Dirt Rally 2.0 Pacenotes Pdf
This guide outlines the standard "6-Fastest" pacenote system used in DiRT Rally 2.0
, explaining how to interpret the co-driver's calls and how to structure your own notes for co-op play. The "6-Fastest" Corner System
DiRT Rally 2.0 uses numbers to indicate the severity of a corner, where is the fastest and is the slowest Minimal radius; can usually be taken at full throttle 6 Left/Right:
Very fast; requires only a slight lift or minor steering input
Fast; requires a brief brake or downshift to one gear below top. Medium speed; typically a 3rd or 4th gear corner. Sharp; requires significant braking and lower gears. Very sharp; usually 2nd gear. Tightest numbered corner; 1st gear speed Square / Hairpin / Acute:
Non-numbered turns ranging from 90-degree bends to 180-degree arcs Corner Modifiers dirt rally 2.0 pacenotes pdf
Modifiers describe how a corner's geometry changes or how you should position the car Opens / Tightens:
Indicates the radius of the turn increases or decreases as you go through it Long / Extra Long:
Tells you how long to hold the steering angle. The scale typically goes:
Short → Long → Very Long → Extra Long → Extra Extra Long Don't Cut:
Essential warning; there is an obstacle (rock, post, cliff) on the inside that will damage the car Keep Left / Right / Middle: This guide outlines the standard "6-Fastest" pacenote system
Instructs your positioning on the road to prepare for the next turn or avoid a hazard Hazards and Road Features
A rise in the road that obscures your view of what's immediately ahead Jump / Bump:
Warning that the car may leave the ground or become unsettled Bad Camber:
The road slopes away from the direction of the turn, reducing grip Caution / Braking:
Immediate warning to slow down earlier than usual, often because of an upcoming hidden hazard or sharp turn Creating Your Own Pacenotes (Co-op Guide) How to practice listening (No PDF needed)
If you are writing notes to read for a teammate, follow these best practices derived from community resources like Scribd's Rally Pace Notes Max Bechtold's transcripts Dirt Rally 2.0 Pace Notes Guide | PDF - Scribd
Mix of tightening and opening turns over crests through narrow gates with jumps and caution for bad camber and logs.
It sounds like you're looking for a feature idea related to having or creating a PDF of pace notes for Dirt Rally 2.0. Since the game doesn’t natively export a PDF, here’s a practical feature concept you could develop or request:
How to practice listening (No PDF needed)
- Go to DirtFish (the free roam arena).
- Drive slow laps and just listen to Phil call corners on the training route.
- Repeat the calls out loud. "Left 3 over crest... Right 4 don't cut."
- This auditory training is 10x more effective than staring at a PDF.
3. Strategic Planning for Time Trials
If you are chasing a leaderboard time in Time Trial mode, you need perfect entry speed. You cannot experiment mid-stage. A PDF allows you to identify "chicane zones" or "crest jumps" so you can memorize braking points that the audio doesn't specify clearly.
Distance Markers
- "Into": The corners are linked immediately. (e.g., "Right 4 into Left 3").
- "And": Very short distance between instructions.
- Long/Short: Describes the duration of the corner. A "Long Right 4" requires you to hold the turn for a while; a "Short Right 4" opens up quickly.
The Critical Modifiers
A PDF is useless without the modifiers. Memorize these:
- "Into" : Immediate combination (e.g., "Right 4 into Left 2" means no straight line between them).
- "Tightens / Opens" : The radius changes mid-corner. "Left 3 tightens to 1" is a trap.
- "Over Crest" : You cannot see the exit. The car will go light.
- "Don't Cut" : There is a rock or log on the inside. Cutting will kill your run.
- "Plus" : Slightly faster than the number suggests (e.g., "Right 3 plus" is almost a 4).
Pro Tip: Print a small PDF key and tape it to your monitor bezel or wheel base until the language becomes instinctive.