Yes, comparing DR physics to the original RBR ones would make no sense to begin with, when most of the RBR fanboys like myself have moved on to things like NGP, Real Physics and maybe to plugins like RBR-World that bear little resemblance to what the original game felt like all those years ago.
But having said that, RBR is still the greatest game of all-time for a reason, it nailed so many departments that most of you don't even remember to give credit for. If someone in here or anywhere thinks that it'd be easy to top a 11-year old game, think again. So from this perspective, I consider the following points as key areas in which a lot - and quite possibly too much for the time available - needs to happen (besides all the tweaking) before we can truly speak about these two games in the same sentence.
1) Wet surface physics
- I'm not really a tarmac specialist by any means and it may have to be taken into consideration but I made a quick test on one of the Germany's "sprint" stages and I wasn't convinced that there was any wet physics in place whatsoever, or if there is, it's very subtle. I was only couple of seconds off the pace in the rain and that I believe was more down to worse visibility than anything else. In RBR you have a notable difference between dry and wet. But what I do know for certain is that the AI drivers are driving the same stage times on both dry and wet... How worrying is all this exactly, I'm not sure, the old CMR games could give some indication on what to think but I'm not reinstalling any of them just to check.
2) Damages
- In RBR you have a choice of "Safe", "Reduced" and "Realistic" damage modes and not only that, in Rally Season's Champion level your rally ends right there if you "collide with a bystander"... Heck, that was something truly special as a concept even if the organisers have a tendency to be in a wrong place and occasionally that feature may have left you only frustrated. So of course DR doesn't have to go that far to get points from me, but there's no question that the game needs that often suggested "hardcore mode". And I don't think they'd need to even tie any driving aids to the difficulty levels, only the damages, and I'd be happy. Simple as that. I know some people would like to force things such as cockpit views in online events and even though I would welcome it, I'm not really that passionate about it.
3) The tyre selection
- OK, this is admittedly a tough one for DR devs and I don't envy them. RBR had Dry, Intermediate and Wet tarmac/gravel tyres and one type of snow tyre, and probably as such oversimplified by today's standards, as there seem to be three different compounds for each type of tyre nowadays. But even so, without some sort of a rudimentary tyre selection in DR, you'll always have the right tyres on, never mind what the itinerary looks like. That sure doesn't sound good enough to me.
4) Service park
- This is probably the easiest thing to fix and that's good, because currently the feature is just useless, with the percentages and all. I end up using the crew recommendation every single time because the concept doesn't give me any satisfaction. So it needs to be overhauled in a BIG way. In fact, they should be stealing from... you guessed it, RBR. The damage levels in RBR for different parts were "light", "medium", "severe" and "lost"; and your job was to replace parts (the clock was running while you were making decisions, even), not fixing something like tyres from 91% to 95% like in DR. And right now in DR you're not free to customise when these services take place. Always after two stages. Hopefully customising the itinerary will not prove to be impossible feature toadd only because it could ruin the "clean" menu design...
5) "Modding support"
- CM should make modding possible in as many departments as possible. And I'm not referring to any official mod support like Steam Workshop, because who in the right mind would be interested in that? Steam Workshop only spells trouble and useless restrictions that could render the whole activity pointless. No, just let people open any encrypted packs (audio etc.) and edit what's inside of them. Sure, some areas could be closed for eternity (RBR was quite a closed one, to be fair) and track modding support is obviously one of those more complicated areas, but it would be incredible if Codemasters actually released a plugin for 3ds Max or Blender to make exporting to the Dirt format possible. It's not like they'd have to share ALL of their plugins/tools and secrets for stage creation. From what I've read, apparently they don't use/have any track editors of their own, it's only 3ds max from start to finish, so who knows? Maybe it can be done.