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Killarney International Raceway, South Africa – Available Now in DiRT Rally 2.0


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10 minutes ago, MattyH1812 said:

Really fun track! Wonder if there's an achievement coming where you have to take out Hansen in the final :classic_ninja:

Go Full Kevin - File a post-race protest against another driver for an incident caused by your own team mate. 

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19 minutes ago, MattyH1812 said:

Really fun track! Wonder if there's an achievement coming where you have to take out Hansen in the final :classic_ninja:

Your comment made me check the Season 4 Achievement drafts, there's one in there I really want to try out.

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Fun track, the final sector I have the most difficulties with. And than I am talking about the joker and the final chicane. But I can imagine with a wheel it is a bit easier.

overall a good representation of the track. It is not completely accurate if I compare to the onboard footage and tv footage. I think mostly the chicane on the back straight is a bit short which imo is the only little flaw. The other small differences are ok, as I think it’s is better for gaming purposes

AI————————

the AI is pretty ok (100%), but there is room for improvements.

- the AI brake to extreme/early for the first turn. Very annoying at the start

- at T3 (left handed before the jump) they are a bit slow.

- the AI brakes a bit strange before the back straight chicane. Also they take a bit odd line through that chicane.

- the AI is extreme fast through the chicane. Their lap time is faster at the joker than the normal route. Maybe it is only the case when you are behind the AI and than they take the joker.

Bugs/Issues——————

there are also some small bugs with the track.

- there is no dust behind the cars. I will be interested how the racing will be then.

- with a wet track, the track really seems extremely wet. A bit to much imo.

- hitting a pole (trackside markers) is a bit extreme. Although I don’t mind. But when you get for example a hit at the start and pushed to the inside, you almost role or spin immediately when you hit them. Especially for online purposes it is frustrating when you can’t do anything about it and you get pushed into them. Or someone else spins because of them and you can’t avoid them. I wouldn’t change anything for now, as maybe people will change their driving, and also with fixes to AI it will help for better racing. 

—————-

Thank you Codemasters for this track. Keep on the good work. 😘

 

Edited by JorritVD
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11 hours ago, JorritVD said:

overall a good representation of the track. It is not completely accurate if I compare to the onboard footage and tv footage. I think mostly the chicane on the back straight is a bit short which imo is the only little flaw. The other small differences are ok, as I think it’s is better for gaming purposes

Yeah, I assumed the changes had been made for gameplay purposes: I am sure the last section (the left/right before the line) is more severe in real life.

And yes, those poles on the corners must be buried deep, as they are incredibly unforgiving! 

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Here a comparising of the real (2019) and ingame (2018 based) track:
- Overall track width seems wider in game
- T1: In game it seems made a bit smoother
- T2 / T3: It seems in game this is tighter than IRL

- Backstraight: IRL the track becomes tighter
- Backstraight chicane: In game it is much wider, the backstraight is wider, the entry is wider, the exit is wider. Although it is more accurate than i thought. 

- Entry joker: IRL much more a chicane and technical, and therefore slower.
- Joker: Overall the track is IRL pretty tighter and therefore a bit slower
- Joker loose surface. It is also much tighter and technical IRL, and therefore also slower, 
- The normal turns seems pretty accurate, although there are some minor differences.

- Final straight seems also pretty accurate. 
- Final chicane is more accurate than i thought. The right hander is a bit more open than IRL. Also because the straight are a bit wider in game and the cars have more grip than IRL, it automatically makes the chicane more easy. 

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KIL_REAL.png.74121d21899f863cbd53b99035509477.png

KIL_GAME.png.7810e7397bf8d455b33862b15d56dbde.png

 

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Edited by JorritVD
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2 hours ago, JamesMcAdam said:

It would be interesting to have the same for Mettet 🙄🧐

I think the layout isn't far off for Mettet: it's the elevation (or rather lack of elevation change) which is what makes the circuit seem so off. 

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