Happy new year
I would like to finally answer to the question of this thread, but before i do, here's some more data...
After a little research, i found a blog from codemasters stating:
"
So we got a new physics programmer in onto Dirt, and he brought fresh eyes to the problem. Starting with a new tire model and a new surface model, he's basically rebuilt our physics from the ground up."
Link for the full article:
http://www.eurogamer.net/articles/2015-04-27-dirt-rally-could-well-be-codemasters-first-real-sim
Well, even EA's F1 2001 had a tire model but was still a game based on emulation formulas and therefore, these systems are always limited. A tire model on its own cannot work properly without being connected to a physics based system (simulation).
Dirt rally is based on look-up tables for almost everything.
Driving on three different surfaces (tarmac, gravel, snow) requires three different driving techniques. In DR all three feel pretty much the same.
Pendulum effects for Scandinavian flicks? None.
Gyroscopic effects for pitch control over jumps? None.
Active differentials for accuracy on mid-corner speed & exit? None.
Why? Because they are not modeled. The reaction when i use handbrake is always the same. If i try to do a Scandinavian flick, the cars just oversteer always the same way, slowly without any control, regardless of steering input, like racing boats. I want to highlight once again about the breaking points & distances, you can't do anything more than press the pedal and wait to see what happens.
I have very little control for very important things.
Unfortunately i lost most of my information about RBR development and presentation videos, but i found a member from old RSC forums named "Sparrow", who happens to know a little bit about technical stuff (and still has his notes). These quotes are answers from other forum members.
"
RBR simulates an actual internal combustion engine, down to each compression stroke. Power is computed on the fly as a real engines is.
RBR does proper turbo modeling, based on actual compressor maps. It calculates the exhaust gas rate in MFR (mass flow rate), based on load and RPM, then uses that information to calculate the manifold pressure (including boost pressure drop across the intercooler, lol!).
From manifold pressure, you then get a direct reading for horsepower at the engine when combined with current RPM and engine load. THEN, it calculates drive line losses through the 4wd system, and you get individual power readings at all 4 tires, which varies in real time based on how the front, middle and rear differentials distribute the power as directed by your setup.
Result? Load affects power. Boost is different in different gears. That's why RBR can model things like a blown turbo, or a hole in your intercooler going over a jump. You can selectively fail anything in the engine and RBR will adjust accordingly, because its calculating everything on the fly, and like a real engine, everything is connected.
Again I reiterate the point that I can fail the turbo in RBR, or the cooler, or the piping. RBR will accurately then simulate this failure and develop power accordingly."
"
RBR is unbelievably ahead in terms of SIMULATING complexity. The engine, the suspension geometry, the braking system, the cooling system. The physics engine itself in RBR also helps the tire model. Every single texture has its own grip level, both on low and high slip angle driving. The ability to use camber also adds to the feel of RBR.
RBR features real time active differentials, both front middle and rear. Just have a look at the adjustments that you can make. Different torque adjustments. Differential map adjustments in both throttle position, brake position and speed.
[Q]: I can't see how stuff like reactions to oversteer and understeer could be (FFB)
[Sparrow]: for the force feedback? Easy. G force is easy to calculate. That affects the wheel. The engine is on, rumble the wheel a bit. If the car oversteers, then reduce turning friction on the wheel by x amount, then apply lateral G loads as a function of turning torque to the force feedback engine motor. Bammo, authentic-ish oversteer feel.
RBR does it in real time, they simply connected the suspension geometry to the force feedback engine. The forces you feel are simply the forces computed in real time coming through all the correctly modeled suspension and steering arms. That's what you feel in the real car because that's what is happening...
[Q]: Haven't ISI done a fairly detailed suspension calculation since F1-2001?
[Sparrow]: It's pretty damn good, but again it's an emulation based system. It has preset formulas that you yourself can edit in the HDV file for how different rates affect tire grip and other things. RBR calculates modeling in 3D the full steering and suspension geometry.
It's like playing Doom1 vs Doom3. In Doom 1, if you shoot a barrel it falls over. Because there is a preset system that tells the barrel that if you're hit at X rate, you display the animation of falling over at Y rate.
In Doom3, you hit a barrel, the barrel cops a particular momentum (mass x velocity), gravity is constantly pulling on that barrel at 9.8m/s/s and these forces act on the barrel. The result is the same. The barrel falls over, however the way each is computed is fundamentally different."
What the above example means is that in Doom3, every time you hit a barrel at different rate/angle, you 'll get a different reaction from it. In our case, i think is very obvious which approach each developer used.
More info here:
Warthog Sweden's Eero Pittulainen about modeling an internal combustion engine
http://www.simracingworld.com/content/181-richard-burns-rally-an-internal-affair/
Interview with Eero Piitulainen about the loose surfaces complexity
http://issuu.com/autosimsportmediallc/docs/autosimsport_magazine_volume5issue3_r1/103
The conclusion is that DR emulates but not with the success other titles have, based on this system, while RBR simulates everything in real time with very good results, it simulates engine response and actual piston strokes using fuel burn, air flow, turbo and thermodynamic formulas, they simulate full suspensions & steering arms, brakes, cooling system and damage that occurs on and between these systems. Add to this system the constant powers of air pressure, mass, inertia, gravity, varied surface friction based on start order and you have a good approximation. Some of these systems are not visualized, for example tire wall deformation in RBR is calculated but you can only see the tire slightly sink in tarmac.
Codemasters reference point was car behavior & reactions (from real data & videos) and stage times, then tried to match this information through look-up tables.
Warthog did the exact opposite, they modeled everything (they could), then connected all these models with the physics engine, then fire up the equations and they studied the results. If something was off, they were adding a new modeled part until the end result was matched with real data.
Even the sound is implemented very Interestingly, take for example the "blowoffvalve", there is a sample as every game uses but, instead of using just switches, in RBR is controlled by the physics engine, so every time the throttle is depressed, the engine tells to the sample at what pitch and at what rate is going to reproduced, depending on the readings of the air flow of the turbo. The same applies for the exhaust pops, tire skid sounds, both engine & differential transmissions, turbo...
There is a problem though, RBR sound engine is very depended on directX (not EAX), after UAA introduced partly in windows XP sp3 and fully from vista, the sound is awful. If you don't run it under XP sp2, your best bet would be a creative sound card with alchemy enabled (or equivalent system from other manufacturer) and setting the game's exe file with compatibility for XP.
Forum member Steve William from RaceDepartment says about RBR vs DR:
"
RBR 9/10 (No such thing 10/10) but as an amateur rally driver, its THE only sim that came close to real life..."
This is exactly what i have experienced, i can only compare the 2 games with real driving in both solid & loose surface tests. I personally find RBR grip levels just a little bit higher but some people characterize it very slippery. At these speeds, always on the limit, on gravel and public tarmac roads it is slippery, these cars are built for absolute control on loose surfaces and the majority of the rally stages are very slippery. On a race track, any car sticks to the road up to its limit and after a critical point it loses traction abruptly (compared to a normal road), If the tarmac stages in RBR were designed like race tracks, you would see the same behavior, but this is not the case here. You can always micro-correct, even on tarmac.
So, my answer to this thread is no, and certainly not by this game. I don't see how DR can get there.
Richard Burns Rally, as a complex simulator, reflects everything you throw at it, different driving techniques & styles, different moods & motivations and different driver abilities.
The Warthog team didn't bring anything new to the table, all of this stuff is common knowledge for every physics software designer, even two decades before RBR, they just made a decision right from the start and they stuck to it. This is why Eero was praised in the first place, not for his genius but for his effort.
Maybe people like Dirt Rally because this is what they expect from a rally game. I find DR very impressive in the graphics department, this is the reason i'm playing DR. Greece, where i live, is represented with good accuracy, especially the far field view, but the driving & sound parts are disappointing. I'm also disappointed for the fact that after twelve years, nobody has ever come close to produce a decent driving / racing game (with the exception of Project cars & iRacing, which i haven't tried).
If someone doesn't agree with the above, my apologies, this is not an attack of any kind, this is just data and my opinion about the "feel" of the games.