r/simrally 19h ago

Thanks to earlier post - Art of (Sim) Rally mod

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100 Upvotes

tl;dr - thanks to a previous post for inspiration, I threw some Claude tokens at Art of Rally and managed to get FFB, telemetry, and drastic wheel improvements working in a couple hours. Release here: https://github.com/d-b-c-e/art-of-sim-rally

As it turns out, art of rally has force feedback the devs half-built and never shipped.

I finished it, and found two other things making wheels feel awful. It also made it easy to add telemetry for gauges and even Bass Shaker support.

Full disclosure: While I am a dev by trade, this was totally vibe coded in just a couple hours this afternoon but I wanted to share. Honestly otherwise I never would have taken the weeks to figure all this out the old way because my free time is slim. I'm also a filthy casual by most sim racing standards. I built a full rig to get into sim racing but honestly just still find my kicks mostly with arcade games, and lately adding FFB and telemetry to things that didn't have it.

First off - credit to op on this post for inspiring this today. I saw that post and thought "oh look I'd play that mod" but no link or mod to be found. Naturally being a dev familiar with AI, I threw some tokens at it for fun and it turned out better than I expected.

I had Claude Opus 5 run some analysis on my local Steam install of Art of Rally, and the findings were interesting.

Three things I (or rather Claude) found:

1. The force feedback exists, half-built. There's a complete ForceFeedback

class that reads a force value and pushes it to a wheel. There's also real

aligning-torque physics. The two were never joined — nothing ever assigns the

value connecting them, nothing ever attaches the component, and the native DLL it

calls into isn't in the shipped build at all. Someone built both ends and never

wired the middle.

2. There's a hidden 10% deadzone on wheels the game doesn't recognize. This is

the one worth knowing even if you never touch the mod. art of rally uses Rewired

for input, and Rewired applies a 10% deadzone to every axis of a controller that

isn't in its hardware database — a database that predates every modern

direct-drive base. The deadzone in the game's options is a *separate* one, so you

can set it to zero and still have a dead band. On my wheel at 270° that was 27° of

nothing at centre.

3. The game has a direct-steering mode you're probably not getting. Its

smoothing is disabled — but only for controllers with a Rewired racing-wheel

profile. Unrecognized wheel means you get the gamepad smoothing filter instead,

which works out around 1.6 seconds lock-to-lock at speed. That's the "vague, then

suddenly oversteers" feeling.

The mod fixes all three, and adds a bonnet camera (in the normal view rotation,

adjustable live on the numpad) and Forza-compatible UDP telemetry so SimHub,

dashboards and bass shakers work with no plugin to write.

Caveats:

  • Tested on one wheel, a MOZA R12. The force feedback is plain DirectInput

constant force with nothing vendor-specific in it, so it should work on

anything — but "should" is doing work there. Strength needs tuning per wheel.

  • It's a bonnet camera, not cockpit. The cars have no modeled interiors.

That's the game's art, not something a mod can fix. Or at least not without a lot of 3d modelling skills I don't have and can't AI my way out of.

  • The steering fixes restore what a recognized wheel already gets, so they're

fair-play neutral. There's a separate switch for the game's steering assist that

genuinely does change how the car drives — off by default, and I'd leave it off

if you care about leaderboards.

MIT, source and full technical write-up:

https://github.com/d-b-c-e/art-of-sim-rally

P.S. I've never really shared a game mod before but I suppose if there's interest, I can try submitting this to NexusMods.


r/simrally 7h ago

Trying to find enough traction getting around these pins , anyone else go wide to use the snow , tyres seem to bite more than staying on the compacted icy line , but I could have just imagined it

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13 Upvotes

DIRT 2.0 MC


r/simrally 19h ago

When you flip the car but don't lose much time #winning #flippensubarus fair to say I didn't get a stage win lol

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14 Upvotes

DIRT 2.0 MC


r/simrally 19h ago

flirting with rock cliff faces and concrete barrier's, winter tyres are definitely a handful on asphalt but a hell of a lot of fun 🥶👍

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8 Upvotes

DIRT 2.0 MC


r/simrally 10h ago

European Historic eRally Championship 2026 R9 | Lahti Historic Rally 2026

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3 Upvotes

📣 European Historic eRally Championship 2026 R9 | Lahti Historic Rally 2026

🇬🇷 Ο ένατος γύρος του EHRC 2026 είναι το Lahti Historic Rally 2026, 14 χωμάτινες γρήγορες ειδικές διαδρομές.

🇬🇧 The ningth round of the EHRC 2026 is the Lahti Historic Rally 2026, 14 fast special stages.

Link to join the Championship: https://www.rallysimfans.hu/rbr/bajnoksag2.php?bajnoksag_id=376&centerbox=bajnoksag2/b_rally_list_details.php&rally_id=102746

Itineraries: https://www.puresimrally.gr/ehrc/ehrc-2026/%ce%b7%ce%bc%ce%b5%cf%81%ce%bf%ce%bb%ce%bf%ce%b3%ce%b9%ce%bf-ehrc-2026/9-lahti-historic-rally-2026/


r/simrally 8h ago

vehicle shop

2 Upvotes

does anyone know why the dlc cars won't appear in the shop? (dirt rally 2.0) i got the ultimate edition and i can drive them in the time trial but they never appear in the shop and i want to use them in the my team section


r/simrally 1h ago

This Fiat 131 is very hard and fun to drive

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