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CalvinCar

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Everything posted by CalvinCar

  1. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    You know what? I'm done and I want to get off this hamster wheel. I think if remain here much longer i might go insane. Now I know why Codemasters won't just come out and say that the ffb will not be changed in DR2 -- they're afraid that you guys might suffer apoplectic seizures as a result.
  2. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    I'm spreading false information? Posting that the ffb is broken when is clearly isn't is by definition spreading false information. Why don't you tell off those people who have been saying that instead.
  3. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    I didn't misunderstand anything. She goes out of her way to explain that the ffb is not broken and that they wanted DR2 to feature a pure simulation, physics-based type force feedback. What more do you guys want?
  4. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    I'm as chilled as a cucumber. But thanks.
  5. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    You're clutching at straws here. Something that was written in March takes precedence for you over something that was written last week and which clearly states that the ffb is not broken? Really? It really boggles the mind. Youve been told by you various people on here that the ffb works as intended as early as the first week of release, you've had an official statement from Codemasters effectively confirming it, and you still won't accept it. I really don't know what's to be done next. Do you want it written in the sky for you, or should CM send the statement to Donald Trump so he can read it out for you.
  6. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    That was posted in March, and it says nothing about making it like DR1.
  7. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    Can you point me to an official statement from codemasters saying something to that effect? If they wanted the ffb in DR2 to be like the ffb in DR1, they would have done exactly that without breaking a sweat. But they didn't, they made it better.
  8. CalvinCar

    ffb fixed, some comms from devs

    It certainly did start with wrong assumptions. But that's ok, it happens. A more serious issue is the sheer amount of resistance that some individuals here are putting up when those assumptions are being corrected.
  9. CalvinCar

    patch 1.06 and still FBB not fixed on dirt 2

    There is no fix coming because there is nothing to fix. This was officially confirmed by Christina last week. In other words, the ffb was never broken, it's not broken now and it never will be, no matter how much you shout and protest to the contrary.
  10. CalvinCar

    ffb fixed, some comms from devs

    I think I just found a way out of this quagmire. How about you guys make your own rally game from the ground up. That way you'll be able to make exactly the kind of force feedback you like. Even the kind of ffb that vibrates your steering wheels to smithereens and breaks your arms while you're driving on soft, wet sand. Really, this is the only way that you guys can be fully satisfied. There simply is no other way, especially given the fact that devs of sim titles have been moving more and more towards pure simulation-derived ffb for quite some time now.
  11. CalvinCar

    F1 2019 wideo

    I assume you haven't been over in the Dirt Rally 2.0 section. According to those guys everything has to be maxed out to 11, otherwise it just ain't good.
  12. CalvinCar

    F1 2019 wideo

    Agreed it looks great. I wonder, though, how long it will take before somebody opens a thread requesting the old 2018 graphics back because it looks better in their opinion. I recall somebody did just that when f1 2018 came out because apparently the mist effects looked bad. Also there are reports that the tyre model is now more realistic, meaning that the loss of grip is less progressive and the cars are easier to spin. I bet there will be a lot of whining about that because having been a long-time reader of this forum I noticed that a lot of people can't handle change.
  13. CalvinCar

    tribute to Senna and Ratzemberger

    I'm sure there is a parallel universe somewhere where it was Roland Hatzenberger that was killed, and another one where it was Roland Ratzemberger that perished.
  14. CalvinCar

    ffb fixed, some comms from devs

    Pretty much sums it up. It's a pretty sad state of affairs over here with a handful of individuals lamenting the disappearance of a few fake effects that weren't even that good in the first place.
  15. CalvinCar

    ffb fixed, some comms from devs

    it seems that the devs at codemasters agree with me, and they disagree with you, which has nothing to do with horses, high or low or whatever.
  16. CalvinCar

    ffb fixed, some comms from devs

    It seems to me that you've convinced yourself that you must have fake effects, especially the gravel texture effect, at all costs, and that the ffb is somehow "incomplete" without it. At the end of the day developers of sim racing games have been steadily moving away from such canned, arcade immersion adding devices for years now in favour of a more pure physics simulation ffb systems, and there is every indication that this trend will continue. My advice to you would be to stop exaggerating and telling yourself how the ffb in DR2 is "incomplete" and just enjoy it for what it is. If you find that you can't do that, set it aside and play something else. There are many titles that I haven't touched in years because I don't enjoy them, and that's perfectly fine.
  17. CalvinCar

    ffb fixed, some comms from devs

    Looks as though you're playing a semantics game. Bottom line is this: if the force is generated by the physics simulation and if (I stress "IF") the devs choose to convey it via the torque because it's useful and if it's done in a balanced, non intrusive way, I can deal with it, and in many cases I even welcome in. what I don't want are fake effects created ex nihilo and which are canned rather than being a direct translation of what the physics simulation is doing. With regard to usefulness. Take the canned gravel texture effect in DR1. Some people think it adds immersion. Fair enough. But at the same time it also creates the perception that you're driving over hard non deformable stages paved with concrete. In DR2 in contrast, partly because that effect is not there, it really feels as though you're driving over soft deformable surfaces made of sand, clay etc. This adds a different kind of immersion as it aligns what you can see with your eyes with what you can feel. Also be aware that different brains perceive things differently, and there is the issue of brains being conditioned by other sims.
  18. CalvinCar

    ffb fixed, some comms from devs

    Those are exactly my experiences. My t300 has been randomly inverting my pedals for some reason so I hooked up my old g29 and the result is the same: bumps, stones cambers are clearly perceptible without being overpowering, the feel for grip and tyres digging in is excellent. Tyre slip is communicated nicely by a decrease in torque in proportion to the severity of the slide and it just feels as though I'm really driving over soft, deformable sandy and claylike surfaces, instead of over concrete. I really don't know if this is the pinnacle of rallying ffb (I'm sure small improvement could be made) but as far as a pure physics simulation based ffb it's never really going to feel radically different. Certainly adding a bunch of fake effects into the signal just to make it really busy and make it seem "complete" is not the way to improve it.
  19. CalvinCar

    ffb fixed, some comms from devs

    I think you've misunderstood me. To be clear I have no issues with non linear torque forces being communicated (not faked) via the torque motor as long as those forces come from the physics simulation in the game and as long as they are useful, balanced and relatively non intrusive. What I do object to is fake, canned effects that are not derived from the physics simulation. So things like the gravel texture effect, fake jolts and any other arcade immersion adding device is out for me.
  20. CalvinCar

    ffb fixed, some comms from devs

    I did kind of suspect that I have a different game than the rest of you, which is why I mentioned the wizard of Morocco in the first place.
  21. CalvinCar

    ffb fixed, some comms from devs

    And some people only have the partial game. I, for example, can't access the New Zealand and Australia rallies, probably because I got my copy from some Moroccan wizard. Force feedback works really well though.
  22. CalvinCar

    ffb fixed, some comms from devs

    The force feedback should not be pulling you into cambers. A positive camber should cause more compression and should make the steering wheel heavier, and that's what happens. Adverse camber should have the opposite effect and that's what happens as well. I have very little recollection of tramlining, although I think I can occasionly feel some of that. However, you shouldn't expect a massive amount of force being exerted on a 1400 kilogram car traveling at 150 kph or more by some wheel tracks made in soft sand or clay, so the effect should not be overpowering and in most cases wheel tracks will exert no force on the wheels and there will consequently be nothing to feel through the steering wheel.
  23. CalvinCar

    ffb fixed, some comms from devs

    Tyre slip is communicated by the wheel going lighter, not by a vibration. Road texture is there as well but is physics derived and not canned like it was in DR1. It seems to me that a lot of you have a very closed-minded, preconceived idea of what good ffb is. Unfortunately your preconceptions don't agree with those of the devs, hence the whining. Personally I never intended to spend so much time arguing here. At the end of the day it seems that a lot of people's minds are made up, and not I, not the devs, not the most distinguished ffb connoseurs, nobody, can change those minds.
  24. CalvinCar

    ffb fixed, some comms from devs

    They are vey perceptible to me on both the g29 and t300. Besides I'm not the right person to argue with as I'm not a dev and can't affect things one way or the other. all I can report is that at my end everything works fine and I will take the ffb in DR2 over the ffb in DR1 any day of the week.
  25. CalvinCar

    ffb fixed, some comms from devs

    Im not a dev and I'm not privy to the code that drives the ffb, but I imagine it wouldn't be very hard to bring in the canned gravel texture effect from DR1. The fact that they haven't, and probably won't, tells me that they don't want to contaminate their pure simulation, physics based ffb with what is essentially an arcade immersion adding device. I happen to agree with them in that I feel that such devices have no place in sims. You disagree. I'm happy and you're not, and that's that.
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