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DjFIL

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1 New Car Smell

Gaming Setup

  • Platforms
    Steam
  • Peripherals
    Steering Wheel
  1. DjFIL

    DiRT Rally 2.0: Input on Inputs!

    Hello, First off, my setup info... SimuCube (OSW "Small Mige"), Bodnar SLI-Pro (display and controls my wheel's button input), ProtoSimTech PT2 Pedals (Bodnar BU0836-LC based pedals) and TH8A Shifter (always in Analog Handbrake mode with Rally games). How are you getting on with the input configuration options in-game? Are they easy to find, easy to understand? I had to find someones youtube video before I found out where you hid the wheel rotation calibration option. I personally like using soft lock, so this setting was very important for me. Once I got that calibrated right, it made a big difference. Otherwise mapping inputs (axis, buttons, etc) was fairly straight forward. Is it easy to understand in-game what each of the settings mean and do? Is there anything in this regard you think the team could do better in the future? For the FFB settings, little more detail about what each setting is would be good. Wasn't there more detail provided in Dirt Rally 1.0? It seems that it's gone a step behind. But since the recent FFB patch, the game is feeling 100% better. How are you finding the in-game tools and configuration options? Does the job I guess. See comments above regarding descriptions and how I found it a bit tricky to find the wheel rotation calibration option. How do you feel about how the game handles external configuration files? Honest answer... ********. While It's good that my SimuCube wheel is able to be added manually... but I didn't have to do this file edit in Dirt Rally 1.0, and most other games will detect it automatically. I have no issues with manually binding/calibrating in game... but I shouldn't need to edit an external file to get full detection and FFB working (telemetry is another thing, and I'll leave that alone as being fine in a the xml files). Thankfully the game is popular enough and there were many threads about how to get SimuCube (and other OSW) wheels working early after release, or it would had been a quick request for a refund. What are your thoughts on how the game handles multiple input devices, and switching between them? Beyond my comment about the external files being required for calibration of my OSW... I'm just happy that there's zero issue with calibrating my setup, including custom mapping to get 99% of the in-game menus working without needing to reach for my keyboard/mouse. Only other feedback I'd love to provide... can you please add proper triple screen support (separate render, angle of side monitors, in-game bezel correction, etc)? That'd be nice. Real field of view "in degrees" would be good too (but hey, at least FOV options are no longer hidden in XML files). EDIT: Forgot one other big item... while my TH8A is detected as analog handbrake... why does the game use it as a digital on/off switch? 1% input = 100% input... why? Please support full analog handbrakes in future update/fixes. Please keep pushing forward with DR2.0... I'd be more then happy to buy a Season 3, 4 and beyond of DLC if you keep pushing forward with the updates/fixes.
  2. OMG. I think this recent patch has actually fixed it! No more glimmer/flicker. but I wish there was an 'ultra' LOD for this, as the draw distance is still not far enough out and the transition is very noticeable.
  3. While I doubt Codemasters will ever add proper triples screen support (come on Codies, prove me wrong.... for them to include VR, seems like it's brain surgery for this team), but this foliage issue for surround users should be fixable with other methods. It's really unfortunate if using a higher FOV (as mine is also lowered based on positioning of my screens) or if I'd have to settle with ground cover turned off (another option that works), as they really aren't what I'd call a "solution". Have we also looked at options like increased LOD or Draw Distance for the Ground Cover? GTX 1080ti at 5760x1080.
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