pour faire un petit up, une petite FAQ parru sur www.bhmotorsports.com :
Richard Burns Rally FAQ
After seeing the same questions / issues several times over in different posts I decided to keep track of them. Initially it was for my personal needs but it grew over time so I thought I'd turn it into a FAQ for all to see.
I need everyone's help to keep this info as up-to-date as possible. Post here or PM me if you find any errors or if you have any new information. Please provide a Source URL if possible - I will try to keep this FAQ rumour free.
Game Modes
- Forest Experience Rally School - Basic and Advanced lessons are required to be completed before you can drive for a team. Located in Wales, see http://www.forestrally.co.uk/ for the real place.
- Quick Rally.
- Single Stage (didn't see this option in PS2 demo menu so I'm not sure it's available - perhaps via the Quick Rally menu?)
- Championship Career Mode - After rally school you can begin with a team, other teams are unlocked if you are competitive.
- Richard Burns Challenge - Compete against the stage times of the man himself, Richard Burns (I'm betting he didn't use the PS2 controller).
- 4 player 'hot-seat' multiplayer. Note http://www.sci.co.uk/games/basic.asp?version_id=68 say 8 players but more recent previews have stated only 4 players - perhaps this confusion is because of different platforms
Physics
Richard Burns is all about realism. Here's what to expect in terms of the physics modelling.
- Each wheel is given its own mass and therefore moves realistically over different types of surfaces. Each wheel works independently.
- We obtained information from the tyre companies on several aspects of the tyres, such as operating temperature, grip and tyre stiffness in relation to tyre load.
- Tyre model accurately calculates the amount of slip a tyre will incur when rolling in real-time, taking into account the wear on the tyre, the ground surface and even the pressure on your tyres.
- The engine model simulates all the working parts of a four-stroke engine, accurately calculating how much fuel and air has been sucked into the engine, how the air reacts to being compressed, how quickly it burns when ignited and the resistance of pushing exhaust fumes back out of the cylinder. An example of the depth afforded by creating such an accurate simulation is the fact that air pressure will change and have a diverse effect on the engines performance if youre higher then sea level.
- We model things like the engine combustion cycle, the engine cooling system and the entire turbo mechanism, which allows us to make sure that the car acts properly when damaged, and sounds and handles just like a real car. You really notice these little touches - for example, if you leave a real car idling, the pitch of the engine sound doesnt stay constant there are random fluctuations.
Damage
"There are three different realism levels for car damage. Easy, Professional and Champion. Champion is truly realistic - and no other mode should be considered for the serious sim fan. If you hit a tree at 100km/h head on, your car will most likely be a write off."
"We model (in software) aspects of the car like fuel, oil, engine and water temperature, so if you puncture your radiator the temperature in your engine will begin to rise."
"We model temperature of brake discs, so if you use your brakes too much in the early part of a stage, you may suffer from brake fade before the end."
Other damage possible to:
- suspension
- engine fires
- fuel leaks
- brake lines
- intercooler
- bodywork damage
- tyre wear / punctures
- smashed windows
- fences
"You get to make the decision whether you soldier on to the end of the stage at a slower speed, or whether you should change the puncture on the stage."
Repairs: "In car service the player will be presented with a team mechanics job list. The player then gets to decide what parts have to be replaced. As the player selects parts to be fixed he is presented with an estimated time - the accuracy of which is dependant on the skill and experience of the lead mechanic (no absolute time guarantees here)." ... "One of the nicest features in car service is that the car parts are connected as they are in real life. Replacing a brake disc, for instance, means that the mechanics need to remove the brake pads and brake callipers before the disc can be removed. And then put it all back together again."
Tracks
There are 36 tracks in 6 countries. All are based on real events.
- The Ramada Express Hotel Casino International Rally - Grand Canyon, Nevada, USA - Gravel. Set in the exotic American natives reserves.
- Pirelli International Rally - Kielder Forest, England - Gravel. Gateshead is one of the oldest and one of the mudiest rallies in the world.
- Rallye Mont Blanc - Mont Blanc, France - Tarmac. The only tarmac rally in the season.
- Arctic Lapland Rally - Arctic Circle, Finland - Snow/Ice. It's the rally located in the highest latitude of the championship. It features snow, ice, and one of the fastest stages of the season.
- Rally Hokkaido - Hokkaido, Japan - Gravel. A difficult rally, with roads full of potholes and lots of curves and obstacles.
- Subaru Rally of Canberra - Canberra, Australia - Gravel.
Cars
8 of the world's best handling officially licensed Rally Cars
- Citroen Xsara T4
- Hyundai Accent
- Mitsubishi Evo VII
- MG ZR Super 1600 (Bonus 2WD Car)
- Peugeot 206
- Subaru Impreza 2003
- Subaru Impreza 2000 (Bonus Car)
- Toyota Corolla
Pacenotes
The pacenotes work like this. The severity of the corner is represented with these notes in this order.
- Flat
- Easy
- Fast
- Medium
- K
- 90
- Hairpin
They in turn have additions like tightens, opens, long etc.
The pacenotes are called out a good distance before the corner (with an adjustable slider available mid stage) often relating to one or two corners in front of you.
It works something like this. "Start" 100 "pause" K Right Don't Cut 60 "pause" Flat Left into Fast Right Long 80 "pause" Medium Right Tightens into Fast Left Narrows 150 "pause" Keep Left over Crest 60 "pause" Easy Left Cut Keep Right over Jump 100 "pause", and so on.
There are of course loads of other notes in the game representing water, caution, bumps etc. But you get the picture.
The callouts are based on time before arriving to the corner section which is how the slider works as well. You can manually set how far in advance you want the codriver make his callouts.
Source: http://www.bhmotorsports.com/board [...] highlight=
Forest Experience Rally School
Basic Driving Lessons - unknown.
Advanced Techniques - 11 lessons:
- Handbrake Turn: Gravel
- Oversteer: Left foot braking
- Oversteer: Throttle control
- Powerslide
- Basic Handling: Tarmac
- Brake Test: Tarmac
- Handbrake Turn: Tarmac
- Soft Suspension
- Hard Suspension
- Scandinavian Flick
- Special Stage Trial
Source: PS2 Demo
Other Features
- Dynamic surface - "Early racers will clean the course of any surface debris making it easier for the drivers later in the day.". Different surfaces will wear at different rates.
- Dynamic weather. Stages will have random weather given the climate for that event. Weather can change during the stage.
- Real time of day.
- Animal life that can damage your car (birds, kangaroos, deer, warthogs).
- Spectators - If you crash badly, youd better hope there are some spectators or marshals around to roll your car back over.
- AI opponents with personalities (can't include Colin McRae then ).
- 1000's of potholes, ruts and rocks.
- Helicopter Rescues for unrecoverable accidents.
- Moveable trackside objects.
- Spawning will be trigger manually and only allowed after the car has stopped. There will be a time penalty for respawning which is also applied to the AI drivers if they have an off.
- Replays can be saved posted on the net. Not sure what platform this applies to.
Previews and Articles
http://www.totalvideogames.com/pag [...] le_id=1278
http://www.totalvideogames.com/pag [...] le_id=5296
http://www.bhmotorsports.com/article/142
http://www.meristation.com/sc/avan [...] =GEN&pag=2
http://gameinfowire.com/game.asp?gid=987
Reviews
None - it's not out yet!!
Videos
Pretty much all of them are here ...
http://www.bhmotorsports.com/RBR/movies
And one here ...
http://www.btinternet.com/~psx10/rbr_ps2demo_sound.wmv
The best so far is ...
http://www.bhmotorsports.com/movie/296
Screenshots
http://www.bhmotorsports.com/RBR/screenshots
http://www.gamers.tv/articles/1439/
http://www.virtualracing.de/screen [...] rally.html
Questions and Answers
When is the release date?
It's all pure speculation at the moment but for what is worth this is the current consensus ...
XBox and PS2: between May 20 and June
PC: September or Q3 2004
Pinnacle software has it set for 2nd July http://www.pinnacle-software.co.uk/titles/titles.php .
Is the interior view customiseable?
Fozz: "The dashboard comes in different selectable configurations."
Source: http://www.bhmotorsports.com/board [...] c&start=15
Fozz: "Naturally, there will be incar views. Can't do a sim without one."
Source: http://forum.rscnet.org/showthread [...] ost1352906
Will there be a PC demo and if so when?
There is no word on a PC demo yet - we can only hope.
Why does the car seem to pivot around the centre? I thought this was supposed to be a sim?
Many of the PS2 videos shown to date have an external camera which is always aimed at the centre of the car thus giving the effect that the car rotates about it's centre. If you view replays of the car from trackside cameras this effect is not apparent.
Will the PC version be any different to the XBox or PS2 versions
Physics/Gameplay will be the same for all versions.
Online options will vary - yet to be clarified what this means.
Source: http://forum.rscnet.org/showthread [...] ost1587512
Still trying to find the one for online play ... I'm sure I read it somewhere!!
Developer questions
See ... http://www.bhmotorsports.com/board [...] hp?t=18312