I ended up turning down all the impacts but bumping up tires and suspension, which really made it more realistic and allows you to manage understeer or catch the rear end before slipping. I like having the option of turning up/down individual force feedback coming from impacts, the engine, tires, suspension, etc. Had to play a lot more with settings for the Fanatec wheel set-up. The game handles surprisingly well on the Xbox controller with very little tweaking. The menu can be a little confusing compared to the first Dirt Rally, but maybe just takes some getting used to. I miss Monte Carlo (which will be coming as a DLC) and very sad no more Finland (where most of the pace notes say "jump" or "over crest" lol). Track selection is a little disappointing. ![]() Gives a better level of immersion when in service/not driving. ![]() I also like the addition of tire selection and having "levels" of fixes ie quick fix vs repair vs replace. It really makes you have to process what you see ahead of you compared to what you hear on the pace notes then make a judgement call on where to put the car. Dirt/gravel surfaces get rutted and pull the car around if you drive over it while tarmac tracks get covered with puddles/mud which make em slippery and cause the car to handle unexpectedly for a split second when you hit it. ![]() ![]() I was a little skeptical about the "track degradation" feature but it really comes into play. Been hitting Dirt Rally 2.0 pretty hard since the weekend.
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