Major Dakar Desert Rally Update and DLC released

Dakar Desert Rally introduces Snowrunner DLC and large update.jpg
Released last year with a promising road map, Dakar Desert Rally has until disappointed many. However, its most recent update shows development is still ongoing while new DLC should give players a reason to come back to the game.

From launch, Dakar Desert Rally featured a number of bugs, glitches and missing features that pushed many of its original fans away. But over time, those issues have slowly disappeared making for a brilliant open-world rally raid simulator. The most recent update has certainly helped in pushing the simulation front.

Ever since it first hit the market, the game was missing support for countless wheels. If you owned any higher end equipment, you could be pretty sure that it would not work with this game. Not to mention racers that play with multiple USB peripherals as the game would not even try to recognise them.

That all changes today though, as Saber Interactive has finally addressed the problem. The update released on February 28 brings compatibility for higher-end Direct Drive wheels such as the Logitech G Pro, Simucube 2 Pro and Fanatec GT DD Pro. Entry level products such as Hori's line-up also now work in Dakar Desert Rally.

Motorbikes racing in the Dakar game.jpg


Along side greater compatibility, the game now has several features catered to those racing on a wheel. From the setup wizard allowing players to use multiple peripherals to the new Handling Style adding more realism. Graphically, the interior camera will now also provide more immersion as the in-game steering wheel will follow the player's real movements and FOV can be tweaked to the player's liking.

A selection of patches have also been adopted improving the game's playability. The AI should act more realistically and, depending on game modes, the navigation should be more challenging.

Snowrunner and Dakar collide​

Alongside this new update, Dakar Desert Rally received a new DLC pack adding half-a-dozen cars and a number of stages and events. Made in collaboration with Focus Games, the publishers of Snowrunner, the DLC focuses heavily on merging the two games.

Large, Soviet trucks that can seemingly cross any terrain will be put to the test in the Arabian Desert. The entire list of new trucks includes: the TUZ 16, TUZ 108, TUZ 420, ZiKZ 605R and YAR 87. Much more bare bones than the competitive creations typically seen in Dakar, this selection of vehicles provide their own challenge.


The vehicles can be used anywhere in the game, but a group of new events enter the game with the DLC. These include nine stages and two events, one in Sport Mode, the other in Professional Mode.

Although very little compared to the likes of the upcoming USA DLC, this Snowrunner pack is a clear sign that the team is still looking to put out the best game possible. It is surely a great taste of what's to come as the game only goes from strength to strength. Furthermore, the large update focusing on hardcore simracing rather than an arcade landscape means this is the perfect time for those unsure about the title to try it out.
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Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

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If even the game "Dakar" is better in advertising than Forza Motorsport (2023), it su.......cks...

"In any case I like big machines"
 
Premium
Let’s see the list of supported wheels?
Motion supported?
Your additional supported wheels are-

Additional Steering Wheels Supported​

  • SIMUCUBE 2 Pro Wheel Base (PC).
  • FANATEC GT DD Pro (PC - PS4 - PS5).
  • LOGITECH PRO Racing Wheel (PC - PS4 - PS5 – X1 – XSX - XSS).
  • HORI Racing Wheel APEX (PS4 - PS5).
  • HORI FF Racing Wheel DLX (Xbox One - XSX - XSS).
  • HORI Racing Wheel Overdrive (Xbox One - XSX - XSS).
So hardly a complete additional range of wheels added… my VRS directforce pro seems to have not made the cut… and unsure of Heusinkveld pedals support too…

Oh well…
 
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Premium
FWIW, the game is currently on sale at Steam for the next 45 hours: 30% off for the Standard game and 45% off for the Deluxe version.
 
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I couldn't care less for Snowrunner stuff
if I did - I would buy that game. and I didn't
but when did developers listen what we have to say anyway ?
they want us to buy new stuff. wish they did some work on AI
 
I have a simucube 2 But honestly Idk if Heusinkveld pedals are supported, and I'm not really hyped, but for the new Rally DLC in FH5, OMG I'm HYPED !!!!
 
FWIW, the game is currently on sale at Steam for the next 45 hours: 30% off for the Standard game and 45% off for the Deluxe version.
Since this is on sale for a limited time, I thought that I'd try it again. (I had to return it to Steam the first time because my separate wheel and pedals weren't detected.)

So how is it now?

THE GOOD NEWS: It recognizes my wheel (Logitech G Pro) and pedals (Fanatec Clubsport 3) and the controller calibration routine shows my pedal axes as inverted. After some searching, I did manage to "un-invert" them on the calibration screen. So far so good....

THE BAD NEWS: Unfortunately, there is apparently no way (at least that I can see) that works to carry over that "un-inverted" setting for the pedals when you drive. IOW, the pedal axes are go back to "inverted" when you hop in the car. Pretty poor, if you ask me....

And pretty disappointing that I couldn't even form an opinion about gameplay because I can't get past the controller calibration issue.

The premise of this title is pretty unique so I had high hopes for it, now that it's "patched". But I've already used up 51 try-out minutes and won't use anymore unless someone, here or on Steam, offers me a viable solution to try.

Otherwise it's going back for a refund (again).
 
How did you do that? Mine keeps returning to inverted.
Well - whether you call it "inverted" or "un-inverted" - my point is that I can change the axes behavior within the calibration routine (by using KeyBoard Key 'R' if I remember correctly). IOW, I can get the pedal axes to behave correctly within the calibration routine. But it reverts back to the original incorrect axes behavior once I leave the calibration routine.

It sounds like we are having the same problem. What's your wheel and pedals?
 
Well - whether you call it "inverted" or "un-inverted" - my point is that I can change the axes behavior within the calibration routine (by using KeyBoard Key 'R' if I remember correctly). IOW, I can get the pedal axes to behave correctly within the calibration routine. But it reverts back to the original incorrect axes behavior once I leave the calibration routine.

It sounds like we are having the same problem. What's your wheel and pedals?
DD2 + Meca Cup pedals.
 
Well - whether you call it "inverted" or "un-inverted" - my point is that I can change the axes behavior within the calibration routine (by using KeyBoard Key 'R' if I remember correctly). IOW, I can get the pedal axes to behave correctly within the calibration routine. But it reverts back to the original incorrect axes behavior once I leave the calibration routine.

It sounds like we are having the same problem. What's your wheel and pedals?
TS-PC and T LCM pedals, was able to solve this by holding down the clutch pedal (which I had bound as handbrake) all the time while calibrating both the throttle and brake pedals, weirdly enough.
 
TS-PC and T LCM pedals, was able to solve this by holding down the clutch pedal (which I had bound as handbrake) all the time while calibrating both the throttle and brake pedals, weirdly enough.
That's great that you got this to work for you! Weird indeed...

I intend to give your method a try later today. However - I've already used up almost half of my 2-hour Steam tryout period and I want to be sure to have some time left to try the actual gameplay (as opposed to messing with the controller configuration constantly).

So, would it be possible for you to provide a step-by-step guide of how you managed to get your controls working properly? For example:

1. Did you need to hold down the "R" key on the keyboard at any point in this process? (IIRC, the "R" key inverts the controller's axis.)

2. Regarding holding down the clutch pedal/handbrake: At what point exactly did you apply it, and when did you release it? Did you leave your clutch pedal bound to handbrake afterwards, or can you re-assign the handbrake to something else afterwards without un-doing your throttle and brake calibration?

And while I'm at it - totally unrelated to calibration - Are you able to close down the game without having to CTRL-ALT-DEL thru Task Manager? And what OS are you using?

Sorry for all the questions, but this has been frustrating.

Thanks!

EDIT: Amazing, but your procedure works for me too! I didn't even need to bind the clutch pedal to handbrake. I just held the clutch pedal down, as you said. That's all that was necessary.

Still can't exit out normally though.....
 
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Pretty excited from the title of the post, but looks like it's ultimately disappointing news. As an Accuforce user with fanatec pedals and a handful of other inputs, doesn't look like this game is going to be working for me. It's frustrating that games like nr2003 and gtr2 just work and new release titles are only functional with a select Few wheels/pedals. I'm not a software engineer so I have zero idea how hard it is to incorporate the various wheels into a game. Seems like it wouldn't be that difficult. Well that's enough of a rant for today. Maybe one day we will get an industry standard and we can all bitch about something else! Cheers
 
I like it
It sounds like you've got it working. Congrats.

- Can you exit the game without CTRL-ALT-DELing? (I still can't).
- Do you need to complete the tutorial before being able tto access otheer areas of the game, like "Free Roam"?

I think RD needs to start a sub-forum for this title because it seems that a lot is NOT obvious (at least to me).
 
Who the hell cares at this point. It was DOA. All they had to do was to use the Snowrunner engine, or at the very least the same basic physics. Instead they made Need for Speed Dakar.
 
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Premium
Got the game on Steam after reading this post. I use Heusinkveld Sprints and also had the 100%/inverted pedal input issue so I tried the game using a controller. I reckoned I'd play through the game with the bikes/quads on controller while waiting for the pedal issue to be resolved before trying the cars.
Upon starting the first bike qualification the AI breezes past you like you're standing still. As stated above, this is Need for Speed Dakar and therefore not my cup of tea.
Requested a refund on Steam and will patiently wait for another developer to create a rally game that fits my preferences.
 
Premium
I also bought the game during the recent Steam sale—and have already returned it for a refund. Although both titles are fundamentally flawed from a simracer’s perspective, Dakar 18 provides a better rendition of the Dakar experience than Dakar Desert Rally.
 
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