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xGabe62x

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Posts posted by xGabe62x


  1. MrPix said:
    xGabe62x said:
    There is a way of transforming the ffb...  Trust me, it's so strong,  you need to turn it down! 

    See steam thread or racedepartment sites for 'modified ffb'  mod. 

    Great start. 
    That is subjective.. the FFB mod seems to work for Logitech Wheels... but I don't have a Logitech wheel so slip/grip forces remain inverted.
    Ok,  didn't know that,  but for the me the main advantage of the mod is adding surface vibrations, which they appear to have completely forgotten! 

    Guess if steering forces are still reversed,  switch off 'wheel strength'  until its sorted. There's an interesting video on YouTube showing a very good sim-driver demonstrating the difference between having the (reversed) steering ffb on vs switching it down to zero. 

  2. Seriously?  Leaving out such a fundamental function.  You're dreaming.  It's an oversight at best, deliberately done, at worst. Look at the effects xml file. There is nothing for surface vibrations.   Maybe you don't 'understand the concept'  of coding. 

    Anyway, the point of this thread is to list issues.  So i have the right to 'remind'  them to code for some ffb and road vibration into to their 'sim'... just when they have time.. no hurry. 

  3. Agreed. 

    DFGT here,  and you feel the road only when landing,  and if you go off the track . 

    A bit of steering resistance is all i get. 

    Worryingly, there doesn't seem to be any settings for road surface vibrations as there is in the earlier dirt and grid games.  See the effects xml file in the "feedback"  folder. Nothing there, and thus nothing to tweak like mods did in previous games. 

    Don't understand this change !



  4. There is NO surface differential feedback provided for in the coding of the game !!!

    Checked the effectsetup xml file in the feedback folder and there are no setting for different surfaces as there is in the older Dirt games -and indeed - Grid Autosport.
    Why have they striped out all the feedback elements if this is meant to be a sim ???

  5. Although the weather effects are brilliant, there is a severe hit to fps performance. So unless you have an uber pc,  you need to decide whether to afjust graphics for fine weather or poor weather.  

    It would be useful if the weather settings could be tweaked a little more to allow a more equitable performance,  in terms of fps, for any given combination of graphical  settings. 

    Could the graphics be auto-scaled when it is raining? Or maybe you could  have more sliders and explanations as to what the weather sliders actually do?   

    Alternatively the main graphics such as tree quality or textures could be reduced automatically when it is rainy. Otherwise it becomes a real pain requiring constant tweaking, compromising on graphics settings,  or a monster pc -  when it wouldn't matter!  

    Just a thought. 

  6. Although the weather effects are brilliant,  there is a severe hit to fps performance. So unless you have an uber pc,  you need to decide whether to afjust graphics for fine weather or poor weather.  Would be useful if the weather settings could be tweaked a little more to allow a more equitable performance,  in terms of fps, for any given combination of graphical  settings. 

    Could the graphics be auto-scaled when it is raining? Or maybe you could  have more sliders and explanations as to what the weather sliders actually do?   

    Alternatively the main graphics such as tree quality or textures could be reduced automatically when it is rainy. Otherwise it becomes a real pain requiring constant tweaking, compromising on graphics settings,  or a monster pc -  when it wouldn't matter!  

    Just a thought. 

  7. I feel that the front wheel drive cars act more like the rear wheel drive cars should!
    Front wheel drive cars should be a lot more stable. Especially in a straight line!
    On the snow and ice they are virtually impossible to control,  which is the opposite of the real world situation.

  8. Would be really great to be able to feel rumble when you're driving in a straight line. Then you would also know when you're losing grip etc or flying through the air. A slider could be introduced under the feedback menu to enable this.

    We know that this is possible as in dirt 1 and dirt 2 and dirt 3 we simply changed some values in one of the xml files!

  9. See here:

    Says it all - this game was "rushed out" while people still had old consoles to play it on !!!

    http://forums.codemasters.com/discussion/559/virtual-mirror

    When asked if there were at least, Virtual Mirrors... the reply was:



    Loore Codemasters Community Manager
    Not currently.

    It's one of those features that we'd love to have but unfortunately have run out of time to include.


    Community Manager at Codemasters, grumpy, fussy, and occasional wizard
    Find me on Twitter | Steam



    Ergo, any comments about blurred cockpits and lack of mirrors being "artistic choices" is BS.

  10. Clearly this helps keep up the frmae rate on consoles, and given the low proportion of profits from the PC versions, they couldn't be bothered to create detailed interiors just for PC versions.

    Sad, but inescapable fact of developing for the old consoles.

    Having said that, they managed it for F1 and Dirt 2 and 3 - all are on the consoles at 30FPS but easily 60 fps on an old PC... and all have great visuals and cockpits views to die for on a good PC !!!

    So, come to think of it.... I think they've side-seppe dit order to get it out quickly while peeps still have old consoles !

  11. Linearity is like mouse acceleration - the further yo turn the wheel, the faster it increases... as it were.

    !:! is what is what many peeps like, but increasing it makes the sensitivity around the centre lower (and thus easier to control at high speed), and higher when the wheel is turned toards full lock. [It may be the other way around, and some games get them around the wrong way too !]

    Sensitivty is just that... higher settings (lower Degree settings) are more sensitive and turn the wheels more for any amount of input. So, 220 degrees gives much more steering input, than a setting of 900 degrees. for Drifting you want a low setting.

    Damping should not be used or spring strength, unless the games settings are really rubbish, as this overrides the game settings to create a "false" feedback.

    The help manual for the logitech profiler explains everything pretty well.

    The settings for the G27 above here, are not to be used imo !!! Damping and Spring Strength should be both at Zero.


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