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Content Count
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Buckwilder last won the day on April 22 2019
Buckwilder had the most liked content!
Community Reputation
499 Race StewardGaming Setup
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Platforms
Xbox One
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Peripherals
Steering Wheel
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Steering Wheel
Thrustmaster TX
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Would agree here. The marriage of CM & Slightly Mad, means the entire physics modelling system will be improved. Hello hopefully better Tarmac Physics!! š
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Public lobbies coming January 13 - 'Session Search' walkthrough
Buckwilder replied to ChrisGrovesMCM's topic in General Discussion
Sadly, only three players last night on XB1. Begs the question - is there really that little amount of people playing, or is this a matchmaking issue/limitation? How can there only be 3-4 players on Xbox globally? Either that is the case, or there is match making or session (connection-based), restrictions. Either way - hoping the user base increases...need...more...people. -
Tried Grid last night, and wow! The FFB has been vastly improved on my TX (playing on XB1). i see they added in sliders for FFB as well, tire slip, wheel friction etc. What a huge difference! Now back on board - just hope we can get some more people in the lobbyās/sessions.
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Are you on PC?
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Nice buy on the TS-XW. Want to get it also, but have no need for the rim or the pedals...wish they sold the base as a stand-alone. Bothers me as the PS4 has the T-GT stand-alone base, which is the same I believe as the TS-XW base.
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This guide points to PC users...what about console players? The game has been out since October, and all the while TX users have been noting poor FFB. Has this been, or will it be - addressed?
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Would like to know as well. Seems CM has gone radio silent on this topic! I am no longer playing sadly, FFB is just to unbearable.
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Because there is wheel support, but not FFB support š
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DiRT Rally 2.0 - released with new version dash cam (poorly received), and driver cam that is fully adjustable. No FOV on Consoles. People complained - bring back old dash cam from DiRT Rally 1.0 - 6 months later, done. Still no FOV option for those who prefer driver cam. Grid - released with new dash cam - likely in light of the fact that most preferred said cam as a result of feedback from DiRT Rally 2.0. This game has FOV adjustability for consoles and driver cam, but curiously seating position is non-adjustable. 𤨠Why not release both games with FOV, new dash cam, old dash cam, and driver cam that is adjustable? Mind boggling is the driver cam Grid! Sure you can narrow FOV but it is still way too far back. Playing with dash cam deletes all the wonderful eye candy and removes the immersion (often feels as though you are sitting too high, like the wheel is just beneath the headliner. The original dash cam in DiRT Rally 2.0 is/was more of a necessary evil because of how much time you spend sideways, so seeing the road more completely helps. Road racing - Iāll take driver cam all day every day, but we need to be able to adjust both axis so people can orientate the view to their particular set up. Really hope they add in an update, and soon.
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@ChrisGrovesMCM Any headway/feedback from the handling team on this - and/or FFB fixās on the whole (for all supported peripherals)?
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WRC8 is not a game by Codemasters. Even if it was - why are you posting in the Grid Technical Assistance page?!?
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Lengthy list of supported peripherals, which is great. Now...if we could only get FFB that didnāt feel half-baked, weād be all set.
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DiRT Rally 2.0 - Force Feedback
Buckwilder replied to flowerdealer's topic in DiRT Rally Series Suggestions
Ice - no feeling, fine. Nor should there be...its ice. Gravel, dirt and snow - all good IMO. The real issue here is tarmac...which is why so many people do not like Monte. Combine dead wheel on ice with almost dead wheel on tarmac - and driving on Monte with all the transitions between the two surface types becomes very cumbersome. Having spent the last few weeks playing Grid - and experiencing the same numb feeling there; leads me to believe that the issue with āproperā FFB and hard surfaces extends beyond CMās perception what FFB is like in a Rally Car. Not sure if it is the game engine, or the base code for FFB, or how CM wraps hardware-related program metadata in to their platforms, but something always seems to get lost in translation when it comes to tarmac. Coincidence - not. On the topic of enhanced FFB for DR2.0 - Iām of the opinion to leave well enough alone on un-paved surfaces, but definitely address the tarmac issue. Hopefully the next generation of games will bring forth a new engine, that re-thinks how FFB code is modelled. Lalyrn has a good point insofar as FFB options, and how they should be made available to offer different users a range of options and/or presets to suit their particular tastes. Those who want ācannedā effects - here ya go. Those who have higher end hardware and direct drive set ups where forces are replicated in a more 1:1 fashion - can defeat/disable said āartificialā forces. In a day and age where virtually every consumer electronic device/interface known to man is user-adjustable to preference, it should behoove game devs to act in kind. People like choices, and gamers are becoming increasingly discerning about their tastes as sim-tech evolves. -
FFB across all wheel hardware on all platforms seems to be an issue. No feel, lack of vibration, no wheel slip - ādriving on iceā etc. Chris G. has reported it to the handling team, as least as far Thrustmaster products on XBOX - hopefully the bigger picture is addressed and all wheel hardware gets a patch.
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Correct - and this thread was to update people on the status of known issues and game bugs and assure folks they are being worked on.