DiRT Rally DiRT Rally: Pikes Peak Released

Bram Hengeveld

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Codemasters keeps surprising the DiRT Rally community as the studios today released the Pikes Peak Pack, which besides the iconic hillclimb track also comes with a bunch of extra features and updates.

With the introduction of both the full tarmac and mixed surface courses also comes the new hillclimb champioship mode, three new vehicles and a long list of bug fixes and new features for this Steam Early Access game.

SEE ALSO: Top quality mods for DiRT Rally available

Changelog v0.4

  • New – Added over 4,300 metres of rock otherwise known as Pikes Peak
  • New – Or old depending how you look at it, yes that’s right we’ve also added the mixed surface version of Pikes Peak too
  • New – Each route on Pikes Peak is available with a variety of weather conditions (Sunny\Rain\Overcast\Clear)
  • New – Hillclimb car class featuring the Peugeot 405 T16 Pikes Peak, the Peugeot 205 T16 Pikes Peak and the Audi Sport Quattro S1 Pikes Peak.
  • New – Hillclimb career mode and full support for Online Events and Leagues
  • New – Added a few tutorial messages and hints and tips to some menus and loading screens
  • New – Sent all our AI drivers back to rally school, turns out they were struggling to keep up with you guys so expect a bit more of a challenge from now on
  • New – Your changes in position are now shown on the event and championship standings
  • New – Added a message to let you know when you’ve been promoted or relegated in Championship mode
  • New – 13 new achievements for all you unlock and rub in your friends faces.
  • New – Added the ability to map clutch and gears for the following steering wheels: Logitech Driving Force EX, Logitech Driving Force GT, Logitech Driving Force Pro, Logitech MOMO Racing Wheel, Thrustmaster F430 Force Feedback Racing Wheel, Thrustmaster Ferrari GT Experience Racing Wheel, Thrustmaster RGT FF Pro, Microsoft Wireless Xbox 360 Racing Wheel
  • New – Added analogue handbrake support
  • Change – Engineer slots now unlock based on distance driven rather than spending your hard earned credits
  • Change – When using a wheel the ragdoll shake effect is now turned off
  • Change – Had our mechanics make some improvements to the drivetrain on all of the cars
  • Change – Custom Events now use the full fat versions of the cars rather than the poor mans versions
  • Change – Improved our Steam error reporting, this won’t really change anything for you right now but it will help us in the future in particular with getting to the bottom of error 41 issues
  • Change – Made it clearer when you can’t afford a car
  • Change – Improved the messages which tell you what the different game modes are
  • Change – Custom events now tell you if a stage is a “Long” or “Sprint” (short) version
  • Change – Changed certain title headers in the leagues reward screens to make it clearer where you finished
  • Change – The weekly event is now six stages instead of four
  • Fix – If you’re using a H-Pattern with clutch setup, the game no longer shifts to neutral when contact with your kit is lost.
  • Fix – Turns out that sometimes the AI would overshoot the start line, we’ve had a word with them about it
  • Fix – Hand braking when using manual clutch now no longer locks all four wheels on the Ford Fiesta
  • Fix – Position indicators will now stop showing the incorrect information
  • Fix – Fixed a weird thing that would sometimes let you have more than one go at an online event (bet you’re gutted you didn’t notice that one)
  • Fix – Ever been caught in an infinite loop of disconnects and reconnects at the end of an online event? Yeah, we fixed that.
  • Car update – The Fiat 131 Abarth now has historically accurate rear lights
  • Car update – The Fiat 131 Abarth now features the Rallysport Development livery
  • Car update – The Ford Escort Mk II now features the Phil Collins’ livery
  • Car update – The Lancia Fulvia HF now features the Lancia livery.
  • Car update – The Peugeot 205 T16 Evo 2 now features the Peugeot Sport livery
 
As I am just playing Project Cars at the moment I don't know if I would find some time to do some rally. Can't decide if I should get Early Access or not :X

But Pikes Peak looks great!
 
I think it's freaking Awesome this game - this is by far the best rally Sim since RBR - still would love some more smooth handling / physics feeling aka RBR in the steering wheel FFB . but i'm getting use to ride it with my playseat and logitech DFGT - Pike's peak could need a map, but only to help getting the track into the system, and then run it without the map for Times trail scoring and Carreer scoring .. - Looking forward to some rally Cross and hopefully we'll get the trucks and Baja Cars and the 4x4 trucks and mud tracks . I think Coddie will go all in in this Dirt Version ..

Exciting if Project Cars comes with a Rally game as they have talked about, they want to make a RBR Clone in the future - GT7 is also working on a Rally part- but with what we have got from Poly'GT then it wont be rally feel, it's just going to be GT Rally, which isn't worth it as a Rally Sim..

ANyways - This is orsm .. I had a Error 41 once - and then no more.. it's a steam thing and not a coddie i think..
 
Well... In my view rallycross and Baja cars are exactly what we DON'T need this time around.

Correct. I'm also not too happy with hillclimb this early, and not more rally-stuff.

I would however like a good rallycross game, with all the proper cars, tracks and rules. Also a Dakar/Baja style game would be awesome. But with the already mentioned stage-length limit, there isn't much point in it at the moment.
 
Correct. I'm also not too happy with hillclimb this early, and not more rally-stuff.

I would however like a good rallycross game, with all the proper cars, tracks and rules. Also a Dakar/Baja style game would be awesome. But with the already mentioned stage-length limit, there isn't much point in it at the moment.

Oh yeah... A proper Rallycross simulation (as in Rallycross and not that X-Games crap the americans try to pass off as Rallycross) is an old dream of mine. With the proper rules, the proper cars from different eras and also the real heats->c finals->b finals->a final ladder system.

Would be really cool.
 
I just gave the Pikes Peaks a run in one of the Peugeot Hillclimb cars... Is it me or are these vehicles a complete abomination with this physics engine? (specifically on tarmac) I'm not seeing any predictable behavior and it's made worse by the FFB.

I've been enjoying the game up until now, but at Pikes Peak I like I'm playing some wonky broken driving game! I had to turn it off after two runs, and I previously had over 40hours on this game doing the rally stages during the first week or two of release.

I'm also fairly annoyed that they released a patch adding clutch support and still didn't let us map a clutch with sequential, even though it has been highly requested on their forums and steam.
 
Oh yeah... A proper Rallycross simulation (as in Rallycross and not that X-Games crap the americans try to pass off as Rallycross) is an old dream of mine. With the proper rules, the proper cars from different eras and also the real heats->c finals->b finals->a final ladder system.

Would be really cool.

yup! The "F1 Career Challenge" way. 84-05 or something :p Oh well, dreams...
 
Maybe I have to play with the setups more, but the little I messed with Pikes Peak and related vehicles I didn't care for. Felt like Colin McRae Rally 2005 on tarmac all over again. I don't think I've had any of the three cars drive straight and not "crab". It doesn't help that the steering feels really bad now. Last time I played was a week or two before this update. There was a bug in the steering where you had to pause at the start and continue otherwise the steering would be incredibly twitchy. It feels like that all the time now.
 
I haven't been able to drive a single car on Pikes Peak without murdering spectators, myself and the car. So I went into the setup and I gave it a diet of stability and softened the suspensions a bit. Much better. Also I spaced the gears a bit and gave it a longer 6th gear so I am not constantly hitting the limiter.

There is still work to do on the physics of this game, but messing with the stups makes a huge difference.

The brake balance seems all wrong too. I had to move it all the way forward to avoid straight line drifting the moment I touch the brakes.

It also would be nice if they let us race the regular rally cars on PP. It would make it easier to learn at first and I'd love to drive some vintage RWD there..
 
here's my FFB settings

<?xml version="1.0" encoding="utf-8" ?>
<FFBEffects soloRampRate="1000" soloAttenuation="0">

<FFBEffectSelfAligningTorque device="wheel" scale="1.0"/>

<FFBlateral device="wheel" scale="1.0" velocityFactor="0.03" frictionGripScalar="60.0" frictionSurfaceScalar="5.0"/>

<FFBCollision device="wheel" scale="1.0" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.3" sample="smallCollisionWheel"/>
<FFBCollision device="wheel" scale="1.0" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.6" sample="largeCollisionWheel"/>

<FFBSuspension device="wheel" scale="1.0" thresholdLow="2.5" thresholdHigh="20.0" freq="5" length="0.4" sample="suspensionWheel"/>

<FFBCollision device="pad" scale="0.07" thresholdLow="0.01" thresholdHigh="0.6" damageZone="0" freq="20.0" length="0.1" sample="scrapeCollisionLow"/>
<FFBCollision device="pad" scale="0.07" thresholdLow="0.01" thresholdHigh="0.6" damageZone="0" freq="20.0" length="0.1" sample="scrapeCollisionHigh"/>
<FFBCollision device="pad" scale="2.0" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.2" sample="smallCollisionLow"/>
<FFBCollision device="pad" scale="2.0" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.2" sample="smallCollisionHigh"/>
<FFBCollision device="pad" scale="2.5" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.5" sample="largeCollisionLow"/>
<FFBCollision device="pad" scale="2.5" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.5" sample="largeCollisionHigh"/>

<FFBSkid device="pad" scale="0.55" thresholdLow="0.9" thresholdHigh="1.1" thresholdMin="3.0" freqLow="4" freqHigh="30.0" load="1.0" length="0.2" sample="skidBack"/>
<FFBSkid device="pad" scale="0.45" thresholdLow="1.0" thresholdHigh="1.3" thresholdMin="3.0" freqLow="16.0" freqHigh="16.0" load="1.0" length="0.1" sample="skidFront"/>

<FFBSuspension device="wheel" scale="2.0" thresholdLow="1.7" thresholdHigh="20.0" length="0.25" freq="10" sample="suspensionR1"/>
<FFBSuspension device="wheel" scale="0.045" thresholdLow="0.06" thresholdHigh="1.0" length="0.1" freq="5" sample="suspensionL1"/>

<FFBRevs device="wheel" scale="0.1" thresholdLow="0.1" thresholdHigh="1.2" freqLow="1" freqHigh="20.0" scaleLow="0.2" scaleHigh="0.95" length="0.1" sample="revEffect"/>

<FFBSample name="scrapeCollisionLow" wave="9" envelope="61125521121"/>
<FFBSample name="scrapeCollisionHigh" wave="9" envelope="98721" channel="1"/>

<FFBSample name="smallCollisionLow" wave="9" envelope="986454321"/>
<FFBSample name="smallCollisionLow" wave="9" envelope="982312531"/>
<FFBSample name="smallCollisionHigh" wave="9" envelope="986454321" channel="1"/>
<FFBSample name="smallCollisionHigh" wave="9" envelope="982312531" channel="1"/>

<FFBSample name="skidBack" wave="9" envelope="9" channel="0" solo="1"/>
<FFBSample name="skidFront" wave="9" envelope="9" channel="1" solo="1"/>

<FFBSample name="largeCollisionLow" wave="9" envelope="98675462584" solo="1"/>
<FFBSample name="largeCollisionLow" wave="9" envelope="98765432629" solo="1"/>
<FFBSample name="largeCollisionHigh" wave="9" envelope="98675462594" channel="1" solo="1"/>
<FFBSample name="largeCollisionHigh" wave="9" envelope="98765432628" channel="1" solo="1"/>

<FFBSample name="suspensionR1" wave="9" envelope="9564720" channel="0"/>
<FFBSample name="suspensionL1" wave="1" envelope="9564720" channel="1"/>

<FFBSample name="revEffect" wave="91" envelope="9" channel="1"/>

<FFBSample name="smallCollisionWheel" wave="124689" envelope="97654321000"/>
<FFBSample name="largeCollisionWheel" wave="5697641345" envelope="9879987542312"/>

<FFBSample name="suspensionWheel" wave="64" envelope="9"/>

</FFBEffects>

copied from this thread
 
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I haven't been able to drive a single car on Pikes Peak without murdering spectators, myself and the car. So I went into the setup and I gave it a diet of stability and softened the suspensions a bit. Much better. Also I spaced the gears a bit and gave it a longer 6th gear so I am not constantly hitting the limiter.
There is still work to do on the physics of this game, but messing with the stups makes a huge difference.

The brake balance seems all wrong too. I had to move it all the way forward to avoid straight line drifting the moment I touch the brakes.

It also would be nice if they let us race the regular rally cars on PP. It would make it easier to learn at first and I'd love to drive some vintage RWD there..
could you please take a screenshot of your settings?
I'm going to post a video with my settings and aids. It seems my rear would slip off every time I hit a bump on the road. thanks

 
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There's early access and there's a rip off. Surely they should be putting all their effort into making the game start for everyone instead of adding new content that lots of people can't get at.

And I've tried starting threads in other places and the replies are all the same, lots of people have the same problem and code masters don't know why
 
There's early access and there's a rip off. Surely they should be putting all their effort into making the game start for everyone instead of adding new content that lots of people can't get at.

And I've tried starting threads in other places and the replies are all the same, lots of people have the same problem and code masters don't know why

This is an alpha version, that you get to buy now to access waiting for the complete product. There is no obligation for the team to even care if it works on your system or not.

You pre purchased the finished game. IF that should be not working, you have a valid complaint. If this alpha is not working, tough luck. But don't attack the devs about it. You are not guaranteed access to all the content or any of it. You are guaranteed the final product and a right to try to run the alpha builds and help with testing.

So, no it is not a scam because it does not work on your setup. You have no right to demand it does. End of story. Period.
 
There's early access and there's a rip off. Surely they should be putting all their effort into making the game start for everyone instead of adding new content that lots of people can't get at.

And I've tried starting threads in other places and the replies are all the same, lots of people have the same problem and code masters don't know why

I doubt that the problem you and some others experiencing have something to do with the game, because for the most of us it works great.
Maby for some reason, some files were corrupted during the download of the game, or maby some sort of software issue.
 
The cars need much love on the tarmac sections, but are a blast to drive on gravel. Its overall a nice balance between being really hard and really easy. And if the cars dont want to be pushed on the paved sections, then dont push them ;)
I can understand, that the Audi for example doesnt want much braking, because the light rear can easily rotate over the heavy front in the high grip sections. And after all youre probably doing about 200km/h before you even approach the first corner and thats not even the fastest part on the tarmac sections ;)
 

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