DiRT Rally 2.0 DiRT Rally 2.0 - Codemasters Masterpiece

Paul Jeffrey

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DiRT Rally 2.0 – Codemasters Greatest Achievement yet?


Following on from the surprisingly impressive DiRT Rally of 2015, Codemasters have plenty of expectation resting on their shoulders for the new game – and they have seriously delivered.

The wait for a true successor to the fabled Richard Burns Rally has been a long and often frustrating journey for rally fans, with many pretenders stepping into the ring only to be seemingly knocked straight back out again, including it has to be said Codemasters themselves - although the original DiRT Rally was certainly the closest yet to dethroning the widely acclaimed king of rally games.

Despite lacking an official World Rally Championship licence, and initially shipping without some of the more popular content from the original title, DiRT Rally 2.0 immediately comes out of the starting gates with plenty of headline grabbing new features and goodies, over and above the original title and even introducing things that have yet to be seen within the rally game genre.

Dropping the well-intentioned but poorly executed stage generator from Dirt 4, Codemasters have instead switched their attentions to developing deformable surfaces within this new release – introducing a crucial element of the real world category into the simulation and opening up a significant aspect of strategy and tyre management that was so starkly missing from the first title.

Codemasters have done stage deformation very, very well, adding to DiRT Rally 2.0 a significant increase into the depth and richness of the driving experience, whilst also increasing the useful playability of the game. With this new feature active on all locations within the title, in theory each pass of the same stage can present a wholly different driving experience, depending on the conditions of the roads and weather at the time of departure, as well as your running order in the rally itself. Start further back; expect to encounter a less than ideal road surface when out on stage.

This aspect alone makes DiRT Rally 2.0 worth the price of entry for me, and is one of the single biggest improvements Codemasters have made to any of their racing game franchise in the last 10 years. It’s that good.

The feel of the road under your wheels, and the way the car reacts to those different road surfaces, is improved considerably over the original game – itself a step above the competition in the rally game marketplace. Codemasters have clearly spent much time fine-tuning the car reaction to different racing surfaces, and these details shine through clearly when strapped into your virtual car of choice.

While we talk about cars, DiRT 2.0 does a very respectable job of presenting a nicely entertaining selection of vehicles right from the very off – with various different classes of car represented in the game more than making up for the lack of a modern WRC licence. Returning once again are the Group B monsters from the 1980’s, however Codemasters have attempted to mix things up a little by sprinkling a wide variety of different cars into the sim – so lovers of modern machinery still have something to enjoy thanks to the R5 class – featuring such beauties as the Skoda Fabia and VW Golf amongst others, while those of us with longer memories get a bonus with plenty of historic content – the ultimate king of which has to be the 90’s Group N era and the stunning Subaru Imprezza of Colin McRae, still iconic some 24 years after the great Scotsman took to the stages of the world in that wonderful car.

Traditional point-to-point rally cars aside, DiRT Rally 2.0 also does a very good job of representing the FIA World Rally cross category of racing – with plenty of content from the main series and various support categories available to do battle over what appear to be significantly updated and improved rally cross stages. More of which are set to come in future DLC packs for the game.

DiRT Rally 2.0 Full Car List

This category really has stepped up over the original DiRT Rally in almost every way, now offering a very convincing and visually stunning experience for players to enjoy. WRX has impressed me the most this time around, really stepping up in every aspect to present a very, very enjoyable representation of the category within DiRT Rally 2.0.

Moving on to the driving experience itself, I need to talk about wheel support for a little while – boring I know, but worth a few moments of your time.

I am using the SimCube OSW Direct Drive wheel for this test, and it needs to be noted that this isn’t a supported device out of the box, so some fun and games need to be had in order to get it working and producing force feedback within the sim. Plenty of google searching and overwriting of internal game files later, the wheel is now a functioning device within DiRT Rally! However, although “working” and producing force feedback, at least at this early stage I’ve been left very underwhelmed by the level of detail the force feedback is producing through my wheel. Ok, I’m getting some weight in the wheel, and the absolutely major hits and jolts are registering, but the very fine detail and the small things that communicate from the road surface to the car just aren’t present at the moment, which has frankly left me feeling a little bit disappointed.

The surface detail just doesn't feel present in the game, leaving me the impression of driving over smooth surfaces no matter what car I choose. I suspect this is specific to my own wheel, however increasingly I'm hearing of others with similar experiences, using different wheels, so that could be something to keep an eye out for as more and more people gain access to the title. What I will say however, is that the physics do feel more convincing than DR1, with more of a weight transfer feel than the previous release, and generally just stepping up the feeling over and above the original release.

DiRT 2.0 Supported Peripherals

Now to be fair I’m hearing plenty from the community about how they feel the handling of DR2.0 has improved over previous games, so I’m left wondering if it is more down to my own wheel configuration, coupled with the fact OSW isn’t supported out of the box, that is leaving me with a numb ffb experience from the title. With this in mind, during my review I am going to deliberately step away from further ffb and handling discussions, as I can’t be sure exactly which parameters are affecting my experience at this stage. I will say however, with the OSW patch and my current settings, for a driver at my (low) level of skill, the handling and feedback experience is ok, if a little "flat", although it certainly doesnt reach the heights achieved by so much else within the game…

… and those heights are very high indeed.

DiRT Rally 2.0 is shaping up to be the thing that pretty much every sim racer has been wanting to see since the glory days of Richard Burns Rally back 2004, small issues aside – hard-core, visually stunning, plenty of gameplay depth, audibly outstanding and with enough detail to present a game that you just want to keep heading back to for more and more punishment out on the stages.

Oh, and it finally has good mouse support to !

As for a career mode, DiRT 2.0 does play around with this idea, but somehow feels like it hasn’t quite gone far enough to capture the imagination over longer periods of time. Here you can hire and fire people for your team, however as a long time doubter of the usefulness of career mode style gameplay features, the lack of any depth in this department isn’t something that will keep me awake at night – anything that delays going out on stage – the actual core of the game – is best kept to a minimum in my opinion, and is a sideshow at best. It’s also worth pointing out that all cars and stages are accessible from the off, so no need for any long grinding through the game to get that car / rally combo you’ve been wanting to try.. Thankfully.

DiRT Rally 2.0 does some things very well, and some things can on occasion feel a little bit under loved, almost as if the studio have been that keen to make the action on stage as best as it can be, leaving the stuff on the edges of the driving experience a little bit behind the main gameplay itself. Frankly, this is something that is very easy to overlook, as the good things within this title are just exceptional, and more than make up for any of the small annoyances here and there.

Does DiRT Rally 2.0 deserve the unofficial crown as king of all rally Sims past and present? I think so, and by quite a margin.

DiRT Rally 2.0 will release February 26th 2019.

If you want to discussion the game with our passionate community, and read about the latest news, check out the RaceDepartment DiRT Rally 2.0 Sub Forum for a great place to share your mods, catch the latest news and chat about the game with our community. Give it a go, just keep it DiRTy!

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Now I would reallty appreciate if Martin Fiala would share his settings. I could see what I have done wrong. I haven't messed with the xml-file at all.
I will post my settings later. But I really have nothing special going on here, I'm almost on default settings. And I would also say you certainly didn't do anything wrong by not messing with the XML file. Quite the opposite, actually, IMO.
 
For the record, I don't feel any under or oversteer, there's only visual and sound clues. For DR1 I made a FFB-mod, available here at RD, which basically fixed it for T300. It is generally light but informative. Haven't had this sort of FFB-problems with any other sim racing title -- and I have them all, sad but true.
 
For the record, I don't feel any under or oversteer, there's only visual and sound clues. For DR1 I made a FFB-mod, available here at RD, which basically fixed it for T300. It is generally light but informative. Haven't had this sort of FFB-problems with any other sim racing title -- and I have them all, sad but true.

Can you screenshot you driver and in game FFB settings? Might be able to help?
 
Well, messing with the XML files CAN be good if you know what you are doing.
I started with stock settings and you can clearly feel SAT and a tiny bit of suspension. So i doubled the general force in the XML files (1.0 to 2.0) and put the SAT from 100 to 50.
So basically your SAT is just the same but your suspension settings are relatively higher, even more when you put them at 150. Off course you have to lower collisions way back down.
When i compare the stock settings (everything 100) with my current settings, it feels almost the same, just with a bit more suspension feeling over bumps.
I don't know if it make sense to you guys, but for me it improves the ffb a bit.
 
It doesn't happen for me, and that is the problem. It reminds me of wonky iRacing physics a few years back, when their MX-5 was broken, its back end sliding everywhere, and you only had visual clues to notice it (when it was too late to correct).

I'll sign under together with the "that's weird" crowd. This is one of the things that I feel DR 2.0 does best. I find it really easy to notice when the rear end steps out. That doesn't mean I perfectly control it, because, well, that's down to me, not the steering wheel and feedback. But I've actually yet to see someone having your issue :/
 
I'll sign under together with the "that's weird" crowd. This is one of the things that I feel DR 2.0 does best. I find it really easy to notice when the rear end steps out. That doesn't mean I perfectly control it, because, well, that's down to me, not the steering wheel and feedback. But I've actually yet to see someone having your issue :/

He didn't say it but I bet he's specifically noted that on tarmac. Nothing in the setup seems to affect this - you'll get more understeer up to a point but then the rear suddenly loops around. You have to figure out how hard you can corner before this happens and either avoid overturning and leaning on the car so hard OR lift off before it starts to go because once it does you're a passenger.
 
  • Deleted member 197115

May be effect is different on OSW, it just adds too much friction effect, just kills fidelity for me.
GamersMuscle recommended to significantly dial it down if not turn of completely too.
 
If I turn down the wheel friction and put my wheel's dri setting to 0 (I mainly use - 2 for some resistance, adding precision), the wheel would just shake with crazy speeds and no constant force to "lean on". Turn in and if the sat doesn't give you a resistance you basically "hit into emptiness".
Similar to all precise movements, at least my human body needs some base-resistance to stabilize from.
That said I can still turn the wheel with my little finger while driving slowly even with wheel friction to 150%.
Guess osw software indeed picks it up a "little" differently :roflmao:
 
  • Deleted member 197115

Could be related to friction multiplier, it should be in that devices.xml, I guess. Wheel Friction was a big offender in DR and especially D4, universally.
Suprised that now some wheels react differently to Friction canned effect, as this is what it is essentially.
Would be interesting to hear from other wheels owners.
 
  • Deleted member 197115

I think the game does know an analog handbrake.
<?xml version="1.0" encoding="utf-8"?>
<action_map name="ftec_clubsport_handbrake_usb" device_name="ftec_clubsport_handbrake" library="lib_direct_input">
<axis_defaults>
<axis name="di_x_axis">
<action deadzone="0" saturation="0.8" name="driving.handbrake" />
</axis>
</axis_defaults>
<group name="driving">
<action name="handbrake">
<axis name="di_x_axis" />
</action>
</group>
</action_map>

So i think you can learn the game to point your usb id and vendor id towards the fanatec handbrake settings. No idea how it handles the analog input ingame though.
Tried that, not sure it made any difference, I still can't see calibration for handbrake axis in game.
Is it shown for supported handbrake, anyone with Fanatec USB handbrake here?
 
30 hrs in, completed a rally and RX championship done lots of tweaking with the ffb and I am starting to believe it's not the ffb that's bugged and just due to a weak tire model with a soft flexy sidewall.
Which could be slighty improved if you could adjust the tire pressure...but you can't.

The in-game cars handle fairly realistic and how I would expect on a loose surface, but no matter what I tweak in the ffb or tuning options all the vehicles have this spongy flex to them.
Resembles the feeling I get when I am offroading in my lifted Jeep with aired down 35" tires @ 15 psi.

What's saving me from the lack of road detail through the wheel is that I have 2 buttkicker mounted to my chassis that send vibrations up the frame that I can feel in the wheel.

When I decided to pull the trigger I knew going in to it Codies was the developer and wasn't expecting a hardcore sim as they have never made one, none the less I've been having fun with the title so far.
Hopefully they can improve the ffb and do some improvements.
 
Last edited:
  • Deleted member 197115

Really wish they added road surface so one can feel tires digging into gravel/dirt and sliding around.
E.g Wreckfest does that brilliantly, imo.
 
OK, Martin's settings helped a bit, but only a bit. What really helped was recalibration of the wheel. It was like 50% of FFB-forces came back, and I can now throw the Escort into corners relying on SAT. Yay! (not at rF2 or AMS level yet though)

So my advice to those who feel the FFB is near broken: Recalibrate the wheel, it may help.
 
OK, Martin's settings helped a bit, but only a bit. What really helped was recalibration of the wheel. It was like 50% of FFB-forces came back, and I can now throw the Escort into corners relying on SAT. Yay! (not at rF2 or AMS level yet though)

So my advice to those who feel the FFB is near broken: Recalibrate the wheel, it may help.
Could you elaborate what exactly you did? Not sure what procedure you followed, some special calibration or whatever. Didn't spend much time in the menus yet tbh so would be thankful for a little protocol/manual from you :)
 

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