Ze Rubenator Whats the sign for tightens and bad camber? I don't know since I never use onscreen pacenotes. Just audio. ...like a pro, LOL derpr overcrest. Coffee.
Sanic The Hegdhug I thought this too until yesterday, but it just isn't correct. Firstly, the Mini he's driving has a 4-speed gearbox. Secondly, it is just one of many systems used by different drivers, this just happens to be the most common one, and has been adopted by most rally games. Some are the other way round (where 1 is fastest and 5 is slowest), some don't use numbers, and some range all the way from 1 through 10. Thirdly, even if the Mini did have a 6-speed gearbox, the numbers wouldn't coincide with the gear often enough, especially considering how common it is to change gear in the middle of a corner in any type of racing.
"Terminal Damage Reason: Terminal Impact Speed of Impact: 0 KM/H Force of Impact: 0.0 G" Hate to break it to you, game, but that doesn't sound like a terminal impact.
l Well usually in rally you are on the brakes until the car is pointing the right direction to power out of the corner. And in order to brake enough, you usually have to oversteer.
As a sim racer seeing someone play Dirt rally with a keyboard is like a pianist seeing someone playing piano in an iphone... Also in racing sims lower fov is better. It makes it easier for you to judge distances.
Hunter Sellers I would watch a show where Dan drives and reviews cars, 1... because his jokes would be fucking hilarious and 2... Dan doesn't have a licence... and those put together ladies and gentlemen equals hilarity for all!
"And sadly Daniel Hardcastle has died from a freak accident involving a Cow, a Reliant Robin and Jeff... the City... and on that bombshell it's time for you all to sod off!
Charlton Hawkins LMAO THE RELIANT ROBIN! "All you want me to do is go around that tiny corner? Ohhh I'll be fine... OH GOOD GOD IM GOING TO DIE" - Future Dan
Hunter Sellers (Dan at the end of the review) In conclusion ive got a fractured pelvis, 2 broken ribs and for some reason a severe case of mad cow disease... None of that though compares to the crash I had that rendered my gearstick useless due to the fact that it BECAME LODGED UP MY AA- (end music plays)
21:18 The reason why the driver stop holding the wheel is because right before you crash, the steering wheel may shift really quickly with force in one direction, instead of holding the wheel through out the crash and breaking your arm, race car drivers let go of the wheel and immediately after the crash they can regain control of the car.
I hope they add more environmental damage to the game. It'd be cool to see the guardrails bend when you crash into them, treebranches fly all over the place when you crash into a tree and possibly even take the tree itself down! It is important to make both failure and success entertaining in video games. This is why I liked the Dirt games a lot: not just for the fun rally tracks, but also because it was fun to see what kind of ridiculous crashes I could create.
***** If it's supposed to be a sim, then yes. A sim has no reason to cut features just because someone's computer wouldn't be able to handle it. It cuts stuff only if it doesn't work before release, and then adds it in later, unless it was a bad idea to begin with.
***** I never said anything about soft body physics. I only pointed out that if a game is a sim, then there's nothing wrong with it taking plenty of time to make everything function properly, even if it would increase the system requirements. And that's the big question with DiRT Rally: is it a sim, or is it somewhere between arcade and sim, just like the rest of Colin McRae games?
***** You don't neccessarily need soft body physics for environmental damage. You could simply script the objects into reacting a certain way, having one or two different triggers and scripts based on the force of impact and angle. Sure, it wouldn't be precise nor would it even use the physics engine, but it would still make the crashes look even more spectacular. This is what I wanted: creating the illusion of a spectacular and realistic looking crash.
***** Like I said, give the objects more than one trigger and script so they will act close enough and thus create the illusion. And you wouldn't really need soft body physics for rails either. Heck, you could use the same damage model for them as for the cars if you want to make it precise. What I had in mind is that you divide each guardrail into smaller sections and then give those small sections about 2 or 3 different scripts and triggers. This way you don't have to make the entire guardrail react, but you still have to make the different sections react to one another in case the collision is hard enough to bend it off track. And of course, you have to put these small sections together in a way that makes it look like it is one big guardrail and not a multisectioned object. And since it's a Rally game, and the game has that "reset back on track"-feature, you could simply remove these scripted parts of the track away the moment the player won't be able to see them anymore. There are no other physical racers on the course, so there's no need for the track to remember where somebody crashed.
Did Dan ever stop to consider that the numbers aren't mph? And instead kmh? It would make more sense. 40 kmh is somewhere close to 15 mph so 60 kmh is like 20 mph and so on.
Somebody with knowledge of Rally. What even are those icons?! I mean, I could google it... But as a true procrastinator, I'll do that tomorrow... maybe.
the number next to the turn refers to how hard the turn is. 1 is very hard, 6 is just a little curve. the number after the curve refers to the incline which is why he says up or down after, something Dan doesn't seem to get. bump means...well it means you have to make the car fly over the bump just straight to the finish line.
Tyrope Games 1 is the slowest, 6 is the fastest, except for acute and hairpin, both are slower than a 1. DC is don't cut, the 40, 70, 120 etc. is the length of the straight between the next two corners. It is mostly an subjective, arbitrary system, it has no real connection to any measurements IRL. Some codrivers swap the numbers, so that 6 is the slowest and 1 is the fastest, but this isn't the case here.
Tyrope Games Left/Right is direction, 1-6 is how sharp the corner is, half long or long is the length compared to a normal corner. DC is Don't Cut (either due to a verge, rock or cliff) So Left 4 Half Long Don't Cut means: Short Left Turn of average corner sharpness, and don't cut because you'll crash if you go off track. Then "Keep Left, Keep Right, Keep Mid" is where on the track you should be on a corner due to a bump, dip or crest. Icons are normally orange and look like a a hill or valley shapeThe numbers with the white background is the straight distance to the next corner."Tightens" means the corner will get sharper"Opens" means the corner will open up"Into" means the corner will lead into a different corner Full example: "Left-4 60... Right-1 opens 3 into left 4 over crest... 180, keep right over crest, 100. Left 1 long into immediate hairpin right up... 60 into right 6. Left 6, 40 into right 6 over crest to finish" Meaning: "You're going to crash a lot." XD Seriously though it means: "Average left turn followed by 60 units straight. Tight right turn that will open into an average right turn. Road then goes into an average left turn over a bump. Then 180 units forward with a crest that you need to stay on the right hand side of. Then 100 units straight. Next up is a sharp, long, left hand turn that will go into a immediate hairpin to the right that is uphill. 60 units straight into a very shallow right hand turn. Shallow left hand turn, followed by 40 units into a shallow right hand corner that goes over a bump. After the corner, finish line"
I love this throwback to Codemasters rally roots. Racing actually feels like a challenge and it takes work just to stay on the track let alone blitz a stage.
My Favourite part of this video is Dan trying to decipher his Co-Drivers Pacenotes. "Oh 60 is the speed I should be doing!" Not even slightly Dan *pats head*. Not even a little bit correct
Dan, When you turn the wheel, and the car doesn't turn, that is called understeer, and it is caused by too much force acting on the front wheels. When you turn the wheel, and the car drives sideways, that is called oversteer, and it is caused by too much force acting on the rear wheels. oversteer can be used to navigate tight corners at speed, like how you did in the hairpin turns. The numbers by the turn correspond to the severity of the turn, with 6 being wide, and 1 being a hairpin. The numbers after turns (e.g. right 6, 60) tell you how far until the next turn. Listen to your co-driver, he says a lot of things that don't show in the HUD. When the driver pulls his hands away from the wheel, it's because in a crash, the steering wheel can violently whip around and potentially break your arms. I hope this helps you in your future rallying ventures. Regards, and best wishes, A fan since ~150,000 subs P.S: Really enjoying Skylines, and all of your videos in general. Keep it up!
"Bent wing", "cracked inlet manifold", and "tyre damage" for the notes... Dan had 2 or three missing tyres and everything else was damaged to shite and he still made 9th. Good on you mate
The reason you can't brake and turn is that your wheels lock up (stop moving entirely) under full braking, and you lose traction. If you turn while your wheels are locked, you'll just be sliding them sideways instead of making them roll through the turn.
Can the developers of this game get Dan to do a guest co-driver voice over? Being told to do a 'Right over toothpaste to the dance floor and do the dinosaur' would make this the best rally game of all time.
Has anyone considered not bitching at Dan because, surprise surprise, the entertaining youtuber created an entertaining video? Great video Dan, lots of fun. Keep it up ^_^
One thing that you failed to realize in this car is that you were in a 1962 Mini Cooper. It is a lightweight front wheel drive car. This means that it is heavily prone to under-steer. In layman's terms, it just means that you turn the wheel and the car keeps going straight. It's especially likely to go into under-steer under heavy braking or acceleration. You did figure out one thing right with rally. Drivers do typically use the handbrake more often than the regular brake to help the car slide around tight corners more easily. In a front wheel drive, you would probably want to only use the handbrake, to minimize the risk of under-steer, crashing and just general death. As for what the guy was saying, you were slowly figuring it out, but here's a basic rundown. You have your left and right, which is easy, then you have the numbers associated with the left and rights, between 1 and 6. These tell you the grade of the turn, or how tight it is. 6 being a gentle curve, and 1 being a sharp 90 degree turn. There's also the hairpins which are 180. The numbers that you seemed to be really confused about are in fact distance markings in metres. It's telling you how long until the next turn. So for example you would hear: "left, 3, 80." Which would mean that there is a moderate left turn 80 metres ahead. Then you have the don't cut warnings, which generally means that there is some kind of hazard on the inside of the turn close to the track. This can be anything from a rock, to trees to a ditch. Basically anything that can damage the car. You also have your dip and crest calls. These are somewhat self-explanitory, but dip means that there is a part of the track that goes slightly down and then immediately back up, and crest is exactly the opposite. You also got confused when he said "Crest, jump, maybe" The reason he said maybe is because you might get airborne off of the crest, but there's no garuntee that you will. That brings me to the next call, being "Jump" This just means that you're pretty likely to get the car airborne. Last that I will go through is narrows. This is self-explanitory, but it means that the track is going to narrow ahead. So with all this in mind, you should now be able to understand what your co-driver is calling out to you. So that the next time he calls out "left 4, tightens to 3 long, over crest, jump, maybe. Don't cut, narrows 150", You'll know exactly what's going on. It just means that there is a small bump in the track that could get your car airborne in a a long left turn, which is 150 metres ahead, that gradually tightens as you go around it and that there is a hazard on the inside of the track before the track narrows.
I really don't care for racing games or cars in general, but I got this game in a sale thanks to this video and I really like it. It's insane and difficult but it's just difficult enough to be really tricky but not so hard I'm not able to do anything. Would recommend to anyone who even vaguely likes the look of it.
the 80 thing is saying 80m until the next corner, the number 1-6 before the direction of the corner is saying how severe the corner is 6 being almost flat out and 1 being brake hard, long means its a long corner, "half long" is saying the corner opens out at the end, and a crest is the opposite of a dip
There reason you should take your hands off the steering wheel in a crash is so your thumbs don't snap in pieces when you hit something with your steering wheels. The force of the impact will turn the wheels which will translate to the steering wheel.
I just thought of a new challenge for Dan. All he has to do is to drive with directions from his co-driver..... while blindfolded. How hard can that be? >:)
For the people who know what rallying is well good luck with this video... Anyway the small number is distance in meters. The number next to the corner is the severity 1 being tight and 6 being loose and fast. And he says over crest, which mean into..
Officialnerdcubed 9:47 That Dan is called understeer! Which is especially an issue with front wheel drive cars, like your Mini. That means your front wheels didn't have enough grip to actually steer the car, and essentially gave up. Tires can only handle enough turning and braking forces at once. So if you put braking and turning on a 0/10 scale, your steering and braking can't add up to over 10, or you'll die. The same equation could be used for acceleration, instead of braking. You basically tried to 10/10 brake with 8/10 steering. 10+8=18/10, you died.
Left, is obviously the direction of the corner, in the Jemba System (The one your currently using) 1-6 is the corner intensity, 1 being a hairpin, and being almost a straight. The number that follows is the length of the corner. For example, "2 Left into 3 right 60", means that there's a sharp left that flows into a tight (but not as tight as the 2) right, and the right is 60 units of measure long (depends on where you live and your preferences, but it's usually feet).
And the Crest/Jump Maybe, is saying that there's a crest (hill) and if you carry enough speed, you'll jump. Oh, and also he's saying keep mid, which is kind of self explanatory.
Hairpin goes beyond 1-6 scale, usually with "caution" call, so you'll definitely hear it. The number after the corner call is the distance between corners in meters. The length of the corner is defined by "short/long" call after a turn severity call. Again, the scales are not objective and two different drivers will have different road books, some of them will have the scale flipped (6 for severe turn, 1 for easy). The books are anything, but universal. Learned it the hard way, trying to use someone's book on a stage I've never been on before - ended up with a slight excursion into the countryside.
All very true... but for game purposes. Although I'd be 100% certain to listen to your advice if I were ever to step in a real rally car on a tight stage. I wish these sims had that level of depth.
The number on the turn, 1-6, is the sharpness of the turn. 1 is the shortest, 6 longest. The number after (80 or 100 or whatever) is the length you are from the turn.
Race car drivers usually take their hands off the steering wheel when they crash. when the car hits something, the steering wheel can jerk and hurt the driver's hands/wrists. People have actually have broken their hands because they kept them on the wheel when they crash.
From what I understand the number is the gear you should be in, as in a "right 2" would mean 2nd gear is appropriate for the right turn. The larger number is the distance as in "right 2, 80" would mean right turn 2nd gear in 80 ft or meters or whatever unit of measurement they use. I saw some behind the scenes rally thing and the driver explained it this way but the driver was Travis Pastrana and he gets hit in the head a lot so maybe it's wrong
Numbers with directions = What gear you are supposed to take them in. Right 3 = Right turn, which is best taken with 3rd gear on. Plain numbers = How far until next turn in meters 100 = 100 meters until next turn. Plain numbers with turn directions = Usually with long curves, how far those long curves are gonna be. Right 6 100 = 100 meters of right-hand curve which you can take with 6th gear on D/C = Don't Cut, there is something, a rock, treestump, whatever, in the inner corner, so don't go there.
I'm not really sure about this, but the reason why the co-driver says 'maybe' is, because the pace notes are not made for the exact vehicle you're driving. You're in a Mini, which is slower, so it's not likely you'll be jumping a lot. In a faster car, you'll probably jump over a crest more often.
DarthDave573 Also, the pacenotes aren' t taken at a racing speed. The co-driver isn't sure whether the car's going to have enough speed to take flight.
he takes his hands off the wheel because you let the car do what it wants, and the crash will be less severe, he basically gives up and knows he'll crash
The driver takes his hands off the wheel when things go wrong so he doesn't get whiplash or broken fingers when the wheel spins like crazy during the crash--there's no way you can hold on to it when it's got that much force behind it.
Dr. Darkly And I would beat people up for it, and have millions of people sign a petition for keeping me on the telly without facing any consequences for any voilent behaviour.
Rally drivers don't cross their arms in the even of a roll. That's very much a Formula 1 thing, rally drivers keep their hands on the wheel in order to keep the wheels as strait as possible. This is to reduce the damage done to the suspension/steering system, so they can keep going after they stop rolling.
Right 1 - Sharp turn right
Left 6 - Easy turn left
D/C - Don't cut (or you'll die)
100 - 100 meters to next note
! - Caution (jump, rocks, narrow bridge, something)
Everything else is *rally* obvious.
Ze Rubenator Whats the sign for tightens and bad camber? I don't know since I never use onscreen pacenotes. Just audio. ...like a pro, LOL derpr overcrest. Coffee.
Really good until the pun.
FinalFlightGaming Thank you, I'm here all week.
Ze Rubenator top left - close tab
tends to come in *rally* good use
Sanic The Hegdhug I thought this too until yesterday, but it just isn't correct.
Firstly, the Mini he's driving has a 4-speed gearbox.
Secondly, it is just one of many systems used by different drivers, this just happens to be the most common one, and has been adopted by most rally games. Some are the other way round (where 1 is fastest and 5 is slowest), some don't use numbers, and some range all the way from 1 through 10.
Thirdly, even if the Mini did have a 6-speed gearbox, the numbers wouldn't coincide with the gear often enough, especially considering how common it is to change gear in the middle of a corner in any type of racing.
"Terminal Damage
Reason: Terminal Impact
Speed of Impact: 0 KM/H
Force of Impact: 0.0 G"
Hate to break it to you, game, but that doesn't sound like a terminal impact.
LukeDude759 i love glitches
Dan of course you can't turn while braking, a 60s car wouldn't have ABS brakes
l You shouldn't turn while braking in a modern car either lol
Marcus_Mravik Yeah, you shouldn't, but you can if you need to.
Marcus_Mravik I agree, but you could tap gently on the break a little bit but thats it.
Drifting
l Well usually in rally you are on the brakes until the car is pointing the right direction to power out of the corner. And in order to brake enough, you usually have to oversteer.
watching Dan trying to decipher the pace notes and drive at the same time is fucking hilarious
Also Dan, when he says "Crest jump...maybe" it's not cos he doesn't know the route, it's co he doubts you'll be going fast enough for a jump :)
As a sim racer seeing someone play Dirt rally with a keyboard is like a pianist seeing someone playing piano in an iphone...
Also in racing sims lower fov is better. It makes it easier for you to judge distances.
What? That's stupid advice!
I find being able to look around better for judging distance.
It might just be you.
Bebx I judge distance by looking forward, not by looking at my left window.
Peter Sagan depends on your setup. The amount of screens and their sizes affects the fov
Peter Sagan i prefer having the back off cockpit view, especially in rallycross as you do need to see the side mirrors.
No, it makes you go a lot slower with smaller fov... The distance remains same but itll be slower. Maybe that is helping you
Dan is probably the only one actually playing with the standard key configuration. I always change that straight away in these games.
"And on that bombshell" - Dan
He is so quite clearly inspired by Top Gear and the lovely Jeremy Clarkson and it's amazing!
Hunter Sellers I would watch a show where Dan drives and reviews cars, 1... because his jokes would be fucking hilarious and 2... Dan doesn't have a licence... and those put together ladies and gentlemen equals hilarity for all!
"And sadly Daniel Hardcastle has died from a freak accident involving a Cow, a Reliant Robin and Jeff... the City... and on that bombshell it's time for you all to sod off!
Charlton Hawkins LMAO THE RELIANT ROBIN!
"All you want me to do is go around that tiny corner? Ohhh I'll be fine... OH GOOD GOD IM GOING TO DIE" - Future Dan
Hunter Sellers IVE HIT A COW... Thats funny all the cows have Valve written on the side.... IM HITING ALL OF THE COWS!
Hunter Sellers (Dan at the end of the review) In conclusion ive got a fractured pelvis, 2 broken ribs and for some reason a severe case of mad cow disease... None of that though compares to the crash I had that rendered my gearstick useless due to the fact that it BECAME LODGED UP MY AA- (end music plays)
"My wings haven't fallen off yet"
That was the best nerdcubed ever...
You should really get a second hand Logitech G27 wheel, they're DiRT cheap.
Haha get it, DiRT cheap.
No, okay, i'll let myself out.
Lord GabeN £200
Lord GabeN Hail gaben
Lord GabeN $580
HeathderandArenter HA u wot
***** there not even £200 there £140 new
21:18 The reason why the driver stop holding the wheel is because right before you crash, the steering wheel may shift really quickly with force in one direction, instead of holding the wheel through out the crash and breaking your arm, race car drivers let go of the wheel and immediately after the crash they can regain control of the car.
Today we learn that Nerd³ is NOT the Stig.
Xreoth That's just what he wants you to think
SillyWillySandoon oh my god my whole life is a lie
Some say he learned to drive from a turtle, and that he likes being stuck on his top... but all we know is he's called the cubed
*APPLAUSE*
I hope they add more environmental damage to the game. It'd be cool to see the guardrails bend when you crash into them, treebranches fly all over the place when you crash into a tree and possibly even take the tree itself down! It is important to make both failure and success entertaining in video games.
This is why I liked the Dirt games a lot: not just for the fun rally tracks, but also because it was fun to see what kind of ridiculous crashes I could create.
*****
If it's supposed to be a sim, then yes. A sim has no reason to cut features just because someone's computer wouldn't be able to handle it. It cuts stuff only if it doesn't work before release, and then adds it in later, unless it was a bad idea to begin with.
*****
I never said anything about soft body physics. I only pointed out that if a game is a sim, then there's nothing wrong with it taking plenty of time to make everything function properly, even if it would increase the system requirements.
And that's the big question with DiRT Rally: is it a sim, or is it somewhere between arcade and sim, just like the rest of Colin McRae games?
*****
You don't neccessarily need soft body physics for environmental damage. You could simply script the objects into reacting a certain way, having one or two different triggers and scripts based on the force of impact and angle.
Sure, it wouldn't be precise nor would it even use the physics engine, but it would still make the crashes look even more spectacular.
This is what I wanted: creating the illusion of a spectacular and realistic looking crash.
*****
Like I said, give the objects more than one trigger and script so they will act close enough and thus create the illusion.
And you wouldn't really need soft body physics for rails either. Heck, you could use the same damage model for them as for the cars if you want to make it precise.
What I had in mind is that you divide each guardrail into smaller sections and then give those small sections about 2 or 3 different scripts and triggers. This way you don't have to make the entire guardrail react, but you still have to make the different sections react to one another in case the collision is hard enough to bend it off track. And of course, you have to put these small sections together in a way that makes it look like it is one big guardrail and not a multisectioned object.
And since it's a Rally game, and the game has that "reset back on track"-feature, you could simply remove these scripted parts of the track away the moment the player won't be able to see them anymore. There are no other physical racers on the course, so there's no need for the track to remember where somebody crashed.
***** I had a game from 2004 that had stuff like that, and it looked quite good and ran good as well. What Arexion said.
Using keyboard? C'mon man!
Code_404 (Royalty-free music made by me) it's a problem? lol
come on, playing driving game with keyboard from ages, don't wanna spend money in a wheel if I'm not really into racing games, so probably Dan
His controller ran out of batteries
Code_404 (Royalty-free music made by me) He VERY clearly stated that his controllers are dead. Are deaf or stupid?
Dop I know that someone said what I said already, just reiterating.
Did Dan ever stop to consider that the numbers aren't mph? And instead kmh? It would make more sense. 40 kmh is somewhere close to 15 mph so 60 kmh is like 20 mph and so on.
The GamingBeast dude 50 km/h is 30 mp/h
Red Sailor 80 is 50...so...40 is 25
The GamingBeast Let me guess, you're American?
Those numbers are neither. It's distance in meters. "Left 6 , 60" = a slight left then 60 meters then the next turn which he'll call nearer the turn.
The GamingBeast The numbers are, probably, neither km/h or mph. They're likely to be either metres or yards to the next corner.
Somebody with knowledge of Rally. What even are those icons?! I mean, I could google it... But as a true procrastinator, I'll do that tomorrow... maybe.
the number next to the turn refers to how hard the turn is. 1 is very hard, 6 is just a little curve. the number after the curve refers to the incline which is why he says up or down after, something Dan doesn't seem to get. bump means...well it means you have to make the car fly over the bump just straight to the finish line.
Tyrope Games 1 is the slowest, 6 is the fastest, except for acute and hairpin, both are slower than a 1. DC is don't cut, the 40, 70, 120 etc. is the length of the straight between the next two corners. It is mostly an subjective, arbitrary system, it has no real connection to any measurements IRL. Some codrivers swap the numbers, so that 6 is the slowest and 1 is the fastest, but this isn't the case here.
Tyrope Games Left/Right is direction, 1-6 is how sharp the corner is, half long or long is the length compared to a normal corner. DC is Don't Cut (either due to a verge, rock or cliff)
So Left 4 Half Long Don't Cut means: Short Left Turn of average corner sharpness, and don't cut because you'll crash if you go off track.
Then "Keep Left, Keep Right, Keep Mid" is where on the track you should be on a corner due to a bump, dip or crest. Icons are normally orange and look like a a hill or valley shapeThe numbers with the white background is the straight distance to the next corner."Tightens" means the corner will get sharper"Opens" means the corner will open up"Into" means the corner will lead into a different corner
Full example: "Left-4 60... Right-1 opens 3 into left 4 over crest... 180, keep right over crest, 100. Left 1 long into immediate hairpin right up... 60 into right 6. Left 6, 40 into right 6 over crest to finish"
Meaning: "You're going to crash a lot." XD
Seriously though it means: "Average left turn followed by 60 units straight. Tight right turn that will open into an average right turn. Road then goes into an average left turn over a bump. Then 180 units forward with a crest that you need to stay on the right hand side of. Then 100 units straight. Next up is a sharp, long, left hand turn that will go into a immediate hairpin to the right that is uphill. 60 units straight into a very shallow right hand turn. Shallow left hand turn, followed by 40 units into a shallow right hand corner that goes over a bump. After the corner, finish line"
Austin Fox Thomas Vestergaard ***** you sirs, deserve a cookie
Tyrope Games The number indicates the gear you should be taking the turn in... the lower the number the sharper the turn.
1:57
Dan... The reference was too much too handle
I love this throwback to Codemasters rally roots. Racing actually feels like a challenge and it takes work just to stay on the track let alone blitz a stage.
Dan just so you know the 60,80,120 etc refers to the distance between the corners. It tend to be in meters but changes from game to game
My Favourite part of this video is Dan trying to decipher his Co-Drivers Pacenotes. "Oh 60 is the speed I should be doing!"
Not even slightly Dan *pats head*. Not even a little bit correct
having played Dirt Rally, 90% sure the numbers after a turn aren't a speed indicator, they are for distance....watching dan play this is hilarious...
Autoglass repair, autoglass replace!
Um..
118, 24 7 give us a call, it's directory heaven.
:D
118, 118
0800 00 1066
XD
We learnt something today.
Dan is better at building rockets and throwing them at other planets than he is at driving Minis in the country side.
Whenever the drivers hand goes off the steering wheel, it's not him changing gear, it's him holding the hand of his navigator for reassurance
Dan,
When you turn the wheel, and the car doesn't turn, that is called understeer, and it is caused by too much force acting on the front wheels.
When you turn the wheel, and the car drives sideways, that is called oversteer, and it is caused by too much force acting on the rear wheels.
oversteer can be used to navigate tight corners at speed, like how you did in the hairpin turns.
The numbers by the turn correspond to the severity of the turn, with 6 being wide, and 1 being a hairpin.
The numbers after turns (e.g. right 6, 60) tell you how far until the next turn.
Listen to your co-driver, he says a lot of things that don't show in the HUD.
When the driver pulls his hands away from the wheel, it's because in a crash, the steering wheel can violently whip around and potentially break your arms.
I hope this helps you in your future rallying ventures.
Regards, and best wishes,
A fan since ~150,000 subs
P.S: Really enjoying Skylines, and all of your videos in general. Keep it up!
That moment when he drove almost the whole rally with 3 or less wheels and does it kind of nicely
the voice of the Co Driver is in fact Paul Coleman, the game's Head Designer. Who is also a rally co-driver irl. so, there's that.
1:57 That reference though
Damn, what flying sim was it ?
What flying sim was it
y0Twistyy I think it was AeroflyFS or something. I loved that moment from the compilation :D
Maxaxik ^
***** that put a massive smile on my face lol
You have no idea how much joy the wing reference brought Me
"Bent wing", "cracked inlet manifold", and "tyre damage" for the notes...
Dan had 2 or three missing tyres and everything else was damaged to shite and he still made 9th. Good on you mate
Navigator: "Four long, keep mid."
Nerdcubed: "Four long, Le Mis, got it."
Me: *screaming internally*
This was quite a fun episode. If you did more of this, I would watch it. And by this, I mean playing dirt rally, because that was good fun.
"I'm gonna try and win a race."
Then he uses a Mini Cooper.
The reason you can't brake and turn is that your wheels lock up (stop moving entirely) under full braking, and you lose traction. If you turn while your wheels are locked, you'll just be sliding them sideways instead of making them roll through the turn.
Iv played Dirt Rally a lot! And never have i crashed so much that the bonnet has come through the dashboard... GG Dan
Can the developers of this game get Dan to do a guest co-driver voice over? Being told to do a 'Right over toothpaste to the dance floor and do the dinosaur' would make this the best rally game of all time.
Has anyone considered not bitching at Dan because, surprise surprise, the entertaining youtuber created an entertaining video? Great video Dan, lots of fun. Keep it up ^_^
Dan! Did you know?
The Mk1 Morris Cooper S won the Monte Carlo Rally 4 times in a row (1964-7)
One thing that you failed to realize in this car is that you were in a 1962 Mini Cooper. It is a lightweight front wheel drive car. This means that it is heavily prone to under-steer. In layman's terms, it just means that you turn the wheel and the car keeps going straight. It's especially likely to go into under-steer under heavy braking or acceleration. You did figure out one thing right with rally. Drivers do typically use the handbrake more often than the regular brake to help the car slide around tight corners more easily. In a front wheel drive, you would probably want to only use the handbrake, to minimize the risk of under-steer, crashing and just general death.
As for what the guy was saying, you were slowly figuring it out, but here's a basic rundown.
You have your left and right, which is easy, then you have the numbers associated with the left and rights, between 1 and 6. These tell you the grade of the turn, or how tight it is. 6 being a gentle curve, and 1 being a sharp 90 degree turn. There's also the hairpins which are 180. The numbers that you seemed to be really confused about are in fact distance markings in metres. It's telling you how long until the next turn.
So for example you would hear: "left, 3, 80." Which would mean that there is a moderate left turn 80 metres ahead.
Then you have the don't cut warnings, which generally means that there is some kind of hazard on the inside of the turn close to the track. This can be anything from a rock, to trees to a ditch. Basically anything that can damage the car.
You also have your dip and crest calls. These are somewhat self-explanitory, but dip means that there is a part of the track that goes slightly down and then immediately back up, and crest is exactly the opposite.
You also got confused when he said "Crest, jump, maybe" The reason he said maybe is because you might get airborne off of the crest, but there's no garuntee that you will.
That brings me to the next call, being "Jump" This just means that you're pretty likely to get the car airborne.
Last that I will go through is narrows. This is self-explanitory, but it means that the track is going to narrow ahead. So with all this in mind, you should now be able to understand what your co-driver is calling out to you. So that the next time he calls out "left 4, tightens to 3 long, over crest, jump, maybe. Don't cut, narrows 150", You'll know exactly what's going on. It just means that there is a small bump in the track that could get your car airborne in a a long left turn, which is 150 metres ahead, that gradually tightens as you go around it and that there is a hazard on the inside of the track before the track narrows.
NerdCubed, I have been watching your videos since 2011.
Your videos are really funny, keep up the good work :)
Do more DiRT Rally videos! They are so enjoyable!
And now I can't stop humming, "Autoglass repair, Autoglass replace".
"I've knocked over an Ikea's worth of trees!" Fantastic, Dan, fantastic, you have now made an Ikea's worth a measurement!
I really wanted the description to say "This was rally hard"
I really don't care for racing games or cars in general, but I got this game in a sale thanks to this video and I really like it. It's insane and difficult but it's just difficult enough to be really tricky but not so hard I'm not able to do anything. Would recommend to anyone who even vaguely likes the look of it.
Was really hoping he'd call the co-driver Mason, just so he could scream, "What do the numbers mean, Mason!"
"my planes wings haven't come off yet" my god, I loved that episode
the 80 thing is saying 80m until the next corner, the number 1-6 before the direction of the corner is saying how severe the corner is 6 being almost flat out and 1 being brake hard, long means its a long corner, "half long" is saying the corner opens out at the end, and a crest is the opposite of a dip
There reason you should take your hands off the steering wheel in a crash is so your thumbs don't snap in pieces when you hit something with your steering wheels. The force of the impact will turn the wheels which will translate to the steering wheel.
Only true in open wheel cars. If you don't put your thumbs in the wheel (shouldn't have them in there anyways...) They won't break.
I really hope when this game comes out, we get to see some more adventures of Dan and Crespin.
11:50, just the saddest combination of sight and sound as he slowly slides backward over the edge...
I just thought of a new challenge for Dan. All he has to do is to drive with directions from his co-driver..... while blindfolded. How hard can that be? >:)
I havent lived in the UK for 7 years, and i still know exactly what auto glass advert dan is talking about 'auto glass repaaiirr, auto glass replace'
As a canadian i can say i know many people named buts and the Mcracer family is extremely prominant here
For the people who know what rallying is well good luck with this video...
Anyway the small number is distance in meters. The number next to the corner is the severity 1 being tight and 6 being loose and fast. And he says over crest, which mean into..
Officialnerdcubed 9:47 That Dan is called understeer! Which is especially an issue with front wheel drive cars, like your Mini. That means your front wheels didn't have enough grip to actually steer the car, and essentially gave up. Tires can only handle enough turning and braking forces at once. So if you put braking and turning on a 0/10 scale, your steering and braking can't add up to over 10, or you'll die. The same equation could be used for acceleration, instead of braking. You basically tried to 10/10 brake with 8/10 steering. 10+8=18/10, you died.
I just noticed that Dan is the one I watched in all of those rally car crash compilations.
*Looks at controls* Rebinding Time!!
-But seriously, I absolutely LOVE the DiRT games.
The numbers mean the degree of the turn, and I don't even rally.
Hmmm maybe a Project Cars video soon then aye?
NO! I PLAYED THAT AND IT WAS THE WORST GAME I HAVE PLAYES FOR A LONG FUCKING TIME, JUST PLAY FORZA ITA INCREDIBLE
Kieran Kilvington are you trying to be a troll? because you aren't very good at it
Uuuh someone can't play simulators, scrub
***** It does look pretty crappy too be honest, the physics seem very wonky.
MrGoatsy Its actually a proper racing simulator, the reason the physics seems somewhat odd is because its a lot harder than it looks
LMAO I was hoping you'd do DiRT Rally or Project CARS soon. You're so hopelessly bad at these games I love it.
Left, is obviously the direction of the corner, in the Jemba System (The one your currently using) 1-6 is the corner intensity, 1 being a hairpin, and being almost a straight. The number that follows is the length of the corner. For example, "2 Left into 3 right 60", means that there's a sharp left that flows into a tight (but not as tight as the 2) right, and the right is 60 units of measure long (depends on where you live and your preferences, but it's usually feet).
And the Crest/Jump Maybe, is saying that there's a crest (hill) and if you carry enough speed, you'll jump. Oh, and also he's saying keep mid, which is kind of self explanatory.
Hairpin goes beyond 1-6 scale, usually with "caution" call, so you'll definitely hear it. The number after the corner call is the distance between corners in meters. The length of the corner is defined by "short/long" call after a turn severity call. Again, the scales are not objective and two different drivers will have different road books, some of them will have the scale flipped (6 for severe turn, 1 for easy). The books are anything, but universal. Learned it the hard way, trying to use someone's book on a stage I've never been on before - ended up with a slight excursion into the countryside.
All very true... but for game purposes. Although I'd be 100% certain to listen to your advice if I were ever to step in a real rally car on a tight stage. I wish these sims had that level of depth.
That's Richard Burns Rally territory. One mistake - and you're done :D
I played RBR on somebody elses PC once and there pacenotes were stacked hella high, I went into a K left thinking it was a flat right lol
This must be the program used to train taxi drivers in GTA 5.
"And on that bombshell..."
Top Gear reference? I think YES XD
Oh my, it's actually happening. It wasn't just an urban legend or the ramblings of an old man. You're playing a rally game with a keyboard.
At 2:45 when Dan said "...out on my mixtape." He should've put DanBull on in the background xD
"don't cut" well that's what my therapist keeps trying to tell me anyway.
"All other music is in game music. It makes me want to hire a new talking guy." Goddamit dan
Oh and as i was told, "Maybe" usually applies to a jump or a lift. Meaning the co driver is leaving it up to the driver.
So yea...
''just say follow the road m8'' lost my shit hahaha
I would very much like to see more of this game.
watching dan learn about understeer in real time is wonderful
The number on the turn, 1-6, is the sharpness of the turn. 1 is the shortest, 6 longest. The number after (80 or 100 or whatever) is the length you are from the turn.
This game looks really good, I might buy it.
"simulator-like quality"? OH GOD!
End of the last cities skylines:
"Go watch my next video witch is prob already out"
I will.
Race car drivers usually take their hands off the steering wheel when they crash. when the car hits something, the steering wheel can jerk and hurt the driver's hands/wrists. People have actually have broken their hands because they kept them on the wheel when they crash.
From what I understand the number is the gear you should be in, as in a "right 2" would mean 2nd gear is appropriate for the right turn. The larger number is the distance as in "right 2, 80" would mean right turn 2nd gear in 80 ft or meters or whatever unit of measurement they use. I saw some behind the scenes rally thing and the driver explained it this way but the driver was Travis Pastrana and he gets hit in the head a lot so maybe it's wrong
Dans new favourite word seems to be: Mate.
"Just tell me to follow the road m8" :)
1:58 wow. I never thought he'd make a reference to aerofly out of all things
the problem with choosing the mini was it was always gonna be a hard to control fcuker due its short wheelbase :)
"DC screwed me over like Superman!"
-And America
i come to you from the future with a thrilling sequal
It amazing how you do this and Euro Truck Simulator with just the keyboard ....
Rally, F1, and Nascar drivers take their hands off the wheel to avoid breaking their hands on impact. (:
Numbers with directions = What gear you are supposed to take them in.
Right 3 = Right turn, which is best taken with 3rd gear on.
Plain numbers = How far until next turn in meters
100 = 100 meters until next turn.
Plain numbers with turn directions = Usually with long curves, how far those long curves are gonna be.
Right 6 100 = 100 meters of right-hand curve which you can take with 6th gear on
D/C = Don't Cut, there is something, a rock, treestump, whatever, in the inner corner, so don't go there.
We should re name this video Mr Bean go's rallying Dan style lol.
Dan and Crespin OTP
I didn't know i missed a "Hello Procrastinators" intro until i went back to an old video, omg.
You and your planes wings exploding and nearly dying of inhaling reference ;)
I'm not really sure about this, but the reason why the co-driver says 'maybe' is, because the pace notes are not made for the exact vehicle you're driving. You're in a Mini, which is slower, so it's not likely you'll be jumping a lot. In a faster car, you'll probably jump over a crest more often.
DarthDave573 Also, the pacenotes aren' t taken at a racing speed. The co-driver isn't sure whether the car's going to have enough speed to take flight.
Hey does anyone know why Dan put gullible at the end of the description?
Matthew B Why did he do that?
Matthew B you just mugged me right off haha ;)
Nice try but not quite good enough
When he says "JUMP MAYBE" it means you will be getting air... If your moving fast enough.
he takes his hands off the wheel because you let the car do what it wants, and the crash will be less severe, he basically gives up and knows he'll crash
Nerd to the third power, and you play an almost rally sim on a keyboard. Riiiiggghhhtttttt
You can imagine the character in the car saying all this out loud haha
The driver takes his hands off the wheel when things go wrong so he doesn't get whiplash or broken fingers when the wheel spins like crazy during the crash--there's no way you can hold on to it when it's got that much force behind it.
God... the original DiRT was great, haven't played a DiRT game since. May get this after I finish my new PC.
Did you not learn anything from Top Gear?!
What, POWAAAAAAAAAAAAA?
Tip: if your driving instructor looks even vaguely like Jeremy Clarkson, just say 'on that bombshell, it's time to end, goodbye!'
If I tried to learn anything from Top Gear, I'd constantly beat people up for not giving me hot food.
Dr. Darkly And I would beat people up for it, and have millions of people sign a petition for keeping me on the telly without facing any consequences for any voilent behaviour.
TheDannyMan Hahahaha..ha..ha..ha, your lack of understanding is quite amusing.
Rally drivers don't cross their arms in the even of a roll. That's very much a Formula 1 thing, rally drivers keep their hands on the wheel in order to keep the wheels as strait as possible. This is to reduce the damage done to the suspension/steering system, so they can keep going after they stop rolling.
The numbers arre distance in meters until the next obstacle, like a turn. So the numbers are the distance in a straight line basically.