New Codemasters Rally Title is DiRT Rally 2.0: Releases 26 February 2019

  • Thread starter Pfei
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I remember in Dirt Rally, when you start, or when you're driving slow, the co driver would be really quiet. Maybe that's similar
 
On youtube people say that it is a Dirt 4.5 version instead of a Dirt Rally 2.0 version.
 
On youtube people say that it is a Dirt 4.5 version instead of a Dirt Rally 2.0 version.

Sounds ok to me, the career mode in DR 1.0 wasn’t very deep. D4 career was more involved.

We probably won’t see anything like CM F1 career modes, but we need something more than what DR 1.0 has.
 
I'm hyped about to do the World RX championship and finally driving the mighty Audi S1 EKS but the physics and speed looks weird and slow... A bit dissapointed and i really hope that will be corrected. :bowdown::banghead:
 
Any type of career mode imo will get boring with so few rallies.. why can't we get a proper set off 10-12 rallies with some must have fixed locations like Montecarlo or a damn codemaster official wrc game.

I am a bit upset because i was looking for dr2 relying on the fact that we would get all dr1 rallies + new ones. I almost lost interest now.
 
Wonder if my PC could run this. Dirt Rally was a brilliantly optimized piece of a gem. With my former 1GB AMD videocard, the game was able to run on medium with 128FPS!
 
I hope they pretty much nailed the 911's sound. Can't wait to give it a spin!
 


They show off the Escort in this stream.

Some noteworthy things

  • they're recording sounds for the Escort BDA BDG next week (audio in the stream is from the older version)
  • 7:35 is where they start a stage with the Escort in New Zealand. It looks really nice
  • He was driving with medium tires
  • Softer tires has more grip, turn in quicker, accelerate quicker, etc
  • Medium tires are the default tires. Middle of the road. Lasts longer but less grip
  • Setups will control braking. Gravel setups has a rear brake bias to help turn in. (this was an answer to a question from the live chat, but the question asked about braking distance which they did not answer)
  • Running first in gravel is a disadvantage. 3 - 4th starting order is the ideal. Any later the gravel starts to rut up.
  • Replay isn't in the current build so they couldn't show it off
  • They believe the biggest improvement from DR1 is the handling
  • Cars should have a good base setup
  • crash damage has not been finalized yet, probably means there are improvements
  • 22:50 Escort in Argentina
  • Pikes Peak will not be in DR2.0
  • upload_2018-11-9_15-28-41.png

  • Shows the surface degradation so you don't have to guess how it is
  • Argentina is extremely narrow
  • Excited hand animations as you slow down to the marshal post at the end of the stage (fist pumping in the air)
  • Technical issues, couldn't drive the Porsche in the current build they were using sadly
  • Their rally consultant did a lot of work for pace note validation, using the same style of pace notes as Colin McRae
 
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The environments are stunning but it looks as if the featherweight/excessive oversteer/jumping bean handling is back and the car is juiced up on amphetamines for no reason. It appears to overreact to the road which doesn’t even look that bumpy.

I want challenging, not devilishly difficult for the sake of being difficult. The presenters seemed amused and slightly proud when the driver finally slipped up because apparently the goal is to make this game brutal. Like it’s fun to crash or something.

And come on man, what’s the deal with using paddle shifters on a ‘70s Escort. Painful to watch. Not dictating how anyone should play, but if you want difficult then try taking one of your hands off the wheel to shift. Classic rally driving is a completely different beast.

Visuals are excellent as usual, and sounds are the best in the business.

Still, great work. Track degradation and tire compound options are appealing. Despite everything I just said I’ll probably still get it..:rolleyes:
 
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Track degradation and tire compound options are appealing.

Track degradation looks like either a marketing gimmick or an opportunity wasted. You have only three fixed surface conditions:

1. Loose for cars 1-5 (road sweeping)
2. Optimum for cars 5-10 (I know the "five" repeats here, I'm just taking this out of Ross Gowing's mouth on the first stream)
3. Ruts for cars 11-150

So, knowing that most of us 99% of the time are running in the top 5 the whole degradation things looks like a moot point. Whether the order puts us among the first to run, or the last, it looks like most of the time we will be experiencing the same conditions over and over. It should be like this:

1. Loose for car 1 (road sweeping)
2. Decent for cars 2 and 3
3. Optimum for cars 4-20
4. Ruts for cars 21-150

That's only one more surface state, would be much more realistic, and would also allow us to experience the different grip levels more often. As it is now, we will likely be playing 99% of the time with the same degradation level over and over.
 
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I really hope that Porsche is not locked by deluxe edition and can be bought separately. :banghead:

You can still get it with the Day One Edition, which is the equivalent to the regular edition at launch.
 
Another sub-60 second "dev insight" video, this time about online challenges. As I predicted, another lack of mentioning clubs/leagues means it is 99.9% they will not be in the game upon release:



Really unbelievable considering they already have the infrastructure done.
 

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