LeGeNd-1
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Notice he didn't mention his control method or any further detail....
But in general, yes it's certainly true that DiRT Rally cars jump a little too easily, and that the physics for cars while off the ground is not that great. It was discussed a lot during early access (originally cars had more downforce, this was reduced to current levels).
And let's assume someone is of the "harder is more realistic" camp, then obviously the amount of grip in DR would appear to be unrealistic to such a person. Especially guys with many years of playing RBR tend to think that it must be closest to reality so other rally sims which feel different cannot be right, even though RBR was obviously a compromise at the time of creation.
As always, no sim is perfect. DR does a lot of things right, but not everything.
IMO, the grip level in RBR is alright. The main problem is low road textures and no widescreen (at least without mods) leading to poor sense of speed. It doesn't help that the speedometer is also very small and hard to read at speed. If you just pootle along at 60 km/h it's very easy to drive in RBR. But when you start to push...well you know what happens.
The thing that impresses me most about RBR is the tuning screen though. First game I know that lets you map differential at 10% throttle/brake increments, and adjust suspension geometry directly instead of just spring rate/dampers/ARB. It's all very confusing but thankfully the default setups are already optimized for each track (by Richard Burns himself no less!). Obviously Dirt Rally still uses Codemasters' generic sliders, but I bet if they make things too complicated it won't sell as much as it did.
At the end of the day, when I want a no holds barred, uncompromising rally sim I'll play RBR. If I want a better graphics version with 90% of the physics I'll play Dirt Rally. Everyone wins