DiRT 4 Learn More About Different Handling Models in DiRT 4

Paul Jeffrey

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As part of the latest Codemasters DiRT Rally Roadbook, the studio have shed further light on the different handling models due to be included in the core game software.

Now I could waffle on for a while breaking down the post into different sections, but seeing as Codemasters have done such a thorough job of explaining what DiRT 4 fans have to look forward to come release day I'll leave it for you to read the post in full below...


Right – and now for the meaty bit… So, we know that DiRT Rally had an incredibly steep learning curve – where you as a driver were expected to either sink or swim. A lot of you swam (and incredibly well too!) but for DiRT 4, we’re giving you two different handling models to choose from – just in case you struggled with diving straight into a simulation handling experience last time round. These handling models aren’t assists (which, by the way, we do have in the game, and are applicable to both handling models) – they are two separate handling modes: Gamer and Simulation.

For those of you who loved the simulation handling from DiRT Rally, don’t worry – our simulation stuff for DiRT 4 is very much based in the foundations of that, but refined in certain areas. One of the places you’ll most definitely feel the difference is in our aerodynamics. We’ve worked on aerodynamics across all disciplines, and the way the vehicle travels in the air feels a lot more stable and authentic to the real life experience.


We’ve also worked hard to nail down the tarmac experience of DiRT – especially where Rallycross is concerned.

For those of you wanting to know the difference between Gamer and Simulation, that’s where we have to start getting a little foggy. After all, what makes our Gamer handling special is super secret sauce… However, we can say that it’s not necessarily made up of different assists – as all assists in game can be added to both handling models. So, even if you were to switch everything off on Gamer, it’d still feel different to our Simulation handling.


What we can say is that we have some incredibly clever stuff working under the hood for Gamer handling, and we can guarantee that it’s still the incredibly fun, rewarding and quality experience you’d expect from a DiRT game. :) And not even a hefty order of kebab pizza would make us give up our secrets!

For those of you who love the game in all its forms, it will allow you to play it in two different ways. Gamer is very much a challenge to blast it down a stage, stay between the lines and get the fastest time against some challenging AI – whereas Simulation is the challenge to yourself to keep it on track and not ruin your stage time. A fan of DiRT can easily play both modes and get a different experience out of each model, and at same time find both methods of play completely exhilarating in different ways.


For example: in the studio, we’re finding that when we’re running time trial competitions (we have two stations set up for these competitions – one Gamer, one Simulation) – and when things get a little tougher with a historic RWD, some of us veer to the Gamer handling so we don’t have to be constantly terrified of our repercussions. It’s definitely a less stressful way to approach certain vehicle/track combinations, if you’re interested in something like that!

As we’ve alluded to earlier in this piece, we have the usual suite of assists you’d expect to find in a racing game – and these are based on systems that either exist in real life, or replicate the real life actions of motorsports drivers when they’re at the helm of the wheel. You’re not on rails, you’re not having anyone turn the car for you – the systems in place are ones which ultimately still leave you in control of the vehicle, but perform a certain function in making sure you stay in control of the situation. However, we’ve worked on an assist or two of our own…


A big example of this is our new Off-Throttle Braking assist. When this is enabled, the brakes are automatically applied whenever the throttle is released – so for all of you who like to use the ‘lift off’ method, it’s a very natural-feeling bit of help to slow your car down. When learning the skills of off-road racing, you’re very much taught to be either on the throttle or on the brake, and so the effect of the assist implements a driving style closely associated within this particular motorsport.

The strength of this assist can be adjusted too – so whether it’s just the smallest bit of help you’re looking for, or for the game to look after most of your braking needs, we’re there to offer a spectrum of assistance.


For maximum attack, and to experience the ultimate rawness of being in control of one of DiRT 4’s vehicles, we recommend you go for the full-frontal, unbridled simulation handling with as little assists as you can manage! However if you’re new to DiRT and want a slightly less hardcore experience of the game, then we have some cool stuff under the hood to keep you on track. Or at least, we hope so. We’ve given you the tools to do it – the rest is up to you!
xx

DiRT 4 will be released on PlayStation 4, Xbox One and PC 6th June 2017. You can pre order your digital copy of DiRT 4 HERE.

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You can check out the RaceDepartment DiRT 4 sub forum for all the latest news and discussions regarding the new title from Codemasters. Head over to our sub forum and join in the conversation today!

 
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It's going to be fun repressing that the game doesn't have a single 2011-2016 WRC spec car and added the incredible amount of two RX tracks in comparision with DiRT Rally...
 
I kinda wished DiRT 4 had a mode that was more sim than DiRT Rally - those "tires dig into the dirt in a slide and find more grip"-physics were a little on the forgiving side, inertia too.
I always have fun in DiRT Rally (except for rally cross, but I just don't touch it and the game is still worth more than I paid for it), but I'd already consider it "not really sim"... Soooo, what about a hardcore handling mode later on? ;D
I'd suck at it, but I'm sure I'd love it
 
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So what, they're adding a simulation mode to the DiRT Rally physics? :p

Don't get me wrong, I liked DR a lot... but real cars don't fly like that, or land like that, or brake like that, or do any of those things on tarmac. It was borderline-sim at best, and I'm in a generous mood today.
Those are pretty much the main things they've improved since DiRT Rally - aero and tarmac (Well, apart from graphics, lighting, Your stage and all other things) :D
 
So what, they're adding a simulation mode to the DiRT Rally physics? :p

Don't get me wrong, I liked DR a lot... but real cars don't fly like that, or land like that, or brake like that, or do any of those things on tarmac. It was borderline-sim at best, and I'm in a generous mood today.
Completely agree. I hope I'm wrong but it's doubtful they've evolved the physics and handling past DR. I will wait on a purchase until aphidgod and others have fully tested D4.....
 
Soooo.... Codemasters is adding a arcade style physics model to a game that already has a arcade style physics model... I'm sure I've seen Codemasters say this before. Like the 'Authentic' simulation that was TOCA and/or TOCA 2 as well as every other 'simulation' that they have made.

I really believe that Codemasters have a very different definition of 'simulation' than others, such as Kunos or SimBin or RF2, etc.

We'll see. I hope I'm wrong, It's been a long time since Richard Burns Rally was released and that was the last 'realistic' rally game that I have seen. Especially with the Rallye Sim mod pack and it's tweaks.
 

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