Originally Posted by: turtleCZ 
Originally Posted by: ClawedScroll554 
I should expand a bit. The whole thing Dirt is like tarmac, problem comes that I somehow come to make things and expect things in how real life and rally games work. It could be said that it's a matter of self control instead of car because that's what there is. But still, I haven't seen anyone doing power glide or flick like IRL, so no it's just not me.
Human factor I have been wondering the most is if using manual with clutch, staying on power band while coasting through curve would give me needed edge instead of doing the trick with shifting on lower gears, which is, should be at least, less effective method.
I need much more time to read everything but the dirt like tarmac I was working on today again :D I am not sure if we are talking about the same thing but the dirt in Horizon doesn't work like dirt. It's pretty clear but nobody approved it but me.
Note: I'm not wanting to steer this topic to off-topic but it's a valid question. I actually tried to do some tuning, toy with suspension settings to see if I could make cars power glide on dirt but I never got it working like it should. In general I find cornering on Dirt unnatural because you need to drive like on tarmac, except on tarmac you can actually do some tricks by clutch kicking and weight transfer.
So I came to think of two possible explanations, this is about stock RWD's. 1. Left and right sides wheels rotation isn't fully separated (lock engaged) when coasting, or 2. Front wheels turn radius is somehow limited even when using sim-steering. It's scenario 1 why I asked about if using clutch makes it work, because it should.
In context of this topic it's about psychology. If Drivatars can take a curve on what is equal to say 3rd on stock ratios on most cars, but player needs to shift down to 2nd. and then again back to 3rd to make it and can't use proper Dirt racing techniques to catch up it can be frustrating. So I came to think if there could be some sort of trick, like using manual with clutch for player to compensate.
There's a flip side to this too. It's been I don't know about a year but then at least some cars on tarmac races like stock '70 Chevelle Super Sport 454 and '68 Oldsmobile Hurst/Olds 442 were practically God Mode, partially because player could take advantage of their wobbly nature by doing weight transfer and Drivatars couldn't. Based on that I wonder, how competitive Drivatars would be if players could actually use proper dirt techniques? :-D I really wanted to be able to do that, never mind Drivatars.
To sum it up, what if something that's attributed to Drivatar AI (in Dirt Racing) isn't a matter of AI, but instead matters of game physic and / or limitations related to player car features? Drift mechanics comes to mind (again) as one possible reason, but I don't want to expand this discussion here to that.
Originally Posted by: SuperHornetA51 
Originally Posted by: ClawedScroll554 
AFAIK one effect of FH4 "rubber band" is that under normal circumstances Drivatars can't be lapped, not in single player at least (correct me if I'm wrong). I haven't really tried to do longer 7+ laps circuit races in FH4 but used default blueprints. .
Ima have to stop you right here. lapping drivatars on unbeatable can be done within 5-7 laps on pretty much all tracks.
This is actually a good post. Thanks! Will try myself later on this week. Maybe we can shot down another rumour.