DiRT Rally 2.0

DiRT Rally 2.0

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Coekie Jan 18, 2021 @ 12:35pm
Driving feels weird. Floating/skating over the track.
First things first. This post is not to hate on the game, I'm looking for some advice cause its safe to say I am a newbie when it comes to dirt rally 2 and how rally cars feel or behave in general.

I mostly play asseto corsa, ACC, rfactor 2 and f1 games when it comes to racing games. I'm no pro in these games either but I am able to lap consistent and know how the car wil react or handle in certain situations. I feel like the cars in these games are weighty on steering in a good way( if that makes sense),believable and will stick to the track without over doing it like in arcade racers.

Now when I am playing Dirt rally 2.0. I feel like nothing I learned from playing all the racing other games is helping me out. I understand that a rally car should not feel the same as a gt3 car but i'm strugling hard to keep it on the track in dirt rally 2.0. I am able to clear the stages with the normal modern rally cars but not with much confident that I could do it 3 times in a row without crashing. The issue I have is that I don't have any control or knowledge on how the car will react at all. To me it feels almost random ( for a better lack of words). It feels like i am floating and driving over ice, even when driving on a full tarmac track like spain for example. The old power rally cars and the GT are a no go. I hit a tree or rock every corner, but thats to be expected i think when you are a newbie :)

The other problem I have with the game is that the ffb on the wheel when turning, is a lot lower then what i am used to in the other racing games. I don't know if thats because rallycars are like that in the real world or that something is wrong.

I'm using g29 for all the racing games I play and I love it. But I can't make it work in this game without making it feel weird.

Anybody that has or had the same issue. Maybe suggestions.

Sorry for the long post
Last edited by Coekie; Jan 18, 2021 @ 12:38pm
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Showing 1-14 of 14 comments
el helicoptero Jan 18, 2021 @ 1:13pm 
Hi! I'm no expert but if you think about it, these cars are very-very powerful and the traction surface is loose where you drive. They of course will gonna slide much more than paved roads. Plus these cars has somewhat soft suspensions because of the uneven surfaces. You have to "forget" the closed circuit mentality.

1. Choose some less powerful cars first. Like the mini.
2. Drive SLOWER than you think you should. Believe me, you gonna find the rhytm eventually, and better times and speeds will come!
3. Try to watch real rally driving POV cams. They constantly correcting the the wheels, because the bumps on the road.

I hope it helps and understandable what i wrote. English is not my native language.
lich0 Jan 18, 2021 @ 2:33pm 
Go on a green track in ACC, disable TC and ABS, have cold tyres and see how that goes.

It’s hard to compare really with different cars, tyre compands and road surfaces. The closest you could get is driving the Quatro and Celica in AC, and maybe the Escort MK I too.

Tarmac in DR2.0 is not good enough and the FFB doesn’t help, so it feels off compared to other sims. Driving on gravel requires a different style and techniques from track racing. It’s more about balancing and shifting weight.

If you have no idea what you’re doing, watch some youtube videos about the basics of driving rally cars. Start out with the slower cars, H2 FWD or even H1 FWD. Once you start getting comfortable switch to NR4 or modern 4WD cars.

And as usual, slower is faster. It’s more important to have consistent pace and avoid crashing, than constantly pushing to the edge.

And one more thing, learn what all of the co-driver calls mean. It’s very important!
Modern race-tracks and racing-series are really designed around high-speed precision on relatively smooth, even hard surfaces. So there is already the first point of disconnect to begin with. Also: modern race-cars usually feature a wider-than-any-roadcar track, typically some functional aero and so on... ...even those resembling road-going models seldom share much of anything performance-related with the actual roadcar they are seemingly mimiking.

Then there is the issue of different developers coding their physics-engines and ffb-algorithms differently. One look at DR 2.0's ffb-settings menu should be enough to tell you that Codemasters does things their very own way when compared to the likes of Assetto Corsa, rfactor(1,2), iracing, etc...

And the way they do it is: crappy out of the box and only really marginally serviceable once you tweak those settings. And yes, coming at this with a low-powered G-series wheel is not going to help you, either - but that is just the frosting on the cake. Fundamentally, the default settings in DR2.0 are kind-a crappy no matter what wheel you run.

Then there is the issue of stock setups... ...certainly not awful and usually quite driveable when your only objective is to keep it on the designated driving-surface - but certainly not world-record and/or enthusiast-material in any way.

With rally when compared to track-racing things are slightly different:
The further back in history you go, the closer competition-cars are related to their road-going versions as that is just how things started (an endurance-competition on essentially public roads for individuals and manufacturers alike to promote and facilitate proof of the capabilities of the modern motor-vehicle).
So in DR2.0 the "lesser" classes offer lots of variety:
H1 fwd, H2fwd, H2rwd, H3rwd, KitCar_fwd...
...are very reminiscend if not directly taken out of the standard production model-range of a vehicle with only minor safety-related modifications done to them.

Group-B is self-explanatory: when rally went power-crazy
Group-A 1 step forward, 2 steps back: a little less power and again adhering to homologation-rules whereas there had to be a road-going version made for a minimum run of x that was marketed towards and sold to the average -if affluent- motorsport-afficionado, if not: the general consumer

And then there are the NR4, 2000s and the other more modern classes where rule-books and economic trends start to force technology to converge ever more and the differences in drive-trains and layouts tend to thin out.

Alright, what does this mean? It means you will probably be instantly faster in the more modern stuff that tends to follow more common design-principles when it comes to driveline, chassis-type and general layout. But if you are anything like me and want some variety: early 90s and further back in rally-history is allways there for you.

Just do not make the usual mistake and go: I don't know what I am doing, I'll just take that fancy looking STRATOS because it's the lightest weight in it's class and go.... ...find the next tree to park it there PERMANENTLY?!

Alright, until I find my ffb-settings (for a slightly more powerful T300 - ymmv) here are some insightful video-links:
https://www.youtube.com/watch?v=H_yBQ1Oi3Jw
https://www.youtube.com/watch?v=jzMcgvS7BW8
https://www.youtube.com/watch?v=w0FD6dTYZ_g
https://www.youtube.com/watch?v=TfekZcWa6D8
Coekie Jan 18, 2021 @ 3:27pm 
Originally posted by Simon said EAT DUST PLAYER_1 !:
Modern race-tracks and racing-series are really designed around high-speed precision on relatively smooth, even hard surfaces. So there is already the first point of disconnect to begin with. Also: modern race-cars usually feature a wider-than-any-roadcar track, typically some functional aero and so on... ...even those resembling road-going models seldom share much of anything performance-related with the actual roadcar they are seemingly mimiking.

Then there is the issue of different developers coding their physics-engines and ffb-algorithms differently. One look at DR 2.0's ffb-settings menu should be enough to tell you that Codemasters does things their very own way when compared to the likes of Assetto Corsa, rfactor(1,2), iracing, etc...

And the way they do it is: crappy out of the box and only really marginally serviceable once you tweak those settings. And yes, coming at this with a low-powered G-series wheel is not going to help you, either - but that is just the frosting on the cake. Fundamentally, the default settings in DR2.0 are kind-a crappy no matter what wheel you run.

Then there is the issue of stock setups... ...certainly not awful and usually quite driveable when your only objective is to keep it on the designated driving-surface - but certainly not world-record and/or enthusiast-material in any way.

With rally when compared to track-racing things are slightly different:
The further back in history you go, the closer competition-cars are related to their road-going versions as that is just how things started (an endurance-competition on essentially public roads for individuals and manufacturers alike to promote and facilitate proof of the capabilities of the modern motor-vehicle).
So in DR2.0 the "lesser" classes offer lots of variety:
H1 fwd, H2fwd, H2rwd, H3rwd, KitCar_fwd...
...are very reminiscend if not directly taken out of the standard production model-range of a vehicle with only minor safety-related modifications done to them.

Group-B is self-explanatory: when rally went power-crazy
Group-A 1 step forward, 2 steps back: a little less power and again adhering to homologation-rules whereas there had to be a road-going version made for a minimum run of x that was marketed towards and sold to the average -if affluent- motorsport-afficionado, if not: the general consumer

And then there are the NR4, 2000s and the other more modern classes where rule-books and economic trends start to force technology to converge ever more and the differences in drive-trains and layouts tend to thin out.

Alright, what does this mean? It means you will probably be instantly faster in the more modern stuff that tends to follow more common design-principles when it comes to driveline, chassis-type and general layout. But if you are anything like me and want some variety: early 90s and further back in rally-history is allways there for you.

Just do not make the usual mistake and go: I don't know what I am doing, I'll just take that fancy looking STRATOS because it's the lightest weight in it's class and go.... ...find the next tree to park it there PERMANENTLY?!

Alright, until I find my ffb-settings (for a slightly more powerful T300 - ymmv) here are some insightful video-links:
https://www.youtube.com/watch?v=H_yBQ1Oi3Jw
https://www.youtube.com/watch?v=jzMcgvS7BW8
https://www.youtube.com/watch?v=w0FD6dTYZ_g
https://www.youtube.com/watch?v=TfekZcWa6D8

Wow, thanks man. This sure gave me some better insight on this topic.
Here are my T300 settings (loosely-speaking):
https://steamcommunity.com/sharedfiles/filedetails/?id=2060720985
since then I tend to turn "collision" off completely as it really tries to make fender-benders produce some impact on your wheel which is technically-speaking: rubbish and unrealistic. When the car-body absorbs an impact and the chassis is not deforming because of it, then the only thing you might feel is residual momentum in the driveline acting against the suddenly-stationary driving-surface, if at all.
Also: "Suspension" as low as ~40% can feel better with some cars and setups.

BUT: the electro-mechanical properties of your specific wheel might lead you to prefering slightly higher or lower values. Take the above settings as a quick-guide, not as literal gospel!


and these are my OSD-settings when on the stage:
https://steamcommunity.com/sharedfiles/filedetails/?id=2083876077
getting rid of unnecessary clutter that could prove to be a distraction in the heat of the moment.
I personally only ever use cockpit-view / "headcam" or whatever CM calls it. But there are other options. I do generally prefer the rendered steering-wheel removed from said view unless I am checking input-lag / graphics-performance.
Last edited by Simon said EAT DUST PLAYER_1 !; Jan 18, 2021 @ 3:49pm
lich0 Jan 19, 2021 @ 2:26am 
Originally posted by Simon said EAT DUST PLAYER_1 !:
Here are my T300 settings (loosely-speaking):
https://steamcommunity.com/sharedfiles/filedetails/?id=2060720985
since then I tend to turn "collision" off completely as it really tries to make fender-benders produce some impact on your wheel which is technically-speaking: rubbish and unrealistic. When the car-body absorbs an impact and the chassis is not deforming because of it, then the only thing you might feel is residual momentum in the driveline acting against the suddenly-stationary driving-surface, if at all.
Also: "Suspension" as low as ~40% can feel better with some cars and setups.

What's the reason behind wheel friction being set to such a low value?
If you don't mind, could you share Thrustmaster control panel settings too?
The Fonze Jan 19, 2021 @ 3:37am 
Actually surprising to see the community be helpful rather than clowning the dude.
Originally posted by lich0:
What's the reason behind wheel friction being set to such a low value?
If you don't mind, could you share Thrustmaster control panel settings too?
In my experience "wheel-friction" acts too much like a heavy-handed filter, cancelling out any smaller kind of force-impulses completely. At least when used on high levels. That said, I believe modern wheels such as my T300 handle it differently when compared to my old G25 back in the day. That wheel - looking back at Dirt Rally 1 - would refuse to allow any smooth or quick counter-steer when "wheel-friction" was enabled regardless of intensity-setting.
T300 as I have learned, that setting is a little more useful in calming down spikes a bit.

Again, my conclusion is that driver-software is built differently for certain generations/makes of wheels. But I am not a developer - just that totally different behaviour lends itself to that realisation.

At the end of the day I nowadays use between 15% and 25%..30%(max) on my T300 depending on car/setup/surface
Driver-side I use 80% overall forces (I believe 75% was default) as to slightly boost the low-down forces especially in games like DR2.0 which have no "minimum-force" setting or any means to control final output-mapping/clipping for that matter.

Again: this is a highly personal choice and preference. And it actually evolves over time and I try different things here and there when I think that I should feel this ("but not that stuff") and so on.

For a G29 I say: try lower values first, then try higher ones with the same car/setup/track-surface and find your sweetspot -- and do not shy away from ever touching those sliders, again.... ...although: SAT is really what should be the dominant force as that is the one most-influenced by actual tyre-physics (which as we all know are mediocre on hard surfaces).

Originally posted by The Fonze:
Actually surprising to see the community be helpful rather than clowning the dude.
You know: "asking nicely" can be a very powerful tool in one's toolbox. Did not hurt that I was done with driving for that day and trying to "chill out" a little.
Last edited by Simon said EAT DUST PLAYER_1 !; Jan 19, 2021 @ 10:02am
Coekie Jan 19, 2021 @ 10:43am 
Originally posted by Simon said EAT DUST PLAYER_1 !:
Originally posted by lich0:
What's the reason behind wheel friction being set to such a low value?
If you don't mind, could you share Thrustmaster control panel settings too?
In my experience "wheel-friction" acts too much like a heavy-handed filter, cancelling out any smaller kind of force-impulses completely. At least when used on high levels. That said, I believe modern wheels such as my T300 handle it differently when compared to my old G25 back in the day. That wheel - looking back at Dirt Rally 1 - would refuse to allow any smooth or quick counter-steer when "wheel-friction" was enabled regardless of intensity-setting.
T300 as I have learned, that setting is a little more useful in calming down spikes a bit.

Again, my conclusion is that driver-software is built differently for certain generations/makes of wheels. But I am not a developer - just that totally different behaviour lends itself to that realisation.

At the end of the day I nowadays use between 15% and 25%..30%(max) on my T300 depending on car/setup/surface
Driver-side I use 80% overall forces (I believe 75% was default) as to slightly boost the low-down forces especially in games like DR2.0 which have no "minimum-force" setting or any means to control final output-mapping/clipping for that matter.

Again: this is a highly personal choice and preference. And it actually evolves over time and I try different things here and there when I think that I should feel this ("but not that stuff") and so on.

For a G29 I say: try lower values first, then try higher ones with the same car/setup/track-surface and find your sweetspot -- and do not shy away from ever touching those sliders, again.... ...although: SAT is really what should be the dominant force as that is the one most-influenced by actual tyre-physics (which as we all know are mediocre on hard surfaces).

Originally posted by The Fonze:
Actually surprising to see the community be helpful rather than clowning the dude.
You know: "asking nicely" can be a very powerful tool in one's toolbox. Did not hurt that I was done with driving for that day and trying to "chill out" a little.

I am using your wheel settings now for the g29. I must say, its a lot better to drive now. I drove the subaru s4 in new zealand and its crazy fun right now. Thanks again for giving me some direction and a starting point to build on.
Shadeball Jan 19, 2021 @ 10:54am 
slow is smooth, smooth is fast

don't start messing around with RWD or even the powerful AWDs until you conquer the lower powered cars... yeah, you'll have to deal with understeer with the ancient FWDs but you'll start to get better at low-traction driving so that you know how to work the throttle when you move up to some of the more... spirited vehicles
EF_Neo1st Jan 19, 2021 @ 8:03pm 
The closest experience you can have is at Spain with more modern cars, like the Mustang GT4
https://www.youtube.com/watch?v=v8nfmkG6ktw&list=PLw5HSjF9MsV0_DJFH151RE7GpM9Kv9-dX&index=2

If you drive the same as at ACC or rF2 it will deliver a pleasant ride and some good times, still, slides here and there may happen and you can deal with it while being fast.
Also, you dont need to care so much about tyre wear because it stand the punishment (but tyres still blow up depending on what you do).

Use handbrake for sharp turns and hairpins, everything else drive as normal as you would on tarmac.

Consider also that driving on gravel, dirt, heavy gravel, snow, ice . . . it is all different from driving on tarmac and tarmac at DR 2.0 is dirty tarmac, not rubbered and with uneven surface, meaning it is completely different experience from ACC, rF2, AMS2, etc.
Like lich0 mentioned:
Originally posted by lich0:
Go on a green track in ACC, disable TC and ABS, have cold tyres and see how that goes.

It’s hard to compare really with different cars, tyre compands and road surfaces.
The closest experience you can have is going on green track with slidey tyres (try driving with your tyres red at ACC after you do some doughnuts and sometimes taking a stroll on grass. It will be much harder to handle the car in place and the track itself will feel worst because of the tyres.

DR 2.0 physics is made around gravel and dirt, meaning it is where it shines the most.
Tarmac acctually feels like a very dirty tarmac, also a rally tyre is made to stand a heavy punishment a normal race car tyre is not (a normal race car tyre is made to stand just little punishment in comparison, also being made morre for speed and less for standing the punishment of constant slides, spins, drifts ... )

Learn the pace notes and learn how to do the tracks without remembering eveyr turn (but paying attention to what the co-drivers is telling you).
That is actually how rally work in real life, also the rally drivers do their pace notes by running the stage before the real try, on much slower speeds to take note with the co-driver, then they do run it again to check, confirm or change, pace notes and check again the conditions of the track and other possible dangers (so, basically, aside form the fact they have pace notes at rally, they dont go completely blind on the stages, but the pace notes are the key).
EF_Neo1st Jan 19, 2021 @ 8:09pm 
The closest experience you can have is at Spain with more modern cars, like the Mustang GT4
https://www.youtube.com/watch?v=v8nfmkG6ktw&list=PLw5HSjF9MsV0_DJFH151RE7GpM9Kv9-dX&index=2

If you drive the same as at ACC or rF2 it will deliver a pleasant ride and some good times, still, slides here and there may happen and you can deal with it while being fast.
Also, you dont need to care so much about tyre wear because it stand the punishment (but tyres still blow up depending on what you do).

Use handbrake for sharp turns and hairpins, everything else drive as normal as you would on tarmac.

Consider also that driving on gravel, dirt, heavy gravel, snow, ice . . . it is all different from driving on tarmac and tarmac at DR 2.0 is dirty tarmac, not rubbered and with uneven surface, meaning it is completely different experience from ACC, rF2, AMS2, etc.
Like lich0 mentioned:
Originally posted by lich0:
Go on a green track in ACC, disable TC and ABS, have cold tyres and see how that goes.

It’s hard to compare really with different cars, tyre compands and road surfaces.
The closest experience you can have is going on green track with slidey tyres (try driving with your tyres red at ACC after you do some doughnuts and sometimes taking a stroll on grass. It will be much harder to handle the car in place and the track itself will feel worst because of the tyres.
https://www.youtube.com/watch?v=rq_dNKqMonQ
:D

DR 2.0 physics is made around gravel and dirt, meaning it is where it shines the most.
Tarmac acctually feels like a very dirty tarmac, also a rally tyre is made to stand a heavy punishment a normal race car tyre is not (a normal race car tyre is made to stand just little punishment in comparison, also being made morre for speed and less for standing the punishment of constant slides, spins, drifts ... )

Learn the pace notes and learn how to do the tracks without remembering eveyr turn (but paying attention to what the co-drivers is telling you).
That is actually how rally work in real life, also the rally drivers do their pace notes by running the stage before the real try, on much slower speeds to take note with the co-driver, then they do run it again to check, confirm or change, pace notes and check again the conditions of the track and other possible dangers (so, basically, aside form the fact they have pace notes at rally, they dont go completely blind on the stages, but the pace notes are the key).
ArcadeDreamz Jan 19, 2021 @ 9:03pm 
i've barely played race games/rally games and I've jumped in and it feels natural to me. I dont find it that hard. Maybe you are using very powerful cars, I've started with the historic racing. I also haven't seen videos or read how to get good. Just drive on the correct part of the road and turn into corners. It's not as hard as these videos make out, You jump in and drive like you would in real life. Think of it like surfing you surf along the road
Last edited by ArcadeDreamz; Jan 19, 2021 @ 9:06pm
Originally posted by Coekie:
I am using your wheel settings now for the g29. I must say, its a lot better to drive now. I drove the subaru s4 in new zealand and its crazy fun right now. Thanks again for giving me some direction and a starting point to build on.

Glad to see you having fun, that is what this is all about!



Originally posted by SGT-GUNNERS:
i've barely played race games/rally games and I've jumped in and it feels natural to me. I dont find it that hard. Maybe you are using very powerful cars, I've started with the historic racing. I also haven't seen videos or read how to get good. Just drive on the correct part of the road and turn into corners. It's not as hard as these videos make out, You jump in and drive like you would in real life. Think of it like surfing you surf along the road
Certainly. For all the right reasons as discussed above.
Once you pick up your pace a little and try cars with race-bred chassis-optimizations and drivetrains using limited-slip-diffs... ...you might find yourself expanding on what you do in real-life (unless you come from a RL motorsports-background, I mean :-)
Last edited by Simon said EAT DUST PLAYER_1 !; Jan 20, 2021 @ 10:32am
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Date Posted: Jan 18, 2021 @ 12:35pm
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