less than the angle formed by your car and your original
line. Basic stuff.
My technique for entering a turn is to roll off the throttle to the point where
I'm going to maintain my slide, and to use the steering to induce the necessary
oversteer. You can jump off the throttle and use less steering to get the
oversteer, I find it slows the car too much but for me it's harder to find that
throttle "sweet spot" and consequently I find it harder to be consistent and
smooth.
The trick in dirt track racing is to maintain the best slip angle AND maximum
traction of the powered (rear) wheels. If you feed in too much throttle your
rear wheels will break traction and the rear end will start to come around. If
you correct with steering input alone, the car will lose forward speed and
either maintain sideways motion, or worse, slow down. The whole idea is, with
subtle steering input and throttle control, to maintain maximum FORWARD motion
consistent with the line you're trying to maintain.
As you said, the sound kind of makes keeping track of subtleties in your engine
speed, but you do have the tach to watch. If you see your engine maxxing out
the tach, you know you're not getting the forward speed you need to come
squirting out of the turn. That transition from turn to straight, where you
feed in the throttle to maximum and straighten the car out with steering input
is really crucial to fast lap times. Do it too qickly and you loop. Do it too
slowly and you get passed.
One thing. Folks on this NG have scoffed and said that they can maintain full
throttle all around every track. If you're doing this, you're not going to win
against really competent drivers (And I'm not one of them.). If you can do
that, you need to drop down a gear so that you have the capability to break the
rear wheels loose at any point in the turn. At no point during your slide
should your rear wheels have full traction, because that means you're
oscillating between slide and full, straight-line motion.
I know I didn't explain this very well, but I hope it helps some.
--
Bob Curtin
Worcester Area Strategy & Tactics Exchange
http://www.tiac.net/users/ten10ths/
"If God had intended men to join the Army he would have given us green, baggy
skin"
This sounds promising.
Jan.
----
Thanks for the explanation Bob. From what you've said I gather it is done
the way I supposed it was. Basically you keep the car "on the tyres" and use
their tractive capacity to stay in the turn. I can do that.... once in a
blue moon and only when using a late apex (so the yaw angle of the car isn't
quite so impressive).
I think most of the problem is the only dirt type racing I've ever seen is
some Sprint Car crashes on "And They Walked Away..". Like I said: no
reference frame.
Guess I was born a good 3000 miles too far east for this one. Got a lot to
learn.
Jan.
Well I have to say I do like DTR, im not sure if the driveing model is
correct or not as I havent ever drove a car like these. Anyway I do
see some promblems with the game, 1 is with the AI in the game
there is no way to get them to spin out while raceing them, I have
tried all night lats night 10+ cars in the race and I set the AI level
so I would allways be in the pack, anyway as much as I tried to nudge
them in the backend side to get them to spin there is just no way they
would I have even hit them square on in the rear quarter as im comeing
into a turn and the ***s just seem to apply more opposite lock and
carry on, so to me it looks like the AI is very scripted and doesnt
want to have any driver flaws like a human player, online this is very
diffrent and cars can easy be nudged to spin.
BTW I also have Powerslide the first game by these guys and the AI in
that game definatly make mistakes, much more than in DTR. To me the AI
in DTR feel very canned and boring to race. I will get the game though
as I have many friends who will play this with me and this so far is
where it will be a winner with me.
Also there is a promblem with the use of FF joysticks in this game, I
dont use the FF effects with my Saitek R4 FF as they slow the game
down for me, but because i have them ticked as off in the game it has
taken the tension off the wheel aswell, in the Powerslide game you can
untick FF but the wheel still retains the tension settings.
Can you say "arcade" driving model for the demo?
I knew you could :)
The retail will have a full driving model.
- James "Gunslinger" Wohlever
Techware Motorsports
http://techware.gtinsider.com
I'll try to keep it simple. My Daddy allways told me, "Son, ta go fast in
one of those thingys, ya gotta steer with the back end(throttle), and use
the steering wheel to keep the nose (front end) ahead of the ass (back end)"
>Can you say "arcade" driving model for the demo?
>I knew you could :)
"arcade" driving model for the demo....yup, I can.
Cool! Too bad I won't buy it, since I am obvious not
the target market. I don't like Arcade games....
(I am sure they would include the "Real" physics in the
demo if they were proud of it, and since they don't...)
Remco
Kenny L. that's the "perfect" explanation. Cause that's exactly how it
is. DBH
Your daddy was a smart man!
Thanks, yes he was, and fast, and cagey...I miss him.
10-15 seconds? This is on the demo tracks? You must be a hell of a driver, I
can only manage a 15.98 on the 3/8 mile track and the 1/2 mile tracks are in
the 17 and 20 second range. Am I missing something, please enlighten.
Kyle
Quoted text (13 lines)
> >Can you say "arcade" driving model for the demo? > >I knew you could :) > "arcade" driving model for the demo....yup, I can. > >The retail will have a full driving model. > Cool! Too bad I won't buy it, since I am obvious not > the target market. I don't like Arcade games.... > (I am sure they would include the "Real" physics in the > demo if they were proud of it, and since they don't...) > RemcoA "patch".....for a demo???
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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Having driven in a few low-key rallies and other dirt-track stuff many years
ago, I recall that the drivers actually "threw" the car into a
slide.........in other words, they deliberately invoked the slide then held
it in the slide by using opposite-lock in combination with the accelerator.
The bes of the drivers would get an ideal balance betwen lock and throttle
so that the car was perfectly balanced through the curve.
The fastest drivers had the car pointed ahead down the straight as they came
drifting out of the bend. Accelerating then straightened the car and
opposite lock was wound off.
If you get the opportunity to drive on a dirt area (and rally driving is one
of the best class-rooms) then this method of cornering, particularly in a
rear-wheel drive car, comes very quickly and perfectly naturally.
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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Hotdog, the AI in the final is anything but scripted! In fact
they have many flaws built in and they will cause massive
wrecks with each other, and fight each other tooth and nail!
The AI is far more advanced than Powerslide!
Pete
Quoted text (24 lines)
> Well I have to say I do like DTR, im not sure if the driveing model is > correct or not as I havent ever drove a car like these. Anyway I do > see some promblems with the game, 1 is with the AI in the game > there is no way to get them to spin out while raceing them, I have > tried all night lats night 10+ cars in the race and I set the AI level > so I would allways be in the pack, anyway as much as I tried to nudge > them in the backend side to get them to spin there is just no way they > would I have even hit them square on in the rear quarter as im comeing > into a turn and the ***s just seem to apply more opposite lock and > carry on, so to me it looks like the AI is very scripted and doesnt > want to have any driver flaws like a human player, online this is very > diffrent and cars can easy be nudged to spin. > BTW I also have Powerslide the first game by these guys and the AI in > that game definatly make mistakes, much more than in DTR. To me the AI > in DTR feel very canned and boring to race. I will get the game though > as I have many friends who will play this with me and this so far is > where it will be a winner with me. > Also there is a promblem with the use of FF joysticks in this game, I > dont use the FF effects with my Saitek R4 FF as they slow the game > down for me, but because i have them ticked as off in the game it has > taken the tension off the wheel aswell, in the Powerslide game you can > untick FF but the wheel still retains the tension settings.I am a big Speedway fan. Started going when I was a young kid.
I think this game is going to be great.
Hope I can get it in Australia real soon.
Hey John!
Arrogant? I disagree. More an opinion based on experience. I just
don't buy (claimed) simulations if the demo doesn't have the full
physics. I am happy for you that you like the game, but I've learned
the hard way not to assume the opinion of someone else is the same as
mine.
If Ratbag is also targetting the *** market, then why leave the
full physics out of the demo?
In general I'm a nutcase too. <g>
Remco
Quoted text (12 lines)
>> >The retail will have a full driving model. >> Cool! Too bad I won't buy it, since I am obvious not >> the target market. I don't like Arcade games.... >> (I am sure they would include the "Real" physics in the >> demo if they were proud of it, and since they don't...) >That's a pretty arrogant statement, Remco, given that you probably >haven't sampled the final version with the "real" physics. I have, and >I think Ratbag should definitely be proud of with their final version >of DTR, and I think a lot of people will agree with me when it's >released.Quoted text (18 lines)
> Hey John! > >> >The retail will have a full driving model. > >> Cool! Too bad I won't buy it, since I am obvious not > >> the target market. I don't like Arcade games.... > >> (I am sure they would include the "Real" physics in the > >> demo if they were proud of it, and since they don't...) > >That's a pretty arrogant statement, Remco, given that you probably > >haven't sampled the final version with the "real" physics. I have,Quoted text (12 lines)
> >I think Ratbag should definitely be proud of with their final version > >of DTR, and I think a lot of people will agree with me when it's > >released. > Arrogant? I disagree. More an opinion based on experience. I just > don't buy (claimed) simulations if the demo doesn't have the full > physics. I am happy for you that you like the game, but I've learned > the hard way not to assume the opinion of someone else is the same as > mine. > If Ratbag is also targetting the *** market, then why leave the > full physics out of the demo?(snip)
(unsnip)
And you know this for a fact, do you?
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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Your daddy shor kept ut simpul!
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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Probably not before December, Jason.
(See recent post concerning distribution for Europe and Aust/NZ).
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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(snip)
. I just
(unsnip)
Then in that case, Rem, you must have very, very few sims!
--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------
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This string has meaningful content, clear explanation of views and
a mature discussion of the merits and pitfalls of demos.
Are you guys are setting a bad example! ; )
buzard
Quoted text (47 lines)
> > >Can you say "arcade" driving model for the demo? > > >I knew you could :) > > "arcade" driving model for the demo....yup, I can. > > >The retail will have a full driving model. > > Cool! Too bad I won't buy it, since I am obvious not > > the target market. I don't like Arcade games.... > > (I am sure they would include the "Real" physics in the > > demo if they were proud of it, and since they don't...) > > Remco > That's a pretty arrogant statement, Remco, given that you probably > haven't sampled the final version with the "real" physics. I have, and > I think Ratbag should definitely be proud of with their final version > of DTR, and I think a lot of people will agree with me when it's > released. > Remember, Papy was so proud of GPL's driving model that they stuck it > right in the demo as-is, without dumbing it down at all. In fact, GPL > wasn't adjustable in any way -- if you're so proud, why bother with > adding any adjustments to make it more accessible to anything but the > most experienced sim racers? > And look at the results: 45,000 happy buyers, give or take a few who > weren't so satisfied. > I think the objective with DTR was to make it ACCESSIBLE to everyone, > and SATISFYING to both the novice AND the *** racer. I think > Ratbag has done a great job of reaching this goal, and I'm sure they > shouldn't have any problem selling ten times as many copies as Papy did > of GPL. And as a result, there are going to be a lot of happy drivers > out there, ranging from the novices to the *** nutcases. > Count me in as one of those happy nutcases. > By the way, if you're not their target market, then were do you fall? > Given that the target spans the spectrum from novices to *** > nutcases that doesn't leave much else -- should we mark you down as > hack or a Jedi? <G> > -- JB > Sent via Deja.com http://www.deja.com/ > Before you buy.Remco,
I completely agree with your statement. Why would you target the
*** sim market,then spend the time to release a demo to get our racing
juices flowing,only to leave out the full physics? I would think that you
would give us the best you got,so that we would line up to buy DTR,rather
than waiting to review the reviews.
Joel Willstein
Quoted text (7 lines)
>(snip) >. I just >> don't buy (claimed) simulations if the demo doesn't have the full >> physics. >(unsnip) >Then in that case, Rem, you must have very, very few sims!>The full physics ARE in the demo, I believe
Oh, I should know better then believe people here in the newsgroup.
(You bad boy you, James! <g>). If this is the case, then my attack on
Ratbag targetting the Arcade market only with the demo was plain
wrong, my excuses for that.
After some more time with the demo I must say it isn't the physics,
but the lack of feedback what annoys me. Maybe this is better when
you use FF? The engine/tires sound doesn't give me any information.
Please don't think this is another way to pick on the game, I am just
trying to figure out what I am doing wrong.
Remco
Absolutely. One of the most fun aspects of driving a car. Unfortunately they
missed the mark in DTR and this technique is not possible. You can get
something that resembles it (slightly) but it is definitely no better than
SODA which is a couple of years old. Over all, I'd have to say SODA's
physics are better.
Anticipation is not an easy thing to simulate on a computer. So, being what
it is, DTR aint half bad. And you know how I feel about circle jer.. er...
racing.
--
Mark Jeangerard
www.soundchaserweb.com
New Mexico USA
> Having driven in a few low-key rallies and other dirt-track stuff many
years
> ago, I recall that the drivers actually "threw" the car into a
> slide.........in other words, they deliberately invoked the slide then
held
> it in the slide by using opposite-lock in combination with the
accelerator.
> The bes of the drivers would get an ideal balance betwen lock and throttle
> so that the car was perfectly balanced through the curve.
> The fastest drivers had the car pointed ahead down the straight as they
came
> drifting out of the bend. Accelerating then straightened the car and
> opposite lock was wound off.
> If you get the opportunity to drive on a dirt area (and rally driving is
one
> of the best class-rooms) then this method of cornering, particularly in a
> rear-wheel drive car, comes very quickly and perfectly naturally.
> --
> Regards,
> Bruce Kennewell,
> Canberra, Australia.
> ---------------------------
> > I'm lost too Ron.... no reference frame. Assuming the setups in the demo
> are
> > on the conservative side, I don't think there's cause to doubt the
> > responsiveness of the cars in the final product though.
> > Question remains... how do you drive one of these things?? -Do you
provoke
> > the slide or just let it happen "naturally" from going in a little too
> hot??
> > And... how do you keep it going all the way round the turn? -I just
can't
> > figure it out!
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This technique IS possible in DTR.
MR
Sent via Deja.com http://www.deja.com/
Before you buy.


































