Jump to content


  • Content Count

  • Joined

  • Last visited

Posts posted by bn880

  1. 03.07.2020:  Version 1.6 is out.
    • Support added for DR 2.0 Scotland stages.
    • Fixed issue with logging not working for some users.
    • Moved “Reset Best Lap” menu item below all others to avoid accidental selection.
    16.01.2020:  Version 1.5.2 is out.
    • Support added for all remaining RX cars for DR 2.0 released until this date. *Ford Fiesta Rallycross (STARD) recognized as Ford Fiesta RXS Evo 5.
    • Support added for all remaining RX venues for DR 2.0 released until this date.
    • Support added for BMW M2 Competition stage rally car.  *Detected as Mitsubishi Lancer Evo VI
    • Support added for DR 2.0 Greece stages.
    • Support added for DR 2.0 Finland stages.
    Special thanks for V1.5 data gathering to:
    • RSR SereneLogic


    05.01.2020: Version 1.4 is out.


    • Support added for DirtFish free roam.
    • Support added for Peugeot 306 Maxi DLC car.
    • Changed: RDA now saves each new stage attempt to a new file, allowing for much easier and cleaner tracking of fastest runs.

    Special Thanks:

    • Special thanks to mrjiffy6, Malkael, Mike Dee and Cortextual for their contributions.


    16.08.2019: Good news is good news.

    Version 1.3 of RDA has been published.
    • Support added for DR 2.0 Wales Event
    • Support added for all DR 2.0 v1.7 RX Venues
    • Support added for all DR 2.0 v1.7 RX Vehicles (note “VW Polo R Supercar” is detected as the Audi Supercar)
    • Support added for DR 2.0 Ford Focus RS Rally 2001
    • Fixed fastest lap timing display when swapping RX vehicles on same RX Event

    • Support for Windows 7 and 8 is still planned.
    Special Thanks:
    • Special thanks to Malkael for collecting the data required to make this update happen.
    • Special thanks to Mike Dee and Cortextual for their previous contributions.

    02.07.2019: Even More good news Everyone

    Version 1.2 of RDA has been published.

    • Support added for DR 2.0 Sweden Rally Event (all Stage Rally Events from 1.51 now supported)
    • Support added for Lancia 037 Evo 2, Porsche 911 SC RS Group B RWD Stage Rally cars (all Stage Rally Cars from 1.51 Supported)
    • PDF now features a change-log at bottom

    • Support for RX is still planned but not scheduled, donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support.
    • Support for Windows 7 and 8 is still planned as well, but also not scheduled.



    27.05.2019: Good news Everyone

    Version 1.1 of RDA has been published.

    • Support added for all DR 2.0 v1.41 Rally cars including 2000cc.
    • Support added for Monaco and Germany Rally Events.
    • RDA now renders on top of game windows so you can use Live Performance over windowed/borderless DiRT Rally (2.0).
    • Support for RX is still planned, but donations would speed it up. Check Discord if you wish to help with collecting data for RX RDA support.
    • Support for Windows 7 and 8 is still planned as well.

    Download Version 1.1 https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/


    Hi all, my data logging tool that I should have released 2 months ago , has finally hit the shelves:  https://www.racedepartment.com/downloads/racetrack-data-acquisition-rda.26829/

    RDA Represents several weeks of full time software development which is released to you for free but with ability to donate if you find it useful and wish to support further enhancements.

    What is RDA?
    RDA is an application that can log telemetry from DiRT Rally (all stages/courses/vehicles) and DiRT Rally 2.0 (base release Cars/Stages and may work for DLC stages) to CSV, BIN, or MoTeC LD files.

    RDA also allows you to compare instantaneous and live Delta T and Delta V if you have already completed a stage/lap in the same vehicle. Your best stage/lap is saved on completion.
    Currently the live deltas are rendered only on a secondary monitor or beside the game windowed.



    BMW E30 vs R2 Fiesta.png

    Sample Videos


    Key Performance and Features

    RDA is very light weight; written in C++17 (importantly not Java or scripts) and does not utilize any extensive libraries such as boost, .NET, QT/wx and other UI libs to keep the data logging and loading performance impact completely negligible. You should not notice even a 0.1FPS drop when logging.
    In addition to using minimalist C++17, the application logs LD data to a temporary BIN file format instead of text/XML for ultimate performance and data safety in case of a system crash.
    (Recovering such data from BIN to LD currently can only be performed by the author “bn880” due to possible licensing issues.)

    Data and Frequency Precision
    RDA uses a comprehensive algorithm to save LD logs in maximum precision for all data channels without significant processing overhead. This is unlike any previous LD file data logger for other simulations.
    The frequency of the channels is also precisely calculated and saved based on an extrapolation algorithm and full passes of the collected data points. It is however crucial that you log at less than the full sim render FPS (about 80% or less of the FPS) or that your render FPS remains constant with Vsync if you want to have precise timing in logs.

    See PDF for more features...

    Quick Start / Installation
    Extract zip
    Extract the ZIP package into a folder where you have full privileges (read/write/full control), usually this simply means NOT in ProgramFiles (x86).

    Setup DiRT Rally UDP
    Set up DiRT Rally UDP output to your desired unique RDA port as per the How to set up DiRT Rally and DiRT Rally 2.0 UDP ports section. (inside PDF in package)

    Run RDA
    Run ./RDA/RaceTrack Data Acquisition.exe alongside your game to capture data logs and to view live Deltas once you complete a lap/stage once. (you can make yourself a shortcut to the exe for future use)

    Live Delta viewing is shown on the RDA main panel, and requires a secondary monitor or running the game in windowed mode with RDA visible on the same monitor. See Delta T and Delta V display.

    *** NOTE *** If you try to use RDA to log cars OR stages/tracks that are not supported no files will be generated, there will be no deltas shown, and you will need to restart RDA to resume logging.

    When data logging is working and live recording a stage/lap the Record button turns red. See Figure 6 RECORD and STOP (+SAVE) Button states. (inside PDF)

    You can find your logs with the File>Open Log Folder file menu entry.

    Install MoTeC i2 Pro v1.0.21.30 (not included in this package, you need to get it yourself)
    In MoTeC i2 Pro go to "File">"Project">"Open Project..." and open the supplied project: <RDA Install dir>\MoTeC Projects\DiRT Rally\Project.mtcprj

    Open Log File in MoTeC Pro
    You can now open your recorded LD log file in MoTeC.

    As of version 1.0 detailed GPS track maps (inner/drive/outer lines) are provided for Fourketa Kourva and Waldabstieg from DR. However you can generate these GPS maps in about 15-30 minutes with the correct procedure, and any stage you have driven will always be visible as a drive line with heading anyway. See Track / stage map generation procedure.

    Final Notes/Discord
    Enjoy, and remember to join Discord https://discord.gg/GKhwAcN if you have questions/comments/suggestions, and that you can Paypal bn880@hotmail.com if you wish to support further feature enhancements. (shameless plug)


    RDA will not work in Windows 7 or 8.1. This is due to Microsoft improperly describing their Universal Runtime to developers and omitting certain features from CRT for Win7. 16h of development would need to be funded by donations to cover conversion to C++13.

    • Like 4
    • Thanks 2

  2. 15 hours ago, Pistro said:

    I'm currently on my way to winning masters in R5 class. It's my fourth try though so it was very challenging and it's possible only because I basically memorised all the stages at this point. Without it winning masters would be near impossible as pace notes in this game are very inconsistent and you often crash, if you don't know the stages and drive anywhere near the limit, because of corner angles very often being plain wrong.

    As to engine upgrades, I never thought about it that way. Definetely worth investigating.

    That's the way I also see it, I can't imagine someone winning Masters at least in R2 that I am in without really memorizing most of the stages or generating their own pacenotes.  The AI are doing consistent hammered time trial record times or beyond.  Not rally times even of the best drivers in the world IMO.


    Edit: But Codies are looking into it, so we will see what they decide on the issue etc.

    • Agree 1

  3. 1 hour ago, MikeyFM said:

    And how on earth is it even possible, was the game playtested at all before release?

    Well yes they tested it, the issue is that they used the fastest Virtual Rally driver to test it! (Jon) 😛  (I thought it was kinda funny, it's Monday, give me a break)

  4. 2 hours ago, Scand1Fl1ck said:

    I don't know how CM calculates the running order. I believe WRC runs by championship points in reverse order, so the leader is last. I'm the leader in points but another person runs behind me? Also, I finish the last stage at Poland and Phil says something along the lines of "Congrats, we're champions." Uh, no we're not Phil the AI behind us wins.

    That still doesn't change the fact that I post a #4 time on the leaderboards out of a field of 3000 and the AI posts a #3 time... on elite.

    It's the reverse actually in the WRC, the leader always opens the road on the thursday/friday.  Then whoever is slowest from that day opens the road on Saturday.  (it's all kinds of ****, but that's another discussion)

    Also it is divided into classes, support series run after the main WR cars.

  5. 1 hour ago, virgism said:

    But it gives same value as PI calculator (~60) 🙂

    No it doesn't.  You're entering different information then.

    Please share your eye distance to screen and your screen height.

  6. On 4/22/2019 at 7:56 AM, virgism said:

    Please read it again:

    DR1 and DR2 have same FOV values - and it's a vFOV*2. PI is correct - CM confirmed that.

    With all due respect, Mike likely said that because the vFOV /camera isn't changed from DR1 to DR2 and that calculator was correct for DR1.  However how you use the value from Dr1 to DR2 has changed as you aren't entering it in a config.  So, don't hang on to what CM said, you don't really even need them as part of this conversation once you got your FOV click values as we have, because you can use geometry and physics/optical calculations to check everything.    Stop for a minute thinking of what people tell you, and use your own brain as it were to consider whether what you see in the frame of your monitor is what you would really see on the monitor if it was a physical window in your car at that distance etc.      Use your arms if you have to to touch the corners of a road in Spain at your bonnet, do the same in your car on a similar width road, is everything ligning up?  It is super easy to check as we are talking a factor of 100% error.

  7. 40 minutes ago, virgism said:

    A developer also told, that Project immersion calculator is showing correct values - and it shows 57 for me, not 29 or -5, like Andyf calculator.

    It's not showing correct values for vFOV for DR 2.0.  All you have to do is check how wide the road is on your monitor versus in your real car... its so blatantly obvious it's not funny.

  8. 1 hour ago, virgism said:

    I think calculator is wrong - in Dirt games FOV must be vFOV*2 - 82 in your case, or +5 clicks.

    In my case it shows -5 and vFOV - 29. If I set -5, i can't play - it's like slow motion movie. But if i set +1 (vFOV*2 = 60 ) - it looks perfect.


    This calc looks better: https://dinex86.github.io/FOV-Calculator/

    No - The calculator is totally right.  You are using a double FOV from what it should be with the other calculators.  If you can't play, raise it knowing it's not realistic, or upgrade your setup.

    • Agree 2

  9. Just an update on this, because now I can view the Career Leaderboard.  R2 Masters: I am regularly placing top 10 or top 5 in Spain and NE stages on the leaderboards, in the wet often #1 or 2, and I am still placing around 10th versus the AI.


    Edit: To clarify, on the human Career Leader boards the people at the top 10 usually are not the same people, it's a huge inconsistency.  Versus the Ai where the top 3 at an even are generally the top 3 in most stages.  So while I am about 5 places average higher or more versus the humans, the AI are also much more consistent.  So this is a problem .  I think this requires strict world record times on all stages of the Masters championship, and those times are not Rally times, those are Time Trial times.

    • Agree 2

  10. 8 hours ago, F2CMaDMaXX said:

    Hope we can get a calc that gives the vFoV setting for DR2, for now, that project immersion site seems to give a good number even though it's doubling it for DR.

    Well that's exactly what it is, it's just doubling it.  So you have a calculator basically on the immersion site, use any other game that has vFOV like Assetto Corsa and you have the right answer that's not doubled.   Then you can use the -5 / +3 table someone posted above to know how many clicks up or down from center you need to adjust (hint, almost everyone needs to do some negative clicks, and most people need to go to smallest FOV possible)

    • Agree 2

  11. Another example of crazy R2 AI times, this is Masters level.


    masters AI dry, ~130th on the road  (degraded)


    Humans, dry, ideal degradation



    So they are beating the Human world record done in ideal conditions by 7 seconds in Australia.  And they do this with degradation, and worn tyres.


    • Agree 4

  12. 5 hours ago, SquadBruce said:

    Oh balls..

    Do bottom 3 not get dropped?

    Looking at a lifetime of disappointment now 🤣

    Yes you will get dropped eventually if you keep finishing at the bottom or Abandon a championship a few times.

    I'm kind of hoping CM will fix the AI times, it's a bit scary in the R2's on some events.

    • Agree 1

  13. The AI times in R2 ARE quite messed up,  Marynka. I can do a 4:15 with a few tiny errors in the dry, that's 11th world time. but that's not good for Masters Career AI, they do the same time in the wet, with full degradation:

    Humans Dry no deg


    AI Wet full deg back of field



    Video of the Dry stage for reference


    • Agree 5

  14. On 3/28/2019 at 5:09 AM, dreampage said:

    How come there is one AI that completes the rally (6 stages) 1 minute 20 seconds faster than any other AI cars? How can it be so much faster when it's only "Clubman" difficulty? I would agree I must be a noob if every AI was faster than me but you can see I completed the rally quite well, I beat all of them (I won 3 stages out of 6) but yet that one AI is ridiculously faster than all the others. Like that S. Bernard was from another tier completely. This is what makes Career mode so hard to enjoy.

    Oh, I think they did pretty well on that aspect; because often you're in lower levels up against "up and coming talent", and yeah they're fast but next season they usually are already in a higher level and not there to challenge you anymore.  This can happen in real life too where a driver is just so much better but he won't stay there long.

  15. I am resorting to restarting my wet stages until I can minimize the time loss in R2 FWD career.  It's really not a good experience as I am pretty hardcore (tm) and would prefer to do no restarts as I was able to do until I got into elite.   Frankly without restarts with these AI times especially in the wet, I'd probably struggle for 2 years to get into Masters. 😄