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Everything posted by FreddieJupiter

  1. It feels flat because of the missing canned gravel texture effects and massively exaggerated bump effects. if you're one of those people who loves having his wheel shaken to smithereens by such effects then I understand why you don't like the ffb in this game. Id be willing to bet that if Codemsters decide to patch those effects in ( if possible) you guys will suddenly be deliriously happy even if nothing else changes in ffb.
  2. There are definitely different opinions about the ffb, I'm aware of that. At the end of the day the ffb we've got is the ffb that Jon Armstrong has been driving with for months before release ( I doubt they inexplicably changed it immediately prior to release) and in fact he probably steered it in that direction. I happen to quite like the ffb in DR 2.0 ( at least with my wheel on the ps4 pro) and you're free to disagree with me, but there many people who will disagree with you that F1 2018 and GT Sport and PC2 have great ffb.
  3. It certainly doesn't feel screwed for me, but like I said I'm on a different console using a different wheel. I guess well we'll just have to wait for codemasters to make an official announcement.
  4. Can you post you force feedback settings anyway? Tyre slip doesn't matter because the game communicates that by varying the amount of torque through the wheel and the SAT and tyre friction is enough to give you that effect. Wheel friction isnt greyed out for me but I'm on the ps4 pro. Don't you have enable something in the thrustmaster control panel to make the wheel friction available? Btw what is the general feeling of the wheel? Does it feel really light? Not much resistance, ffb deadzone? Or the opposite?
  5. I'm using the humble g29 and can definitely feel everything I need to drive, obviously minus the canned texture effect that I can feel in DR. Is the thrustmaster TX wheel about the same quality as the t300? Because that's even stronger than the g29 so I would think that it would give you an even better feeling.
  6. Indeed the definition of a pure steering column force feedback is that you should feel the bumps through the rig and not so much through the wheel. The bump effects that we can feel in DR 2 are actually exaggerated; in real life you can't even feel that. Like I said, the devs have to decide what kind of ffb they are going to make and evidently they went more towards the pure steering column end of the spectrum this time.
  7. What wheel are you using? Did you calibrate it properly? Did you mess with linearity setting and all that stuff? Also can you post your ffb settings?
  8. Sorry, but you really don't feel anything through the steering wheel in real life when going over bumps or gravel. Next time you are driving your car pay careful attention to what you can actually feel through the steering column. You think you can feel bumps through the steering column but in fact you will find that you feel the bumps and various shocks through the chassis and it feels like it's coming through the wheel. also I never said that the surface texture effect in DR1 is wrong; I said its fake because it's canned as opposed to deriving from the suspension physics.
  9. Not feeling anything is an exaggeration, surely. I'm sure you you can feel compressions, bumps, the steering getting heavier under braking and lighter when the tyres start slipping. The biggest difference is the lack of surface texture compared to DR 1. The problem for the devs is that some people love lots of fake effects and some absolutely detest them, so they have to decide where on the scale their force feedback for a particulate game is going to be. Is it going to be more towards the fake end of the sale, or more towards the pure steering column end of the scale? In this case they went more towards the pure steering column end compared to DR 1, and I suspect it was Jon Armstrong who steered it in that direction because he wanted it to feel more like it feels in the real life rally cars that he drives, and that's why it is the way it is.
  10. If you're not intersted in having a discussion with me that's fine. All I Did was point out that those effects are fake and canned because they do not come from the suspension physics. Obviously in real life you wouldn't feel those effect thru the steering column and there is nothing on the actual surfaces in DR 2 to give those effects thus they have to be faked. But as soon as you start faking things you no longer have a pure steering column feel and not everybody wants that.
  11. Dirt rally communicated road feel through a fake canned effect that did not come from suspension physics, this now appears to have been removed. I will test the wheel friction effect though when I have some time but i don't remember the tyre slip effect actually doing anything in the first dirt game, just like the engine vibration slider didn't do anything and it's now blanket out as well.
  12. FreddieJupiter

    PS4 PRO 4k Samsung TV Blurry

    Increasing sharpness on your tv and turning off any smoothing and noise reduction effects definitely helps. But yeah the art direction in this one does remind me of Colin mc Rea dirt on the PS3 a bit.
  13. Isn't tyre friction basically the same thing a tyre slip, which is why tyre slip is now blanked out? I'm using a g29 and I can definitely feel the tyres lose grip when I lose the rear and go sideways; the wheel basically goes light when they happens. And the suspension seems to work fine as well as it communicates all the compressions, whether the compressions come from bumps or when I'm braking. True it doesn't give the textured feel like in DR rally, but thats probably because that was a fake effect ( it did not come from the actual suspension physics simulation) and they decided to go for a more pure steering colum only ffb this time.
  14. I think with something like a g29 you have to max out the SAT and suspension and add a bit of wheel weight about 40 -50 and tyre friction on about 50 as well. That's what I'm using and it feels pretty amazing to me; it actually feels like the tyres have flex and the gravel surfaces have a softness. The bump and Suspension feel Is also very good especially over the jumps and I can even even feel the road camber. And when I go completely sideways, the wheel goes very light.
  15. FreddieJupiter

    Dirt Rally 2.0 - No FFB Effects has been made?

    Wasn't that before it released on console? Most of the whining here was after the console release. So how was the ffb changed since it came out on console? I don't recall there being any changes.
  16. FreddieJupiter

    Dirt Rally 2.0 - No FFB Effects has been made?

    I don't disagree with you, but wasn't there a massive s**tstorm here about the force feedback being terrible in Dirt Rally 1 shortly after it was released on consoles? As I recall the ffb was never changed in Dirt rally 1 since then.
  17. FreddieJupiter

    Dirt Rally 2.0 - No FFB Effects has been made?

    There is definitely tyre friction feel and there is bump feel. You just have to crank up the suspension and tyre friction effects up. True, they are not as pronounced as they were in dirt rally 1 because the surfaces are now soft and deformable so there is nothing solid to shake the wheel out of your hands like there was in the first one. with regard to real life I really doubt that you are able to feel anything through the wheel. I've driven more cars than I can count in my life and never have I felt bumps or any tyre slip through the wheel. You do feel it through your body and hands but they come from the car, not the steering wheel. Having said that I do appreciate that some people would like a more violent shaking and rattling through the wheel, but I suspect that this just isn't possible in DR 2.0 due to the soft/deformable surfaces. They could probably give us some fake canned effects, but I doubt that they would like to go down that road.
  18. FreddieJupiter

    Dirt Rally 2.0 - No FFB Effects has been made?

    i know what you're saying. If I recall the same complaints were levelled against the project cars 2 force feedback where many people were saying that there wasn't enough seat of the pants feel. I've been around the the sim community for over a decade now, and force feedback is is one of the most polarising things where some people like a lot of seat of the pants effects and bumps and vibrations and the other side hates those effects and prefers a more pure steering column feel, and it looks like codemasters went for the latter in this case. Actually the bump effects and tyre slip effects are all present in DR 2.0, its just that they are more subtle than in the first DR. I actually think it's quite nice; understated but nice once you get a feel for it. I'm using the g29 so if you're interested I can post my setting and you can check it out for yourself because I don't think the ffb is broken or anything, it's just a different approach to what we had in DR.
  19. FreddieJupiter

    Dirt Rally 2.0 - No FFB Effects has been made?

    I'm beginning to suspect that the forcefeedback was designed to be like this. The reason I say that is that with the suspension cranked up to 120 in the force feedback setttings I can feel a massive jolt through the wheel when going over the grills in Australia, so obviously the force feedback communicates very sudden suspension compressions. Everywehere else I can only feel very subtle effects when going into compressions and sometimes when landing badly over jumps. So I suspect that given that they've modelled surface deformation now it's just not possible to make the wheel vibrate over any unevenness without resorting to fake and severely exaggerated effects. On top of that, in real life you can't feel bumps through the wheel anyway, so if they decided to go with a very pure steering column force feedback it will feel exactly like what we've got now. I know many sim racers who hate bump effects and consequently they always turn it down to zero. For example in assetto corsa, even though it has laser scanned and well modelled bumps, many people turn that effect off because it's fake. I wonder if Jon Armstrong is one of those people.