WRC 10's Final Update Released

WRC 10 January Update 01.jpg
KT Racing has released the January update of WRC 10 for Steam and Xbox players, marking the final update of the title.

WRC 10 players on Xbox and Steam can now enjoy the January update of the title, which developer KT Racing notes as the final major update for the rally racing title.

The January update notably doesn't include any new content, but there are some significant updates to the game modes. The update is currently only released to PC and Xbox users, but PlayStation users are due to receive the update next week. The contents of the update vary by platform.

KT Racing's time with the WRC license is nearing its end, as Codemasters will be reassuming the development of the official World Rally Championship game starting in 2023.

Any update noted as final tends to bring forth feedback from the community on why certain issues weren't addressed, so be sure to let us know in the comments below what you wish was fixed before the team moved on to the next installment.

All Platforms (PC+Consoles)

General
  • Online Multiplayer Championship Mode - The esports WRC Championship will be available from January to August 2022
  • NEW: Teams Online - In the Teams Online Mode, a player can only join or create a Team. To create a team you need to be at least Level 5.
Anniversary Mode
  • The reference timing has been revised to make the events more accessible
Spectator Mode
  • Custom liveries from other players are now visible in Spectator Mode
Livery Editor
  • Logos from certain esports Team of the 2021 esports WRC Championship have been added in the Livery Editor (esports section)
Vehicles
  • Fixed an issue in all rallies as some cars were sometimes not aligned with the starting line
Others
  • Fixed several Localization issues
PC only

Controllers & Peripherals
  • Fixed icons and prompts on the Thrustmaster T80
  • The Haptic Feedback from the DualSense PS5 controller is now supported on PC*Note: The Adaptive Triggers are not supported
Vehicles
  • Fixed the position of the Ford Fiesta 2017's exhaust flame
  • Fixed a missing texture on the door of several cars

Xbox Series Only
  • Fixed Localization issues in Online Lobby

Xbox Series, Xbox One & PlayStation 4 Only
  • Fixed an issue when completing a season in Career mode

PlayStation 5 Only
  • Fixed a crash when joining a co-driver lobby

PlayStation consoles Only
  • Fixed loading issues after creating a full Multiplayer Lobby
  • Fixed an issue after deploying a PS4 build on PS5
  • Added Hori steering wheel support for PS4 and PS5
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

Nostalgia googles off, is there anything DR2/WRC doesn't do that RBR does in terms of realism?
RBR is a full blown SIM while WRC and DR are merely SimCades !
The only ones still on my hard drive are WRC 10 (Mainly for the awesome stages) and RBR (Vanilla) for the adrenaline rush !
 
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Too much grip are my biggest issues, plus the center pivot physics of the dirt series renders it a simcade even more so....
 
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I make a habit of disregarding the opinion of anyone who throws the term simcade around to make their point. You're merging the terms arcade and simulation together, but a game cannot by definition be both at the same time. It also reeks of "no true Scotsman" mentality to dismiss a number of sim racing games as "simcade" because they don't meet your subjective standard of what a sim racing game is.

Let me put it another way. If something is a bad movie, it's still a movie is it not? So in turn, a simulator which fails in the realism department is still a simulator, because that was what the developers intended it to be. My suggestion therefore is to explain why certain simulators fall short of being realistic, but not try to attach a label to them that is oxymoronic and doesn't accurately depict the intention of the work.
 
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Too much grip are my biggest issues, plus the center pivot physics of the dirt series renders it a simcade even more so....
By definition the car is always going to yaw around the CG.
 
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all of the vehicles i have rallied over the last 40 years have never had center pivot physics in any corner unless i'm going over 50 mph which is very rare in rally races out side of a few asphalt stages! But you can believe what you want as everyone has a right to their opinions. But if you dont believe me go around any corner under 50mph and tell me if the back of your car kicks out as much as your front end turned irl ... just saying lol.
 
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all of the vehiclesi have rallied over the last 40 years have never had center pivot physics in any corner unless i'm going over 50 mph which is very rare in rally races out side of a few asphalt stages! But you can believe what you want as everyone has a right to their opinions.
Define center pivot physics.
 
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on this we will have to " agree to disagree" unfortunately.
I guess you can be excused for not knowing vehicle dynamics, but it's a bit weird you're insinuating that positive yaw is impossible/uncommon under 80km/h.
 
there is no need to insult me with accusations of not knowing... i will give you an example ; when i go around any rally corner under 50 mph while left foot braking my cars have always had the pivot point right over the front tires! Not the center of the car but maybe you have never driven a car ?
 
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there is no need to insult me with accusations of not knowing... i will give you an example ; when i go around any rally corner under 50 mph while left foot braking my cars have always had the pivot point right over the front tires! Not the center of the car but maybe you have never driven a car ?
Oh, you were talking about the opposite. My bad, I got confused. I thought you meant that cars don't have positive yaw at low speed.

You should shoot some drone video or something from above and maybe you will understand what I mean. You might be shocked to see the car is likely still changing yaw moment and turning around its CG even when the turn radius is at the inside of the front axle when doing an ebrake turn or something similar. Or you can just keep arguing based on misconceptions.
 
But the car always pivots around the CG if it has positive velocity.
Please forgive me if I chime in, I don't want to look like I am picking a side,
just wanted to say that the center of rotation is defined via slip velocities of each tire.
Otherwise it could not be explained how a rear weight biased car could understeer by using CG, moreover a car behaviour can change under weight transfer, and it can go from O/S to U/S.
Again I am only interested in this comment on VD so I am totally alien to the whole thread :laugh:
 
Please forgive me if I chime in, I don't want to look like I am picking a side,
just wanted to say that the center of rotation is defined via slip velocities of each tire.
Otherwise it could not be explained how a rear weight biased car could understeer by using CG, moreover a car behaviour can change under weight transfer, and it can go from O/S to U/S.
Again I am only interested in this comment on VD so I am totally alien to the whole thread :laugh:
You hit the nail on the head. One of the biggest problems with many cars/mods/games is that they dont account properly for longitudinal weight transfer, because that is a hard concept for the heads of most "sim"racers to get around. They like their "sim" cars to be planks of wood that move as little as possible on their suspension, and have zero weight shfting management.
 
Please forgive me if I chime in, I don't want to look like I am picking a side,
just wanted to say that the center of rotation is defined via slip velocities of each tire.
Otherwise it could not be explained how a rear weight biased car could understeer by using CG, moreover a car behaviour can change under weight transfer, and it can go from O/S to U/S.
Again I am only interested in this comment on VD so I am totally alien to the whole thread :laugh:
Internal vs external reference point. A car with higher peak slip angle in the rear, generating more lateral forces than the front tires at a lower peak slip angle, will still be yawed while understeering. ;)

So what would you describe it as, oversteer because the car has positive steady state yaw from slip angles, or understeer due to the lateral forces of the tires?

Anyway my point was that when the car performs a rotation, it's going to be around CG/middle of wheelbase if the tires are on the ground. So I suppose what I said isn't true per-se, I forget the moment cancelling sometimes.

The turn radius is a separate matter. The person I replied to originally is probably talking about that.
 
You hit the nail on the head. One of the biggest problems with many cars/mods/games is that they dont account properly for longitudinal weight transfer, because that is a hard concept for the heads of most "sim"racers to get around. They like their "sim" cars to be planks of wood that move as little as possible on their suspension, and have zero weight shfting management.
What do you mean "account for"? I haven't ever run into a software where you can even affect load transfer apart from touching the code.

Just because the springs are infinitely stiff doesn't mean there is no load transfer, or that if the springs are soft there is very much. It's gonna be exactly the same kinematically apart from the lateral proportion which can be changed.

You are right though that generally because nobody correlates their actual roll stiffness, cars end up quite stiff. Doesn't mean they have less load transfer, or that you don't have to manage it.
 
Internal vs external reference point. A car with higher peak slip angle in the rear, generating more lateral forces than the front tires at a lower peak slip angle, will still be yawed while understeering. ;)

So what would you describe it as, oversteer because the car has positive steady state yaw from slip angles, or understeer due to the lateral forces of the tires?

Anyway my point was that when the car performs a rotation, it's going to be around CG/middle of wheelbase if the tires are on the ground. So I suppose what I said isn't true per-se, I forget the moment cancelling sometimes.

The turn radius is a separate matter. The person I replied to originally is probably talking about that.
no i was NOT talking that! Jeepers man wtf.
 

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