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Everything posted by Buckwilder
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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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Love the game, let me get that out of the way. That said, the FFB is underwhelming. I am playing on XB1X - and using a Thrustmaster TX wheel. No real sense of tire slip/grip or ābiteā. Turning up the SAT to 150 has very little effect. Additionally, the suspension FFB is too light on effects also. I can barely feel the rumble strips, and suspension compression on the jumps in San Francisco is completely absent. Turing the suspension setting up to 150 has no appreciable effect. I donāt expect the FFB to be as detailed as a true racing sim, as this game caters to a much wider audience and less serious crowd - but I thought the FFB would be commensurate to at least the likes of Forza Horizon... In its current state it is very much playable - and I am still having fun, but I sincerely hope the code is further developed to make the FFB detail a little more present and lively.
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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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Good question š
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Understood, thanks Chris. Apologies for my pointed remarks - itās just frustrating for me on the wheel because I think it is otherwise a great game. However, the FFB on my Thrustmaster TX is in such a state that it warrants the game unenjoyable for me at the moment, sadly.
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Good to hear itās working out for you - but for those using the Thrustmaster TX, itās not very good. Admittedly we need to allow some time, and I will be waiting patiently. I guess I just didnāt understand Chrisā remark about wanting feedback (no pun intended), on an issue when comments have been discussed at length regarding a specific wheel about the general lack of feel and overall poor FFB. I shelled out $130 CAD for the Ultimate Edition, and the experience on the wheel thus far, has been very un-Ultimate.
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Hi Chris, I am confused by this remark. People have been commenting about the FFB since the game released, all kinds of commentary has been given in regards to its feel (or lack thereof). Weak rumble over bumps (muted suspension feel), zero feeling of tire slip, lack of adjustable parameters to tailor FFB setting globally (damper, slip, vibration, mechanical trail, pneumatic trail and so on). Why months after release are we pretending as though this issue is new and CM is compiling feedback? There are messages about the issues in both the general discussion forum, and technical assistance sections alike. Personally I have asked a few times, as have many others...this is not new-news. I had to shelve the game on account of the FFB, as have many others. I would have thought a fix was in the works by now. Sad to see weāve only just begun the process of taking feedback to the handling team to remedy the issues.
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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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+1 Iām just really not digging the FFB. Too bad, game has promise but this is a deal-breaker for me, sadly.
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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.
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1 week in - and you have played every track, and every variant so much that you are now bored and so more tracks are a pressing need? Come on man. Let the game stretch its virtual legs a little - there are other legitimately pressing needs that need to be addressed firstly. Once the core experience has been adjusted/improved - then we can clamour about content and DLC (which is inevitably forthcoming anyways).
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@ChrisGrovesMCM Thanks Chris. Understood - and take my comment with a grain of salt. That said I just canāt but feel as though something went awry with the FFB testing on Thrustmaster equipment, as I find it hard to believe the current iteration would have escaped QC as it is now. There is barely any feeling through the wheel (feels as if the tires are not in contact with the road). Max settings (and there are only two of them - SAT and Suspension), have little effect despite increasing the value by 33%! (150 scale vs default 100 scale). The FFB needs work, undeniably so. I have every reason to believe Codies will improve things, as they did with DiRT Rally 2.0 As I noted above - this game is already top shelf in many respects IMHO. Assuming the bugs get ironed, MP gets fixed and the FFB is ameliorated - than this game could be truly REMARKABLE! I do appreciate your feedback, and FWIW your involvement on the forums and communication is commendable - thank you for listening (and replying), to our concerns, gripes, rants and venting!š
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Not sure TBH, but users of other hardware are complaining about poor FFB also - not sure if itās confined to XBOX exclusively or an issue across the board. Iām guessing the latter but perhaps those on Xbox using TM products have been more adversely impacted than others?
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Looks like it - see link. Time will tell... https://forums.codemasters.com/topic/43314-grid-2019-no-ffb-thrustmaster-wheels/