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akaJohnCaesar

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Posts posted by akaJohnCaesar


  1. 3 minutes ago, Whoopa said:

    Really good to see such a quick hot-fix.

    Now how about adding some more tracks because a lot of my favourites are missing:

    Mount Panarama

    Dubai

    Red Bull Ring

    The list goes on. I miss them so much lol

    Great tracks but personally I'd much rather they got all the stuff that needs fixing done first, regarding the bigger game issues. Then realese new DLC whilst working out the smaller stuff. I you see all to often games companies release new content whilst there are still major issues. It's a tactic they use to try and distract you from the faults.

    • Agree 1

  2. Good start, fingers crossed the next patch will have the ability to create public lobbies like days of old, so when you go online you choose whatever class you want from the available lobbies.

    Track limits and penalties, will be somthing to look at in the future but not an immediate concern.

    Feedback in the xbox one triggers need to be strengthened. There is no feel for traction at all. I believe you've already flagged a similar issue for wheel users.

    But it makes me glad to see you guys are listening and working from the community's feedback.

    • Agree 4

  3. 43 minutes ago, Ak1504 said:

     

    Grid always felt a bit floaty... Thats the one thing they nailed in the reboot 😄

    Yeah 😂 maybe lol, but like this fella the steering is wierd. After an input the steering should go back to centre and the vehicle should travel straight, but instead it still turns slightly to the direction of said input. 


  4. 14 minutes ago, Boyan said:

    It might be connected with your settings. I would recommend setting all deadzones to "0" and very important - "Steering linearity" to "0" also. 

    Good luck!

    P.S.: my suggestions are based on my experience with all previous GRID games. I still have not bought the new one as before I do a need to be sure the multiplayer is fixed.

    Hey thanks for the input, Currently running 2 on the linearity and 100 sensitivity.

    The thing with the deadzones on any game I would ordinarily take them to 0, but I can't do this.

    Note the steer stick left has no white bar, I could take the left side to 0, but the right side of the turn stick has a little white bar, if i take the deadzones down past this make the car will pull to the right.

    I have 3 controller and its exactly the same on all 3.

    DSC_0316.JPG

    DSC_0317.JPG


  5. On 10/19/2019 at 11:27 PM, Kaylos29 said:

    Kerbs are over the top in how easily they spin you out if you touch them while accelerating.  You can actually go over top of them and ride the grass and it doesn't have barely any effect, but it one tire touches, it's over.

    Yes, kurbs = death ☠ there like black ice, you put your fate into the hands of the Gods if you venture on to the strips without assists. 

    • Agree 1

  6. On 10/18/2019 at 7:07 PM, FlatOverCrest said:

    Does GRID (2019) support impulse triggers on Xbox One? They work for me in Dirt Rally 2.0 and F1 2019 but not in GRID.

    Update: After driving quite a few cars, I found out that the game does implement Impulse Triggers. From my experience, the triggers are mostly muted on many cars and barely give any feedback as far as the degree of wheel slip or brake lockup like they do in Dirt Rally 2.0 or F1 2019. I found that increasing the firmness of springs, dampers and anti-roll bars improves the feedback of the triggers but this isn't really a solution for me. It seems like the baseline impulse trigger rumble needs to be increased to a greater level to be closer in parity to the other titles. I play with ABS, Traction Control and Stability Control set to zero so having more information from the impulse triggers would be very helpful when driving cars like the Ford GT40 which is pretty easy to spin with no assists. If the impulse triggers increased their pulse intensity as wheel slip/brake lockup increased I might know the limit of the car and be able to back off the throttle/brakes and prevent spinning out or locking the brakes. This is just my opinion. Is anyone else having the same experience?

    Yes this, I've done the same things on 150% etc and a stiffer ride isn't really a fix, I really hope it gets sorted, I've been trying to get it flagged up. It's so difficult to drive without feedback, definitely need to up the baseline for sure. 

    • Agree 1

  7. On 10/14/2019 at 4:46 PM, ChrisGrovesMCM said:

    Hey all - just finished logging this topic in my feedback report: lack of FFB on Thrustmaster wheels for Xbox. We'll see what we can do to investigate and potentially resolve 🙂

    Just FYI this issue is also on controller Chris, no feedback on the triggers at all and the the steering is floaty/drifty, wheel doesn't recentre 100% after input and will continue to turn. 


  8. Has anyone played around with steering linearity, sensitivity and deadzones yet.
    I have a fundamental issues with the way cars are handling or at the very least how they feel to me.
    In general the handling of cars feel very.... Floaty or drifty!?

    When I steer the crs seem to keep turning past more than the input or
    After I let go of the stick after turning, cars will continue to steer (subtlety) in which ever direction o previous input. Not to dissimilar to the tracking being out.
    I changed my deadzones left and right to 10 instead of the default 20. Same as issue at default.
    My left steer registers at 0% but the right steer registers at 5-7%.
    But as I've said deadzones is only set to ten so this shouldn't be an issue.

    Any thoughts from you guys?

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