DAILY DIRT RALLYBASH TV SPORTS BROADCAST

Cornering and Braking Technique

The truck's tyres grip only up to a point, it has almost no rolling resistance, and it brakes like it hit a wall. Once you accept those three facts, the fast way round a corner stops being intuitive and starts being obvious.

Daily Dirt Rally does not simulate tyres in detail. It simulates a mass with a heading, a thrust vector along that heading, tyres that hold the truck to its heading up to a limit, and a very aggressive brake. Everything particular about the handling — the short slide when you turn hard, the way you can stop almost instantly — follows from that. This guide explains each behaviour and what to do about it.

Fact one: turn hard and the tyres slide

Pressing A or Drotates the truck’s body. The tyres then pull your momentum round after the nose, but only so hard: they can hold about 60% of what a full-lock turn at full speed asks of them. Ask for more and the body carries on toward the outside of the corner for a moment, and the gap between where the nose points and where you are travelling is your slide angle.

In a hard 90° turn at full speed with the accelerator held, the slide peaks at about 25° and is gone in under a fifth of a second once you straighten up. Thrust along the nose helps the tyres, so holding the accelerator through the turn is the fastest way out of it. Lift off and the truck still turns, but the tyres scrub the slide off as lost speed: a hard turn on a lifted throttle can cost you nearly a third of your speed.

Until 18 October the truck had no sideways grip at all and drove as if on ice: the same turn slid nearly 60° and took more than a second to settle.

Rotate early, before the corner rather than in it, and hold the accelerator: thrust and tyres spend the corner bringing your momentum round to where you want it. Turn in late and hard and the slide carries you wide, which is how you end up against the wall on the exit.

Fact two: steering rate scales with speed

Your rotation rate is proportional to how close you are to your current speed ceiling, topping out at 270° per second and never dropping below 30% of that. Concretely:

SituationRotation rateEffect
At full speed, no boost270°/sTightest available turn
Half speed135°/sSame radius, half the pace — no advantage
Crawling or stopped81°/s (the floor)You can still pivot to recover
Peak of a nitro boost270°/s at double speedRadius roughly doubles

The counter-intuitive consequence: because rate and speed scale together, your turning radius is roughly constant across the normal speed range. Slowing down does not tighten your line the way it would in a real car. What slowing down actually buys you is grip: below about three quarters of full speed the tyres hold even a full-lock turn without sliding at all.

The exception is nitro, where speed doubles but the rate does not. That is the one case where your radius genuinely balloons, and at a boost’s peak the tyres cannot hold a hard turn either: it slides more than 50°. See the nitro guide.

Fact three: the brake is enormous

Braking is not friction, it is a direct subtraction from your speed — about 4,000 units per second of deceleration. From full speed you stop in about a ninth of a second, inside about 25 units of track: well under a tenth of one tile.

Brake late, brake hard

Braking distance is so short that early braking is almost pure lost time. Carry full speed to the corner, brake in a hard stab, rotate, and get back on the accelerator. If you find yourself coasting toward a corner, you braked far too early.

Hold the brake past a standstill and the same key reverses you at about 30% of forward speed, which is your recovery tool when you beach yourself facing a wall of grass.

Fact four: you barely slow down on your own

Rolling resistance in the model is negligible. Lift off the accelerator on a straight and you will keep almost all of your speed for a long time. There is no engine braking to lean on and no coasting-down phase to plan around.

This cuts both ways. It means momentum you gain is momentum you keep, which rewards a smooth line. It also means that if you have too much speed for the corner, lifting off will not save you — only the brake will.

Putting it together: the four-step corner

  1. Approach wide, at full speed. Use the outer edge of the drivable corridor. Do not lift.
  2. Stab the brake late. One short, hard application. You are shedding speed in a ninth of a second, so start it far later than feels safe.
  3. Rotate while you are slow. This is the moment the heading changes, and at the lower speed the tyres hold the truck to it with little or no slide.
  4. Accelerate through the exit. Thrust and the tyres take out whatever slide is left. Release the steering key as you unwind — the rotation dies away by itself in about a seventh of a second, so the truck straightens without any counter-steer input.

Common mistakes

Steering into the corner instead of before it

Turning at the apex at full speed asks the tyres for more than they have, and the slide carries your momentum toward the outside wall just when you most need it pointing down the next straight. Rotate on entry, not at the middle.

Counter-steering to correct a slide

Instinct from other racing games says catch the slide with opposite lock. Here the slide is short and the tyres end it on their own — the truck is not rotating out of control, its momentum is simply catching up with its nose. Counter-steering just points your nose, and your thrust, further from where you want to go. Point where you want to end up and accelerate.

Treating the grass as a run-off area

It is not run-off. The green edge of the dirt stops the truck like a wall, and off the road your top speed drops to 60%; stuck for long enough, you are put back on the road, but the time is gone. Covered in full in the track limits guide, and it is worth reading before you decide a wide exit is acceptable.

Practice drill

Take today’s track in a private lobby and drive its two laps with nitro left alone by choice, braking later at one specific corner on the second lap than on the first. Because the layout is identical all day, the comparison is clean: same corner, same entry, one variable, and when you cross the line the clocks show the second lap’s time against the first. Most drivers find a second a lap in braking points alone before they touch anything else.

Ready to race other people? Multiplayer lobbies and AI opponents covers how eight-player rooms work.