DiRT Rally 2.0 DiRT Rally 2.0 | Update 1.14 Now Available

Paul Jeffrey

Premium
Codemasters have deployed their latest update to DiRT Rally 2.0 - hot on the heels of yesterday's mystery teaser about the future of the franchise.

Although to substantial in size, the new build release does come complete with some minor tweaks and adjustments to a number of gameplay aspects within the title - including the addition of special Petter Solberg liveries for three of the different cars already available within the game.

Other update highlights include miscellaneous graphical improvements within the game, details of which can be found in the update notes below:

DiRT Rally 2.0 1.14 Update 2.jpg


Content:
  • Volkswagen Polo GTI R5 - Made "Petter Solberg - 2019 Wales Rally" livery available to all players.
  • Volkswagen Polo GTI R5 - Made "Oliver Solberg - 2019 Wales Rally" livery available to all players.
  • Mitsubishi Space Star R5 - Made "Festive Livery - Wandering Star" livery available to all players.
  • Ford Sierra Cosworth RS500 - Made "Festive Livery - Merry Cosworth" livery available to all players.
Cars:
  • Ford Escort RS Cosworth - Updated engine audio based on new recordings of real car.
  • DS Automobiles DS 21 - Resolved issue where rear-view mirror view was inverted.
  • SUBARU Legacy RS - Improved lighting of instrument cluster.
  • SUBARU WRX STI NR4 - Changed transmission type in menus to Manual (Previously Manual Sequential).
  • SUBARU Impreza 1995 - Resolved issue where exhaust would clip through bodywork after sustaining damage.
  • SUBARU Impreza S4 Rally - Adjusted gear change animation.
  • Mitsubishi Lancer Evo X - Adjusted gear change animation.
  • Resolved issue where multiple rallycross cars were missing a texture on front left window.
Locations:
  • Perth & Kinross, Scotland - Adjusted co-driver volume levels.
  • Perth & Kinross, Scotland - Made some adjustments to co-driver calls in French language.
  • Hawkes Bay, New Zealand - Made some adjustments to co-driver calls.
Colin McRae Scenarios (difficulty):

The following Scenarios have had their difficulty adjusted based on player data to provide a smoother difficulty curve:
  • Scotland 1988 - Slightly easier.
  • Wales 1988 - Slightly easier.
  • Sweden 1989 - Slightly easier.
  • New Zealand 1989 - Slightly easier.
  • Scotland 1991 - Slightly easier.
  • Scotland 1992 - Slightly easier.
  • Greece 1994 - Eased damage criteria for passing Scenario.
  • New Zealand 1994 - Slightly harder.
  • Australia 1995 - Slightly harder.
  • Wales 1995 - Slightly harder.
  • Argentina 1998 - Slightly harder.
  • Germany 2002 - Slightly harder.
  • Scotland 2004 - Slightly easier.
  • Australia 2005 - Slightly harder.
  • Scotland 2006 - Eased damage criteria for passing Scenario.
Colin McRae Scenarios (miscellaneous):
  • Refined grammar on several Scenario descriptions and objectives.
  • Resolved issue where some retired AI times were appearing incorrectly in Scenarios.
  • Added missing Rival icon to specific AI drivers in some specific Scenarios.
  • Adjusted mechanical damage criteria so that bodywork damage doesn't affect pass/failure of relevant Scenarios.
Achievements:
  • If in doubt... - Improved unlocking logic.
  • ...Flat out - Improved unlocking logic.
Rallycross:
  • Resolved issue where race wouldn't restart if AI driver jumped the start of a race.
  • Adjusted AI driver allocations so that they would now appear in the correct FIA World Rallycross Championship year.
UI/UX:
  • Added post-Stage notes for drivers who retired from a Rally.
My Team:
  • Resolved issue where some players could not access DLC cars they had purchased/owned in-game.
Miscellaneous:
  • Corrected several team colours in Service Areas to match livery colour on player's car.
  • Resolved issue where menu music would play for a split-second when a player Restarted a Stage.
  • Resolved issue where some players would lose access to cars in their Garage after resetting their profile.
  • Adjusted PlayStation Store link in Japanese versions of the game to go to the correct page.
  • Made minor bug-fixes throughout title.
  • Made minor stability improvements throughout title.
Version 1.15 is in development, with only minor and essential changes planned, and is expected to release in mid to late 2020.


Original Source: Codemasters


DiRT Rally 2.0 is available now on both console and PC.

Having issues with the game? No worries - start a thread in the Dirt Rally 2.0 sub forum here at RaceDepartment and let our super knowledgeable community help you out.

DiRT Rally 2.0 1.14 Update 1.jpg
 
Not sure if the engine can support it, but this game desperately needs longer stages. A RAID series with 20+ mile stages and hazards like rutting would make this game almost perfect. The game is too point and squirt, stages become memory after just one event and the longest stages are only 10 miles. Dirt/gravel surfaces don't vary much and lack many dynamics. Also they didn't fix the late co-driver calls at the earliest setting, just like the previous game, or the lack of camera adjustability. The damage model is pretty poor too and the online data storage is horrible. This game fixed the previous games lack of stages and that's it, I'm not getting my hopes up for dirt rally 3. No WRC or city/town SS is just... SMH
 
Every time I see an update for this game I hope that it is proper triple screen support.
Just can't believe they left it the way it is. Such a shame.
this game and Half Life Alyx are the only two reason i ever fire up my VR.. although the implimentation is much maligned, the VR gameplay is the best way to play it. so at least it has that. Now if they would bring triple screen or VR to F1_2109 or Grid as well, that would be nice! WHen i get tired of screaming at my computer in ac/acc/rf2/ams et al, its nice to kick back with arcade games.. but.. the kick is once you get used to VR/Triple those self same arcaders without them are very lacking.
 
Rutting is already in the game, drive a stage on the worst track deterioration and you will feel it.

it is an utterly miserable experience honestly, totally un-noted just like the endless "just on the braking point" bumps designed to make you crash aswell, you have no idea when it is going to be bad or fine, just yet another way Codes found to make the game overly difficult in a fake, false way. Stage deterioration just means less grip, not the stage looking like a Dakar stage for Gods sake.
 
You get free rallycross cars extra and you complain? It's never good enough is it?
I'm complaining about having to download 19 GB. It takes ages to download all the files again and again.
I'm not complaining about the content - I'm not complaining about the actual game - otherwise I would have uninstalled it already, wouldn't I?
And yes: I'm very thankful for free updates.
But why on earth is it so different with AMS 1, AMS 2, AC, ACC, R3E, rFactor 2, BeamNG, Wreckfest and other games I own?
When they are getting updated you only have to download the new files. And if it is a monster update you have to download 5 GB from time to time - but not 19 GB. And there people on this planet with a even slower internet connection than me.
 
Beginning to lose interest in this game, the umpteen faults just get me down all the time,m the crap weather system, the way the cars feel completely different in dry to heavy rain, the awful roadside stuff that takes you out,

Think to be honest I feel like I am still playing DR1 which in effect I am.

I will never buy a Codemasters game again after this.
 
I don't get this complaining about the roadside stuff that takes you out? You stay on the road, it's fine. You get off road, there is a big chance that there will be something to take you out. That is rally. Go for F1 is you want huge safety areas around the track.
 
My point chr

Is this. IN rallying the road is very non definable. In most places you can cut corners or your notes will tell you to avoid that. And that is true for the most part int he game.

However there are some things that are not great, such as amazingly slippery grass, when in reality in somewhere like Australia, it is so dry a rally tyre would cut through that, hitting things like plastic bollards really impacts the car, and it dos not in real life, the finish boards are crazy, always have been in Dirt Rally games. No reason for it, they are normally just canvas and wood! Not concrete like they feel.

Ok yes stay on the road, and 99% of the time you do, but now and then you might just drift wide, or turn in a bit early and you are done by hitting something that is not simulated nearly as well as other parts of the game.

And the reason is difficulty, they falsely aid difficulty with things like this, that's all.
 
I get your point and kind of agree - the things outside the track are now always logical in how hard they are. I've had issue driving through a bush and then there a tree, a very thin one, that still stops the car like a concrete block.

Still, I've not found these things to be much of an issue, the game is not very difficult compared to proper simulations, but this game offers a lot of fun! Just finished driving the Ford Sierra in Jämsä - super fun!
 

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