A Guide to Understanding Co-Driver Calls in Dirt Rally 2.0 and WRC 10

Rally Sim Co Driver Calls 01.jpg
Rally sims like Dirt Rally 2.0 and WRC 10 allow you to listen to the calls of a co-driver, who tells you about the course ahead in note form; here is a guide to understanding those notes.

For some sim racers, hearing your co-driver say “And left 3 into right 6; jump maybe, and left 2 don’t cut” is a firm action plan for the next 10 to 20 seconds of your life. For others, it may as well be gibberish. If you’re in the latter crowd, this article is for you. This is a guide to help you understand those potentially confusing co-driver calls in rally games.

The first thing to understand is that these calls matter. It is possible to survive a rally stage without knowing the calls, but understanding and listening to the co-driver calls is the most effective way to get faster in rally games like Dirt Rally 2.0 in WRC 10.

In these games and numerous others, your co-driver will call out the upcoming corner or corners. This allows you to tailor your approach speed and angle to maximize entry and exit speed to save time. Here are the most common calls to listen for.

Rally Sim Co Driver Calls 02.jpg


Numbers
  • 6 – the fastest of the numbered corners; can often be taken at full throttle or with a slight throttle lift
  • 5 – slower than a 6, a 5 will almost certainly require a lift of the throttle on approach
  • 4 – slower again, 4’s require a careful approach; you’ll need to take considerable speed out on approach
  • 3 – a 3 is a slightly tighter 4, and the difference between the two is difficult to perceive for new drivers. 3’s and 4’s are arguably the biggest challenge when learning, since taking out too much speed when entering the corner is a common source of lost time for beginners
  • 2 – 2 corners are definitely slow. Approach with caution
  • 1 – the slowest of the numbered corners, a 1 requires players to slow their cars right down when approaching
Other Corner Types
  • Flat – a section or gentle bend that can be taken with ease at full throttle
  • Acute / Hairpin – corners that form an angle smaller than 90 degrees fall lower than the numbering scale; these require a slow approach, and as your skills grow you can experiment with handbrake turns and Scandinavian Flicks to save time
  • 90 / Square – a square angled corner, commonly found on road stages
  • Chicane – a quick succession of opposite corners; plan your entry angle carefully to maximize your speed through chicanes
Helpful Calls
  • Caution – a hazard is ahead; new or inexperienced drivers should reduce their speed to avoid colliding with a roadside object or going off the road
  • Tightens – a succession of corners that gets tighter. For example, “left 4 tightens 2” begins as a 4 and ends as a tighter and slower 2
  • [Rock / Tree / Logs] In / Out – roadside objects that you could collide with; for example, “left 3 rock in” means there is a rock at the inside (apex side) of the corner
  • Narrow(s) – the course becomes narrower (tighter left to right) ahead
  • Unseen – a corner or object can’t be seen from the normal approach angle; for example, “right 3 into unseen hairpin right” means that you should be aware of a hairpin when exiting the preceding right hand corner
  • Over Crest – a distinct crest in the road lies ahead; this can often obstruct your view of upcoming corners
  • Jump – the car will become airborne when driving over an upcoming crest in the road
  • Bump(s) - a rough section that can upset the car’s balance; use caution if the area precedes a corner
  • Opens – the road will become wider ahead; this gives you more opportunity for a faster corner exit speed
  • Maybe – the road ahead has different possibilities; for example, “jump maybe” means the car may or may not get airborne depending on how fast you exit the previous corner
  • Keep Left / Right / Middle – the fastest or safest driving line is achieved by placing the car on a certain area of the road as you proceed
  • Cut / Don’t Cut / Small Cut / Big Cut – hazards ahead may prevent or hinder cutting (don’t cut / small cut), or flat corners with open apex areas will offer more of a chance to cut (cut / big cut)
  • Over Bridge / Through Gate – a gate or bridge is ahead
  • Through Water – standing or flowing water is ahead on the track; this will commonly slow the car dramatically, so aim for the narrowest part of the water if possible
  • Tarmac / Ice / Dirt – the road surface ahead will change
  • 50 / 80 / 100 etc. - a distance of road; for example, “30, and left 5” means that a straight section of road 30 meters long precedes the upcoming left-handed corner
  • Junction – two roads intersect ahead
  • Short / (very) Long – refers to an unusually short or long corner
  • Brake / Hard Brake / Slow – advanced warning that you'll need to slow the car considerably to successfully take subsequent corners
There are numerous other calls, but these should be enough to get you through most of the common rally sim driving scenarios. And yes, you can add your “Samir, you are breaking the car” jokes in the comments below!
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Thanks for this! I was wondering what "flat" meant. That makes sense!

Question though, does "open" really mean the ride widens?I thought it meant the corner becomes less severe (opposite of "tightens" )
 
Numbers are opposite IRL where 6 is the slowest and 1 is the fastest -that's the old-fashioned way to mark a corner in rallying, however game creators loves better the reversed version which is mentioned in this article, may that's seems more logical because of gears
 
It's not the calls I have problems with - it's my right and my other right.
I second that!

In fact 31 years ago (+ excact 2 weeks today to be precise), I got my driver license after having passed my practical driving instructor test with zero errors, BUT where I also managed to bring my driving instructor and the motor skills expert to total confusion, when turning left on orders "right" and vice versa. Though there was nothing right left for that part, luckily you could not get dumped or noted errors for this.

In fact my 6 yo daughter correct me several times a week on which is right and which is wrong/left (hey I'm a 100% left hander, nothing wrong or right with that?).

Now my dearest and most beloved uncle (getting my interest for historic motorsports started as a boy) passed away last month, so maybe not the right time to blame him, but I'm sure a big part was him being a big joker when I asked, he always replied "just remember that the left thumb is on the right hand", leaving me even more confused.
Which animated me learning my daughter thoroughly quite early on the two essential sides...so at least she can remind me, when I get confused.

But remember 20 years ago driving Colin McRae Rally 2.0 I used the sim to stimulate my senses and perception on that part. But quite difficult if you have a life long bad habit.
 
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I find in DR2.0 that some of the calls are very inconsistent. If it’s a 3 left, why can I take it flat? And then barrelling into a 6 right and flying right off into the trees because it’s more like a 4, or sometimes just straight up telling me 50 metres away that the corner is a 2 while I’m banging the limiter in 6th.

To me the gear system makes far more sense as it gives me known bands of speed with which to make the corner work, but it’s not how DR works because the cars are so wildly different and there’s only one set of notes for each stage.
 
I would really like a rallye game where I could make my own notes. If that's possible at all. I thought about recording notes and then replaying them back to me a while back. Would be a lot of recording and if I spin or drive slower then the notes would come out of sync.
But it would be great if that would be an ingame feature.
 
I'll go with 8 if you allow me... You can use the awesome mods found in this site! It's also the most polished and best looking (at least after mods) and with the best car sounds. The copilot is quite robotic though.
Career mode is almost the same in 8, 9 and 10. I bought 10 at launch and I kind of regret it. It's still fun, but so unfinished... I tried 9 and except for the new rallies (and some old gone), it feels the same as 8. But the mods for 9 are not working.

Thank you very much for the suggestion, is FFB on 8 equivalent to 9 or 10?
 
One thing I am missing in DiRT Rally 2.0 is the ability to create custom notes - like in real life, right? You can adjust how early or late the calls come but the timing isn't always consistent so you still end up getting them too early or too late. Does any rally game do custom co-driver notes? I feel like this kind of feature could be part of the next generation of rally simulation.

(I just noticed FinFan above me making a similar suggestion.)
 
A guide to understand what your parrents are saying when you play simracing games Please :))) ironically they do not have what to do- racedepartment you are going downhills, it becomes from my favorite website to idiotical one, stupidness is what this year you are doing or better call, that you do not has what to do ;) :)
 
I find in DR2.0 that some of the calls are very inconsistent. If it’s a 3 left, why can I take it flat? And then barrelling into a 6 right and flying right off into the trees because it’s more like a 4, or sometimes just straight up telling me 50 metres away that the corner is a 2 while I’m banging the limiter in 6th.

To me the gear system makes far more sense as it gives me known bands of speed with which to make the corner work, but it’s not how DR works because the cars are so wildly different and there’s only one set of notes for each stage.
Yeah, DR2.0 definitely has some bad calls, can be off by two as you mentioned. I don't know if there is a list of them somewhere; I know a few from practicing the same stages many times for the RDRC. The turns that are sharper than called can give you a bad time, it's unfortunately one of those things that makes DR2.0 more difficult than it needs to be. I really do wish DR2.0 had a pace notes editor or ability to mod, so that the community could correct the notes since Codemasters won't.

Speaking of timing, if you watch some fast DR2.0 Group B videos, you'll see that the car can get ahead of the calls by several seconds in some places. Honestly though, at that level I'd think that the calls are just a distraction anyway.
 

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