WRC EA mistakes & inaccuracies FEEDBACK thread
I was thinking about creating a thread with all the mistakes and inaccuracies seen in EA WRC early build (very few as tradition with CODIES). Let's start with the CARS: X̶S̶A̶R̶A̶ ̶W̶R̶C̶:̶ ̶T̶h̶e̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶m̶o̶d̶e̶l̶l̶e̶d̶ ̶i̶n̶ ̶t̶h̶e̶ ̶g̶a̶m̶e̶ ̶i̶s̶ ̶I̶N̶C̶O̶N̶S̶I̶S̶T̶E̶N̶T̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶i̶n̶t̶e̶r̶i̶o̶r̶ ̶i̶t̶ ̶u̶s̶e̶d̶,̶ ̶C̶I̶T̶R̶O̶E̶N̶ ̶s̶t̶a̶r̶t̶e̶d̶ ̶u̶s̶i̶n̶g̶ ̶t̶h̶e̶ ̶e̶x̶h̶a̶u̶s̶t̶ ̶o̶n̶ ̶t̶h̶e̶ ̶r̶i̶g̶h̶t̶ ̶s̶i̶d̶e̶ ̶s̶i̶n̶c̶e̶ ̶2̶0̶0̶4̶,̶a̶n̶d̶ ̶a̶ ̶B̶I̶G̶G̶E̶R̶ ̶R̶O̶O̶F̶ ̶S̶C̶O̶O̶P̶ ̶s̶i̶n̶c̶e̶ ̶2̶0̶0̶2̶,̶ ̶b̶y̶ ̶t̶h̶e̶n̶ ̶t̶h̶e̶ ̶S̶T̶I̶C̶K̶ ̶S̶H̶I̶F̶T̶E̶R̶ ̶W̶A̶S̶ ̶L̶O̶N̶G̶ ̶G̶O̶N̶E̶,̶ ̶t̶h̶e̶ ̶c̶a̶r̶ ̶s̶t̶a̶r̶t̶e̶d̶ ̶u̶s̶i̶n̶g̶ ̶a̶ ̶P̶A̶D̶D̶L̶E̶ ̶S̶H̶I̶F̶T̶ ̶S̶Y̶S̶T̶E̶M̶ ̶s̶i̶n̶c̶e̶ ̶T̶O̶U̶R̶ ̶D̶E̶ ̶C̶O̶R̶S̶E̶ ̶2̶0̶0̶1̶,̶ ̶a̶ ̶r̶a̶l̶l̶y̶ ̶i̶t̶ ̶a̶l̶s̶o̶ ̶W̶O̶N̶ ̶w̶i̶t̶h̶ ̶P̶u̶r̶a̶s̶.̶ ̶C̶O̶L̶I̶N̶ ̶n̶e̶v̶e̶r̶ ̶d̶r̶o̶v̶e̶ ̶t̶h̶i̶s̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶o̶f̶ ̶t̶h̶e̶ ̶c̶a̶r̶.̶ ̶A̶L̶S̶O̶ ̶f̶r̶o̶n̶t̶ ̶a̶i̶r̶ ̶i̶n̶t̶a̶k̶e̶s̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶b̶r̶a̶k̶e̶s̶ ̶a̶r̶e̶ ̶N̶O̶N̶ ̶f̶u̶n̶c̶t̶i̶o̶n̶a̶l̶ ̶i̶n̶g̶a̶m̶e̶. FIXED! 206 WRC: The version of the game it is likely the 02 one driven by Richard Burns, the car changes GEAR with the TWO RINGS placed on the top and bottom of the steering wheel, in the game the avatar changes gear with the auxiliary gear stick SHIFTER. Water effect in rainy conditions on the inside of the windshield. FABIA WRC: the car changes GEAR with the TWO RINGS placed on the top and bottom of the steering wheel. In the game the avatar changes gear with the auxiliary gear stick SHIFTER (same as in the 206 WRC) FIESTA WRC 2021: W̶e̶ h̶a̶v̶e̶ W̶R̶O̶N̶G̶ a̶u̶x̶i̶l̶i̶a̶r̶y̶ s̶h̶i̶f̶t̶e̶r̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶, t̶h̶e̶ P̶A̶D̶D̶L̶E̶ s̶h̶i̶f̶t̶e̶r̶ a̶n̶i̶m̶a̶t̶i̶o̶n̶ i̶s̶n̶'t̶ w̶o̶r̶k̶i̶n̶g̶. FIXED! Thanks I'll update the list if myself or other users found more inaccuracies UPDATED 12/03/2025 with LE MAESTRO DLC cars ̶M̶I̶T̶S̶U̶B̶I̶S̶H̶I̶ ̶L̶A̶N̶C̶E̶R̶ ̶E̶V̶O̶ ̶V̶I̶ ̶(̶G̶r̶o̶u̶p̶A̶)̶ ̶i̶n̶ ̶W̶R̶C̶ ̶1̶9̶9̶7̶-̶2̶0̶1̶1̶ ̶c̶l̶a̶s̶s̶.̶ ̶N̶o̶t̶e̶s̶ ̶6̶-̶s̶p̶e̶e̶d̶ ̶h̶-̶p̶a̶t̶t̶e̶r̶n̶ ̶i̶n̶ ̶s̶h̶o̶w̶r̶o̶o̶m̶.̶ ̶S̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶6̶-̶s̶p̶e̶e̶d̶ ̶s̶e̶q̶u̶e̶n̶t̶i̶a̶l̶ ̶. FIXED! Thanks !! DOUBLE DECK REAR SPOILER ON THE EVO VI WAS BLANKED because of FIA GROUP A /WRC RULES. ̶M̶I̶N̶I̶ ̶C̶O̶U̶N̶T̶R̶Y̶M̶A̶N̶ ̶W̶R̶C̶,̶ ̶N̶o̶t̶e̶s̶ ̶5̶-̶s̶p̶e̶e̶d̶ ̶s̶e̶q̶u̶e̶n̶t̶i̶a̶l̶ ̶i̶n̶ ̶s̶h̶o̶w̶r̶o̶o̶m̶.̶ ̶S̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶6̶-̶s̶p̶e̶e̶d̶ ̶s̶e̶q̶u̶e̶n̶t̶i̶a̶l̶ FIXED! Thanks !! VOLKSWAGEN GOLF MK4 F2 KIT CAR, mentions in showroom 6-speed H-pattern, but is a 6 speed sequential MITSUBISHI GALANT VR4, inaccurate exhaust size. NO 4 WHEEL STEERING ANIMATION (only GROUP A car with 4 wheel steering), 16 inch SNOW RIMS not modelled FORD FOCUS WRC 2001: WRONG Interior for the modelled car WHICH IS THE 2002 FOCUS that debuted in the ADAC RALLY DEUTSCHLAND 2002, real car has PADDLE SHIFTER aswell. LANCIA DELTA INTEGRALE: NO projector in the headlight LENSES on the rally cars (it has in the game) SUBARU S14 WRC: No ROCKET Launch control /antilag system like in the real car, ALSO headlight bulbs don't light up. LANCIA DELTA S4: WRONG front RIMS on TARMAC HYUNDAI I20 WRC: The taillights don't light up as the REAL CAR FABIA RALLY 2:The taillights don't light up as the REAL CAR ESCORT & SIERRA COSWORTH: INACCURATE SNOW RIMS IMPREZA 1998: Gearbox is 6 speed manual with autoclutch (also wrong color for the mirror) IMPREZA WRC 2001: Lack of FRONT SPLITTER Lack of SAFARI SPECIAL PARTS like bullbars or SNORKELS for SAFARI cars like old and current RALLY2 cars, (RALLY1 are forbidden to mount these parts because of FIA rules) POLO R WRC: Wrong shifting ANIMATION, changing gears with handbrake XSARA KIT CAR: WRONG TARMAC & GRAVEL RIMS! C3 WRC: WRONG GRAVEL RIMS (should use xsara, c4 & ds3 wrc gravel rims) SOUND: NO TUNNEL ECHO sound at MONTECARLO (not checked YET) The Ford Fiesta Rally2 (MK2) sounds the same as the Ford Fiesta R5 Evo2 (MK7). In Dirt rally 2.0 both sounded different. Also the Skoda Fabia RS Rally2 has the same engine sound as the old model Skoda Fabia Rally2 Evo. STICKERS: Rear window for real life rally portugal says ACP, not rally portugal vodafone ADAMANTIUM OBJECTS like TREES, BARRIERS, BUSHES, ECC PLEASE: GIVE US your FEEDBACK if you see SOME INCONSISTENCIES in terms of car modelling / liveries, stage design, ecc.. It benefits us all, thanks! NOTE TO CODIES: If mistakes were corrected and we didn't addressed it, PLEASE let us know so we can keep the list UPDATED, cheers.4.5KViews17likes83CommentsWRC 25 wishlist
Here few things what I wanted to the see in WRC 25 Co-driver nationality: Would be nice, if we were able select co-driver nationality. Now co-driver nationality is same than co-driver language. Classic cars: EA Sports WRC include 19 different car class and 93 cars with many different liveries. Car collection in EA WRC is wide and versatile, we have much legendaries cars in the game, but still some lengendary cars missing in the game. Here is few cars, what we want to see in the game. WRC 1997-2011 Ford Escort WRC Hyundai Accent WRC Mitsubishi Lancer WRC Peugeot 307 WRC Škoda Octavia WRC Suzuki SX4 WRC Toyota Corolla WRC Super 1600 MG ZR S1600 Suzuki Ignis S1600 Suzuki Swift S1600 VW Polo S1600 WRC 2012-2016 Ford Fiesta RS WRC Hyundai NG i20 WRC Group A Mazda 323 4WD /GTX /GT-R Toyota Celica GT-4 (ST165) Toyota Celica Turbo 4WD (ST185) Toyota Celica GT-Four (ST205) Super 2000 Ford Fiesta S2000 Proton Satria Neo S2000 Škoda Fabia S2000 F2 Hyundai Coupé Kit Car Renault Clio Maxi Group B Nissan 240 RS Toyota Celica Twincam Turbo Driver equipments: Possibility to change the color of suits, gloves and helmets, as we can do in F1 games.527Views2likes12CommentsPlease bring back Co-Driver mode with Career mode integration
Hello EA & Codemasters team, First of all, thank you for your great work on EA Sports WRC – it's exciting to see a fresh take on the official rally experience. However, one feature that many of us deeply miss from previous WRC titles like WRC Generations is the Co-Driver multiplayer mode. This feature allowed two players to collaborate as driver and co-driver, creating a uniquely immersive rally experience that emphasized teamwork, communication, and precision. It added a whole new level of realism and was especially fun in online play with friends. My suggestion: Please consider bringing back the Co-Driver mode – and this time, take it a step further by integrating it into Career Mode. It would be amazing to progress through a full rally career with a friend as your co-driver, managing events, teams, and challenges together over time. This addition would: Encourage cooperative long-term gameplay Deepen immersion in the WRC world Appeal to both casual and simulation players Offer something no other racing game currently does I believe many players would love to see this functionality return and evolve. Thanks for listening, and keep up the great work!240Views0likes0CommentsSuggestions for future DLCs
1- First of all lets talk about stages, I have seen that in each DLC that they add to the game they make a mix between new cars, liveries and stages. So for future DLCs I want to ask for something that Tarmac rally lovers want and would greatly appreciate. Currently, the Croatian rally only has the sections where it is run on a wide road with good quality asphalt it looks like u are playing rally Japan with another trees and decoration. But in reality in the Croatian rally we have stages of narrow and bumpy roads which makes the rally a great challenge, but at the same time something very fun as we could see in WRC generations. It would be fun if they add stages of that style since the closest thing to that that the game currently has is the central europe rally and 2 stages in the iberia rally, and rally islas canarias on the future will be very similar to iberian rally. 2- Shakedown and super special stages (sss). I would like to have shakedown stages available on the time trial mode. Following this i think that SSS stages they should be in the game already, They are a very recognized part of the rallies and everyone loves them. On the other hand, they would be a great addition to the career mode as they provide realism to the World Rally Championship events. 3- Time Trials. The possibility of choosing season of the year, weather and time of day in time trial mode, currently you can only play time trial races during the day and in dry or wet conditions without the option of playing at night or in rain... It would be an inprovement because now if i want to play a night stage for example i need to create a new tournament only to play one stage. 4- Car suggestions. (Not including toyota cars because of license problems) -Rally GT class : Porsche 997 GT , Alpine A110 RGT and GT+ -Ford fiesta WRC 2011-2014 -Ford fiesta WRC 2016 -Subaru impreza S12 and S14 -Suzuki Swift S1600 -Renault clio Maxi (with Raggnoti livery) -Hyundai accent and Skoda octavia WRC -Mitsubishi lancer evo IV and VIII -Skoda Fabia S2000 And this is all I have for the moment if you have come this far, thank you for taking your time to read everything and I look forward to your feedback, especially from the EA wrc workers :)216Views4likes4CommentsCertain cars with distracting interior windshield reflection bug
On some cars, there is a bug with the windscreen reflections where the bottom part of the windscreen reflects the road surface in very low resolution on the inside of the windscreen. This is very off-putting and is made worse in snowy or night conditions as it creates a glow effect. I found the attached video on YouTube of this happening on the Ford Focus RS Rally 2001. I've experienced this with the following cars but am not sure if this is all of them: Ford Focus WRC '99, Ford Focus RS Rally 2001, Peugeot 206 Rally, Lancia Stratos. It was also there on the Citroen C3 WRC but I believe it has been somewhat rectified. The best way to reproduce this is to choose a snowy night stage in Monte Carlo, Sweden or Norway and drive in first person mode. This is particularly bad on the two Ford Focus' as the headlights illuminate the reflection.212Views4likes4CommentsSome cars' specifications do not match reality
I'm quite a big fan of how closely balanced a lot of the cars are in EA WRC - the fact that almost all the cars in a class are usually competitive means that usually I see lots of variety in car choice when I compete in Clubs events, which is always nice to see! Something that's come to my attention, however, is the fact that some cars ingame have power/weight statistics that don't seem to reflect the actual cars' performances - which might make them a less popular or competitive option within their class, or vice versa, ie. they are so far ahead of other cars that not using them costs a lot of pace. I'm noting a few here in the hope that further down the line, there might be some changes to keep cars' performances more in line with that they are actually capable of. I am cognizant of the fact such changes would likely change game balance and/or require a full reset of Time Trial leaderboards for affected classes; something I realise is probably unlikely to happen in a game that has already seen v2.3 release. H2 (FWD) Peugeot 309 GTI: despite sharing the same engine as the 205 (in presumably similar tune), the 309 has 35hp less than its contemporary. Also, the larger body of the 309 would surely have made the car heavier than the 205 - yet ingame the car is 5kg lighter than the smaller 205. As a result it seems that nobody uses the 309, despite the longer wheelbase giving it more stability - and it not being as nose-heavy as the 205, making for a more stable and accessible platform. By bringing the performance of the 309 closer to that of the 205 it could create a viable alternative for rallies where stability matters. H3 (RWD) Renault 5 Turbo: For some reason the Renault 5 has put on 70kg since DiRT Rally 2.0 and DiRT 4? It now weighs 970kg which I feel is a bit much - I think previous games got it right, especially as this is the '83 Tour de Corse model. Again, this might have been for balance reasons, but having the car weigh 900kg would likely make it a viable rival to the McRae Escort. Also - the dispacement being 1527cc is also a bit strange, as that would line up with the Maxi model - which being the 1983 car, this isn't! It may only be a change in a line of text but it would be good to see the actual displacement of 1397cc displayed instead. DJM Escort Mk2 McRae Motorsport: While there's some debate about whether this should even be in H3, the Escort comes in at 900kg ingame - but DJM themselves had the weight down as being 930kg. Were the Escort a little heavier it might help to even H3 out a little (in tandem with the Renault suggestion above) and give other cars more of a chance of competing. F2 Kit Car Citroën Xsara Kit Car: The F2 Xsara ingame revs to 9,750 rpm (at release of Le Maestros DLC). Like the 306 below, I've never actually seen any footage of the Xsara revving this high. The WRC channel has an excellent video of Jesús Puras leading the 1999 Rally Catalunya in such a Xsara, and the sound matches the car perfectly... but it also matches this video of Tapio Laukkanen in a Mk4 Golf. The latter car only revs to 9,000 rpm - and so I think the Xsara's redline ingame has been set a little too high. Vauxhall Astra Rally Car: The Astra is some 40kg heavier than its class rivals - while I know a 1000kg minimum weight came into force for F2 Kit Cars in 2000, the Astra in-game is the 1998 model - and while I wasn't able to find any data to suggest actual weights for the car, it doesn't make sense to me that the car would be *this* overweight in '98 trim. I know the Hyundai Coupe was initally quite heavy but the Evo 2 model managed to get the weight down; and the Xsara above is a later vintage but also just 960kg! Reducing the weight of the Astra somewhat might make it a more competitive proposition with its increased ground clearance perhaps giving an advantage on faster rallies. Peugeot 306 Maxi: The 306 ingame has 300hp and the UDP telemetry shows it revs to a staggering 11,000 rpm(!). This was the case in previous games RPM wise too - and while I have seen these figures thrown around on the Web before, I've never actually seen any footage of the 306 revving this high. There's a video of Gilles Panizzi wrestling with what appears to be an Evo 2 306 - but even that only goes up to 9500 rpm or so. Furthermore, the Evo 1 (1996 model, as seen ingame) actually made closer to 280hp, although it still revved pretty high - definitely north of 9000rpm - but it's my opinion that the 306 in current trim dominates leaderboards simply because it has that much more power than its rivals, when in reality it was quite closely matched in the horsepower stakes to its later Citroën cousin, and the other F2 cars of the time. Super 1600 Citroen Saxo Super 1600: The Saxo's weight is 1000kg ingame - I think the minimum weight for Super 1600 cars was 950kg? While the Saxo doesn't appear to be as affected by this deficit as other cars on this list (it even takes some Time Trial records) I do wonder why the extra 50kg has been added ingame when the car was supposedly as light as its rivals. World Rally Car 1997-2011 Citroen C4 WRC: The C4 and the Citroen Xsara are allegedly only 5hp apart, yet the C4 seems to accelerate much faster - while I'm sure improvements in drag and available torque were made in the C4's development, I'm not sure it equates to the sheer difference in acceleration the C4 has to other cars in its class, which gives it an almost indomitable advantage everywhere - especially high speed stages, where admittedly the C4 was stronger than the Xsara anyway - but I feel the degree to which it is faster almost makes it perform in a class of its own. If the C4 recieved a small reduction in available boost/torque, it might allow the other modern WRCs to compete on a more level playing field (Gronholm very nearly took the title in 2007 in the Focus, remember!)211Views2likes3CommentsHybrid system logic does not match reality
I'm certain that this issue was raised at launch, and I do recognise it's a moot point with the (likely upcoming) 2025 cars as they don't have this system, but because it's such an integral part of the modern WRC cars that we have in game now, I feel it's worth starting a new topic on this. The hybrid deployment logic on the WRC (2023-2024) cars doesn't seem to correlate with how such systems work(ed) in reality. While the hybrid charge correctly deploys above the defined throttle threshold, releasing the throttle whilst deploying hybrid power completely empties the charge - and forces the driver to brake again to regenerate power and regain hybrid boost. This current behaviour personally puts me off driving the Rally1 cars as I simply can't predict whether I will have boost or not existing a corner! This hybrid logic is in stark contrast to actual WRC-HY cars, which retain the charge between throttle uses - here we see Ott Tänak at Sweden, and when he comes off the throttle after briefly applying it with battery charge, the remaining charge is held until he re-deploys out of the next corner. There's also this video from the shakedown of Rally Finland 2022. Note that the recharge quota and deployment amount seem to be separate; a full charge is granted after enough braking, but recharging does not cancel out the accumulated charge, and if boost is left over after a full braking charge, the boost tops up to 100% and can be re-deployed as above. The current behaviour creates several issues in my view. To get the most out of the hybrid charge, drivers effectively need to decide on the fly whether the charge they may have available is worth using on the upcoming section of road - and if not, they must avoid crossing the deployment throttle threshold until a good enough piece of road emerges. Even at 70% throttle, however, one needs to maintain a very high engine speed to avoid bogging down while doing this, as the car's turbo boost does not come on until this point in the power band - if using the 30% threshold, this is almost impossible to achieve as there is simply no power available. Furthermore, this penalises the driver for trying to "feel" the grip through a corner; apply too much throttle too soon and you'll waste a charge if you have to lift off beyond the threshold. Hopefully with the hybrid Rally1 cars no longer in competition, EA might be able to source enough data to re-model the hybrid system to work as it did in reality.185Views7likes2CommentsFlicking rear spoiler texture and right mirror in Toyota Yaris
When using an external camera or when playing a replay, at some point the left mirror and spoiler start flickering in Toyota Yaris Rally1 . I've noticed this in some other vehicle, but I don't remember which one. Is it the shadow graphic settings? I've tried to set all settings to ultra, but the problem sometimes disappears and then reappears on the highest graphic settings and on any other. Below is a video presenting this problem: https://www.youtube.com/watch?v=E4OjVML9ptACar engine audio mismatch with experienced RPM
I'm of the belief that sound is as important as anything in creating immersion - and I've found some of the cars' sounds ingame don't quite match the experienced RPM. While I'm very impressed with the game's sound design (especially with the recent 2024 DLC and additional content packs) I think there's a few things that could be done to several cars to make it even better. I've created this spreadsheet to better illustrate the difference between the frequency the sounds ingame play at (as of v2.3.1) and the frequency they should be playing at; hopefully these mismatches can be rectified in future updates. Below I've detailed some of the most important ones in my view: H2 (FWD) Peugeot 309: For some reason the Peugeot 309 ingame sounds like the engine is only achieving about 6000 rpm at the 7000rpm redline - which is very strange considering it uses the same engine as the 205, which sounds almost perfect already! This video illustrates the issue (although the 309 in this video does rev a little higher than the 7000 of the ingame cars, it's still clear that the pitch is a bit off ingame right now). H2 (RWD) Talbot Sunbeam Lotus: While the ingame car revs to about 8000 rpm, it only sounds like it's doing about 7000 - here we can see a Group 2 car (like the one we have ingame) revving to ~ 7000 rpm, and the pitch is the same as the simulated vehicle despite the latter having a 1000rpm higher redline. H3 (RWD) Renault 5 Turbo: at the redline of 8000 rpm, the car sounds like it's revving to 7000 rpm - which is 1000 rpm lower than it really is. Group B (RWD) Lancia 037 Evo 2: at the redline of 8500rpm, the car sounds like it's revving to 7375 rpm - which is 1125 rpm lower than it really is. Opel Manta 400: at the redline of 8000 rpm, the car sounds like it's revving to 7500 rpm - which is 500 rpm lower than it really is. (Same issue as the Opel Ascona above) Group B (4WD) MG Metro 6R4: The car's tachometer indicates a redline of about 9750 rpm; however at the redline the engine sounds like it's not breaking the 9000 rpm barrier, rather stopping at 8750. This video illustrates the issue brilliantly - as the engine RPM approaches 9000 on the IRL tachometer, the pitch is the same as the ingame car at 9750 - meaning the virtual MG's engine audio is about 1000 rpm too low at the redline. Group A Mitsubishi Galant VR4: For some reason, the engine pitch rises inconsistently with RPM after about 4250rpm. Up to this point, the pitch is correct - but at the 8000 rpm redline, the engine audio is the same pitch as that of the 7000rpm Peugeot 205. The pitch from 4250rpm+ needs to scale linearly up to 8000rpm. F2 Kit Car Citroën Xsara Kit Car - Telemetry indicates 9,750 rpm redline for this car. I believe this may be a physics error, as I have not seen any footage of Xsaras running at 9,750 rpm - and I believe the sound was recorded with a 9000 rpm redline - but if this is not the case, the sound is about 750 rpm too low for the redline. Peugeot 306 Maxi - Since this car has no MoTeC display to show RPM, I've used the UDP telemetry to find the redline; it indicates 11,000 rpm redline for this car. I believe this may be a physics error, as I have not seen any footage of 306 Maxis running at 11,000 rpm - and I believe the sound was recorded with a 9750rpm redline - but if this is not the case, the sound is about 1500rpm too low for the redline. Volkswagen Golf IV - The LCD display indicates a redline of 9000 rpm; the same as the Seat Ibiza, however the engine pitch at this redline is lower than the Spanish car; the Golf's audio is about 750 rpm too low at the redline. (This video illustrates correct pitch.) WRC 1997-2011 Citroen Xsara WRC: The LCD display on the Xsara shows it has a redline of about 6500 rpm - but the engine audio at this redline is the same pitch as the Citroen C4's, which has a redline of about 7500 rpm. (This may be due to both the Xsara and C4 using the same sound banks; the C4's engine audio is perfectly synced to its rev range.) Ford Focus RS 1999 & 2001: The display on both cars indicates a redline of 7200 rpm; which is almost the same as the 2008 car - however the engine pitch at this redline is much higher for the older cars, about 600rpm too high. The 2008 car's audio is accurate to the RPM experienced. Mitsubishi Lancer Evo VI: While the ingame car revs to 7000 rpm, it sounds like it's doing 8000. This video of Tommi Mäkinen at the 1999 Monte Carlo rally shows gearchanges at the 6000-6500 mark - as is the supposed optimum ingame - but the sound at this point is equal in pitch to the ingame vehicle at just 5000-5500 rpm - meaning the sim's represenation sounds like it's revving 1000 rpm higher than it really is. Furthermore, the engine pitch rises inconsistently with RPM after about 3750rpm (the same issue as the Galant above; passibly as the two cars share engine audio banks). NR4/R4 Mitsubishi Lancer Evo X: at the redline of 7500 rpm, the car sounds like it's revving to 8000 rpm - which is 500 rpm higher than it really is. Furthermore, the engine pitch rises inconsistently with RPM after about 3750rpm (the same issue as the Galant above; possibly as the two cars share engine audio banks). Rally4 Peugeot 208 Rally4: While the ingame car revs to 6750 rpm, it sounds like it's doing about 7500 - in this clip we can see a 208 shifting at about 5750 rpm, but the sound is equal in pitch to ingame vehicle at 5000 rpm - meaning the sim's represenation sounds like it's revving 750 rpm higher than it really is.142Views2likes4Comments