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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There really seems to be something wonky about the wheel calibration. I didn't notice any previous soft lock issues, but today I started the game and it was obviously stuck at 540 degrees. After several attempts at calibrating the wheel, it started working again. But then I restarted the game and it was off again, though I don't think it was back to 540 degrees, it seemed to be only slightly off.
 
There really seems to be something wonky about the wheel calibration. I didn't notice any previous soft lock issues, but today I started the game and it was obviously stuck at 540 degrees. After several attempts at calibrating the wheel, it started working again. But then I restarted the game and it was off again, though I don't think it was back to 540 degrees, it seemed to be only slightly off.
I agree, there are a few issues with the game at the moment, the main one I have is FPS, I play it triple screen with high settings and I get around 75-90fps, but then occasionally and randomly the game will just go to 25fps for no reason, I checked to see if v-sync was on, I checked my CPU/GPU usage etc and no explaining it, another bug I have is all sound except the noise of stones hitting the car disappears mid stage sometimes, at first I thought it was my headphones but the audio returns to normal at end of stage.
 
The Crosscart Extreme is such a blast in this game! It was undriveable in D4 but it's amazing in DR2. It's twitchy yes, but when you nail to balance that screaming thing on throttle, my god it's a joy! :roflmao:
 
Took all the R5's to the amazing Waimarama Sprint Reverse this morning and the FFB felt really good!
You can decrease the tire friction if you think it's too much, but it's mostly heavy when car is stationary and it lightens up when you start moving.

LUuvCVJ.jpg
 
Took all the R5's to the amazing Waimarama Sprint Reverse this morning and the FFB felt really good!
You can decrease the tire friction if you think it's too much, but it's mostly heavy when car is stationary and it lightens up when you start moving.

LUuvCVJ.jpg
Could you add the saturation and degree setting (in game/control panel) to this?
 
The Crosscart Extreme is such a blast in this game! It was undriveable in D4 but it's amazing in DR2. It's twitchy yes, but when you nail to balance that screaming thing on throttle, my god it's a joy! :roflmao:
I'm having great fun with the Aston Martin V8. The GT rally or whatever it is called seems like such a random car class and borderline fantasy class, but it's amazing fun to throw around.

I'll get a video out of my personal best so far on one of the NZ stages hopefully later today.
 
I'm having great fun with the Aston Martin V8. The GT rally or whatever it is called seems like such a random car class and borderline fantasy class, but it's amazing fun to throw around.

I'll get a video out of my personal best so far on one of the NZ stages hopefully later today.

At least the Aston is a real R-GT rally car, but the other two are fantasy cars. Could be homologated though.

Yeah I think they are surprisingly good fun on gravel! Need to have a sensitive right foot though
 
Any R5 will be at 540, Impreza Grp A 720, Escort MK2 900.
Yay it works. Did the calibration a few times and at some point it worked. Until I restarted the game...
Reloaded profile, restarted game, recalibrated several times in summary and it works in about 1/10 cases.
So I guess I'll just thank you for the list of the locks for each group and go from there with what feels right until codies bothers to fix some bugs.
Thanks for replying patiently to me while I kinda lost my patience with the game :)

It felt a lot better the moment the lock was working as it should!
Funnily enough though: while the softlock works, the virtual wheel is confusing.
R5: base 900°, virtual wheel synced, soft lock 540°
Impreza group A: base 900°, virtual wheel only synced at 690° in the base, soft lock correct though
Historic 1 mini: base 900°, virtual wheel synced when base set to 540°, soft lock at 900°

W...t...f...?!
So even when the soft lock is working for some cars, the virtual wheel only syncs at some cars. The polo r5 works correctly for both soft lock and virtual wheel. The historics are not as flawed as the impreza. Soft lock is correct (720 for impreza and 1080 for the mini) but the virtual wheel syncs to 690 and 540 degrees.

I tested the 1080 lock of the historics by putting the base to 900, which is my maximum and the saturation to 85% and it was somewhere around 880° then.
 
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I'm the only one that put 1080° in control panel? If your device support it, put the maximum degree of rotation in control panel and soft lock on.. No problem for me in the game.. I always put 1080° because i have read that is the best choice, i don't understand people's that have wheel that go at 1080° but put them at 900°.
 
I'm the only one that put 1080° in control panel? If your device support it, put the maximum degree of rotation in control panel and soft lock on.. No problem for me in the game.. I always put 1080° because i have read that is the best choice, i don't understand people's that have wheel that go at 1080° but put them at 900°.
Mine's maximum (Fanatec csw 2.5) is 900°. I would use 1080° but can't.
I thought about putting the saturation to 83% so that a 1080° car will get compressed into 900° but I tested a few of the historic cars and couldn't find one with 1080°. With these 83% saturation and 900° the soft lock was always at about 750°, which is 83% of 900°.

Do you know of a car that got 1080°? Tested:
mini, renault alpine, abarth 131, Escort mk.2, Lancia Fulvia
 
I do still have issues with this as well, even though, as I mentioned, I don't think I had them the first few days. I've tried both the default 900 (which I generally use, because some games - rF2, for example - do directly change this and I can then just click the "Default" button and be done) and 1080. Doesn't change a thing, at least the virtual wheel is still not synced to the real one, no matter how much I calibrate. But if I set the wheel to 1080, then I definitely get the in-game soft lock FFB effect at where it should come in, so maybe it really is just a visual issue... have to test this more then.

BTW, as far as which cars do use what rotation, perhaps this old list for the original could be of some help:

http://blog.codemasters.com/dirt/06/dirt-rally-force-feedback-update/
 
Mine's maximum (Fanatec csw 2.5) is 900°. I would use 1080° but can't.
I thought about putting the saturation to 83% so that a 1080° car will get compressed into 900° but I tested a few of the historic cars and couldn't find one with 1080°. With these 83% saturation and 900° the soft lock was always at about 750°, which is 83% of 900°.

Do you know of a car that got 1080°? Tested:
mini, renault alpine, abarth 131, Escort mk.2, Lancia Fulvia

If you have 900 maximum and you calibrated the wheel at 900, 100 Saturation will give you 900 in the cars that support 1080.
 

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