DiRT Rally Thread

With all Codemasters games you can run 900 degrees in profiler and use say 50% saturation for the steering axis in game. Leave all deadzones on 0% and set steering linearity to 0 and it works pretty well.

You can also muck around with linearity (although it's not easy to get a good feel like that).

For DiRT Rally, the stock FFB works best with 100% linearity and low degrees of rotation in driver. With changed FFB I just left things like that and like the result. I might try swapping back to 900 degrees and 50-55% saturation later though, see how it feels.

P.S. I found the following in game settings work well:
Wheel / Vibration / Strength / Weight
T500 / 30% / 60% / 0%
T300 / 50% / 100% / 0%

I actually prefer the T500 in DiRT Rally, which is a very rare thing....
Cheers; but adjusting the saturation isn't the same as properly adjusting the rotation ingame no? I'm wondering if i should mention that on the codies forum as most sims have that option. Bit annoying to have to leave the game and go back to the profiler and adjust it there IMO.
 
For those doing the championships and are struggling with the ffb and wheel settings, use the fiat 131 or escort they are far more stable and predictable than the stratos.
as you can see below the car is a handful
 
@skazz : tk for the effect link.

Everybody, I urge you to try out the Dirt3 modded effects which have also been updated today.

Day and night 👍

Alone on the standing line, you already feel the difference.

Gonna enjoy this now :)

EDIT : It improves your times :lol: at least mines. On the championship, first time I drove the Monaco location, finished second, mere seconds behind the first...

Recorded it, will upload later, need to drive more :P
 
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Is anyone playing this on a controller? I enjoyed all the 'dudebro' Dirt games on pad and wheel but no longer own a wheel, I've always wanted the game to be more rally focused but being without a wheel my worry is it doesn't play well on the pad as many PC sim's don't or are nearly impossible.

Thoughts?
 
Here's my addition to the videos :) Ultra Low settings like I said earlier becasue I don't want to mess too much with settings when it rains :/ Still a pretty nice looking game


@Dragonistic I'm on a controller right now. It plays decently well. With it. Obviously there are a bunch of differences in the feel between this and say Dirt 3, but the steering is pretty well sorted, FFB seems to be working well. You should be fine playing on a pad :) Hope that's at least a bit helpful
 
How?

G27

You would think a GT Academy finalist could at least keep the car on the road.

What's everyone using for ABS settings? I think I put mine on 3 or 4, but I also find myself coming up to a corner, hitting the brakes and just understeering right off the road.
I'm not using ABS... I put the brake balance one tick to the front to prevent mass overstreer, while a stamp on the brake pedal will get me a little bit of rotation.
 
I used the Race Department ffb file linked further up thread and the difference is remarkable. Absolutely stonking game now. Took a 95 Scooby around Sweet Lamb. Joy!
 
Some tips:

- If you own a basic stereo or play through the TV, set dynamic range to low and it will make the sounds come alive. GAS also had this so i guess it's a codies trademark now.
- If you don't remember if it was a tight corner to the left or right, and you are arriving at break neck speed; the little red flags hanging on the side show which direction it is.
- Sound of the co driver is muted on the exterior sounds due to the engine being more pronounced, in car he is better audible.
- definitely use @skazz 's tip and copy past that file from racedepartement in your FFB folder.
- I set gamma to 1.0 in the graphics settings (+2), as the dark patches on the road are a bit too dark in morning/afternoon conditions.
 
"Sneak "Peak" at what's coming next for DiRT Rally"

CD7wlNLW0AArk49.jpg:large
 
After applying the FFB fix and disabling all the crutches in the form of HUD and driving assists, the game became even more fun. Split times and progress bar was only making me nervous. With no time visible, I can concentrate much more on driving, not worrying how slow I am.
 
Does replacing that FFB file make a difference for G27 wheels as well or is mainly for T500 users ?
I never play with game files like this, so what would happen if they release a patch or something for FFB would it overwrite this RaceDepartment FFB file, or am I constantly going to be manually changing files everytime ?
 
Does replacing that FFB file make a difference for G27 wheels as well or is mainly for T500 users ?
I never play with game files like this, so what would happen if they release a patch or something for FFB would it overwrite this RaceDepartment FFB file, or am I constantly going to be manually changing files everytime ?
Worked for me and i have a CSR. My guess is it's just how the game relates the FFB signals from the physics to your wheel and it has nothing to do which wheel you are using.
 
This is what I have seen elsewhere.

Dirt Rally features at launch (which is right now) 17 cars and 36 stages taken from 3 different locations (Monte Carlo, Acropolis and Wales).

Edit: From the official website https://www.dirtgame.com/uk/about

  • 17 Cars - Having hundreds of cars doesn’t interest us, rally is about having the right car and we intend on having all of the right cars. These 17 are just to get us started and we’ll be adding more cars over more classes as the year goes on.
  • 36 Stages - Winding paths through forests, death defying drops off hillsides and narrow mountain paths are what this is all about, it’s you and your car versus the road ahead. To get us started we’ll be heading to the muddy paths of Wales, the dusty trails of Greece and the icy tarmac of the legendary Monte Carlo rally.
  • Simulation handling - We’ve accurately recreated how every part of the car works and to support this we’ve developed a brand new physics model that simulates everything from the way the surface of the road behaves to limited slip differentials. This is how these cars drive and with real-world rallying experience on the team, a deep understanding of car setup and handling, countless visitors from the worlds of rally and rallycross plus the help of some of our biggest DiRT Fans we've got the handling as right as we can.
  • Team Management - Hire and fire your crew members each of whom which will have different skills, improving repair times for different parts of the car. Teach them new skills as they gain experience and work together as a team to improve your performance in events.
  • League Support - Get together with friends and run your very own racing league. You can join up to six leagues at any one time and run them how and when you want. For more information on setting up and joining a racing league visit select “Leagues” from the main menu.

In bold know this isn't the GT thread, but I've been preaching this up and down, and stomping/ranting/raving about this forever now lol.

I need to check this game out like I said, or if I haven't said before I thought DiRT 3 was actually Sim this entire time(:dunce:) so I really really want to see about this game, and how much longer does this go on?
 
Does replacing that FFB file make a difference for G27 wheels as well or is mainly for T500 users ?
I never play with game files like this, so what would happen if they release a patch or something for FFB would it overwrite this RaceDepartment FFB file, or am I constantly going to be manually changing files everytime ?

You can overvrite it. But when CM updates the ffb next time, I'd definitely try the stock files anyway. The ffb and wheel support has some fundamental issues that wont be fixed with an xml tweak.

And CM is avare of that, which is good. :)
 


"Steve our Physics guy, Nick and Paul who do the car handling, Paul Coleman the Chief Game designer and myself had a skype call with him today. Really smart guy and he knows his stuff inside out, its the kind of feedback like this we need too. Good in-depth feedback that we can work with.

Dom (the guys name) has given us a lot to think about, we're going to get to work on it and when we have something to show he's agreed to come down and help us fine tune the new settings. I won't lie this isn't the kind of thing we're going to fix in a few days but we will of course keep you all updated.

Feel free to talk to Dom about the call too, I've told him that he's free to discuss our conversation and what he thought - we don't want anything like this to be a secret."

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Its great to see them listening to the feedback from people. Maybe they will take the F1 game in the same direction that would be fantastic
 
Are all of the stages unique, or are they run over the same pieces of road with some variation here and there, like in DIRT 3?
 
I don't mind the odd re-used corner, but it was ridiculous in DIRT 3. It felt like half a game.
That was one of the many reasons why the first two WRC games by Milestone were so damn awful. Just the same stages over and over...

Also, to keep things on topic, been playing it a little on my laptop and it's really good. Still haven't finished a stage yet, though... :lol:
 
I switched over to H Pattern and Clutch... changes the whole dynamic! So much better!!! Also, if you really want a workout have the wheel weight at 100... insane fun :P
 
That was one of the many reasons why the first two WRC games by Milestone were so damn awful. Just the same stages over and over...
I don't mind it occasionally - there were some tough stages in Colin McRae Rally 2.0 that were run in reverse and proved to be an equal challenge - but when they set the stages up so that the only difference between two of them is an extra two or three corners, it's really cheap.
 
there were some tough stages in Colin McRae Rally 2.0 that were run in reverse

There's reverse stages in this too, and it's fine. Stages are run in reverse IRL too.

No other kind of copying so far atleast. As far as I can see.
 
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