Jump to content

Buckwilder

Members
  • Content Count

    372
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Buckwilder

  1. Buckwilder

    FFB - thoughts and impressions

    Don’t worry about your English, your points are well documented and clearly stated 👍 Yes, the FFB needs tweaking. I said in many other posts - the game has good bones, now we just need some muscle put on the skeleton. FFB improvement being one of them. I believe they will deliver, just hope it doesn’t happen 6 months down the line! 😉
  2. Tried MP for the first time tonight. Yeah - not sure what else to say other than I am at a loss with the state it’s in. I have defended the likes of this game since I first played it on the 8th. Still enjoying it in single player, but my recent online affair was a bit disheartening. Not sure why CM keeps releasing games that feel way short of complete. What is the issue here...inadequate testing? Rushed delivery? (was already set back by a month maybe they need another one). Feel like with DR2.0 and Grid, those who bought early are in essence their beta testers...😐
  3. Buckwilder

    GRID 2019 NO FFB THRUSTMASTER WHEELS

    Likewise here, Thrustmaster TX. FFB is very light, suspension feeling is almost non-existent. I’m certain this will get a patch ASAP (at least I hope this the case).
  4. Buckwilder

    Watered down damage.

    😂 Everyone loves Chuck. They should add his face as a livery option.
  5. Buckwilder

    Watered down damage.

    Played them all. Enjoyed them all. Enjoying this one as well. I have been a member of the CM forum for many years as you can likely ascertain from my post count. I am not ‘arguing’ with anyone, just sharing my view on the matter, the same as you are sharing yours. These threads are full of opinion and conjecture, and this my slant on the matter. As I noted above - I would like to see future updates bring about the inclusion of damage and subsequently more penalties for those who drive in such fashion, but added as a private lobby option at least. I’m fairly certain the nuances of this debate were had internally at CM during development, and they decided to go in the direction they did for reasons that are justified, and perhaps include decisions involving details of which we are not privy too (licensing agreements and the like). So I will stay on my ‘bubble’ as you so eloquently put it - and you can contemplate forum etiquette and understand that we all reserve the right to formulate our own opinions and share them collectively without being made to feel ‘out of line’, while doing so. 😉
  6. Buckwilder

    Watered down damage.

    Why is damage so important? There is a game that makes this the focal point - it’s called Wreckfest. Explain to me what value would be added be increasing damage effects? The joy people would take in knowing they can permanently damage or sabotage another players car to affect the outcome of a race? Do you really thing people would think twice about being a jackass and driving like a moron? Or would it actually have an inverse effect and inspire people to inflict harm? Again, consider the audience/target-market. The bulk of players are are casual racing fans, not sim-racers trying to shave tenths of seconds off their PB lap times amidst a room full of non-serious racers. What I will agree on is that it would be nice to have the option for increased damage modelling and effect - for private lobbies and such...but for general lobbies where people join, race, and move on to the next - I don’t see the potential upside in this feature, sorry.
  7. Buckwilder

    Watered down damage.

    Yes but consider the game here friends. This is Grid - not AC, or PC. The premise of Grid is to keep things moving and promote contact in the spirit of fun aggressive driving. Can you imagine if damage affected drivability to an extent where at the first turn, 50% of the lobby was ousted by contact not of their own doing? Keep in mind the crowd playing this game - whilst there many (myself included), who love more serious titles - the bulk of the playing public are those who just want an enriching and fun driving experience. Limiting damage is the only way to ensure you can get kicked around, without dire consequence and still have a fighting chance to finish on the podium if you drive well after the ‘cluster **** corners’ that are imminent and inevitable with a simcade game like Grid.
  8. Buckwilder

    FFB - thoughts and impressions

    @millertheman Glad to hear it 👍 I really...really (did I mention really?), hope they step up the FFB, and add seat adjustability so I can drive in cockpit view. Then the game would be a total slam dunk for me. Targeting controller users as the primary and leaving wheel users in the cold seems wrong in this day and age. A major contingent of gamers on racing titles use driving hardware nowadays, so as to why so many settings were omitted with FFB, as well as the overall feel of things in their current state and why it is so anemic - I just don’t understand. Please CM - let’s get some detailed FFB and soon!
  9. Buckwilder

    FFB - thoughts and impressions

    The red exclamation mark means you have not calibrated the wheel. Press A button once you have highlighted the ‘Calibrate Device’ option as you captured in the screen shot above- to enter Calibration mode, then follow the prompts. Once you have completed the process, that exclamation mark should go away.
  10. Buckwilder

    FFB - thoughts and impressions

    Leaving wheel at 900 DOR and using Soft Lock feature. 360 DOR is to small for me (unless we’re talking open wheel cars). Most vehicles will become twitchy and over-responsive with narrow DOR. I like having the DOR set to actual value when possible. In Rally, I hard lock at 540 DOR, but road racing doesn’t involve nearly as much counter steering. Generally, and in my experience - FFB in most games becomes better the more DOR you allow, the feedback can be communicated through a greater range of degrees as steering and suspension loads undergo changes on the spectrum from turn-in, suspension load and exit/release/weight shift. These all affect FFB, and by narrowing your DOR you are in essence ‘bottlenecking’ your available range of forces - as they become ‘on’ or ‘off’ instead being experienced in a 1:1 or linear fashion.
  11. Buckwilder

    FFB - thoughts and impressions

    Yes, on the TX.
  12. Buckwilder

    FFB - thoughts and impressions

    So after some more time on the rig tonight, I will change my stance if only slightly. I would not say the FFB needs a complete overhauling...it is definitely there as far as SAT, though perhaps not ramped enough. At 150 I feel like it clips a little while still not being indicative of true ‘load’. That and it makes correcting oversteer a little too difficult. The missing elements primarily; are suspension feel and tire slip. Put simply, they are understated (muted), and not granular enough. Given the title and target market, I am a realist in what is possible or likely - that said, if they could improve the aforementioned elements by even a notch or two I would call it a win. Just give us a little more haptic feedback and FFB saturation and that would be good enough I think.
  13. Buckwilder

    FFB - thoughts and impressions

    Welcome to the forums 🙂 Helluva first post, lol I too am using the TX on XB1...and yes the FFB is poorly integrated. I can not determine if it is a widespread issue or just TX-related. I am think the latter perhaps, as I saw a vid lately from Jimmy Broadbent where he used the wheel, and in San Francisco when he hit the jumps the landing would make his wheel shudder. On my wheel, nothing. If I know Codie’s, they will fix it, but it may take a little time.
  14. Buckwilder

    FFB - thoughts and impressions

    Yes it is lacking weight in the wheel for sure. They will address it I’m sure (I hope).
  15. Buckwilder

    FFB - thoughts and impressions

    On par more or less. The higher powered vehicles are nuanced when you remove the assists, provides a good mix of fun and challenge. Personally, I find it easy to drive most cars after coming over to this from DiRT Rally 2.0. I will say the production value is amazing, the graphics are incredible and the sound is out of this world good. Like I said above - so far the game is awesome, a lot of fun and tons of potential - if only they can fine tune the FFB experience. It doesn’t need to be ground breaking, just ameliorated to inform the player of what forces are happening and when they are happening. It does feel better than DR2.0 on tarmac, that much I can attest to...save for the lack of suspension feedback, which needs some more resolution and panache.
  16. Buckwilder

    FFB - thoughts and impressions

    Yes, but when using a racing wheel on a video game the only senses we have available are haptic (feel through the wheel). My criticism is that tire slip and suspension load are not currently felt through the wheel - which in most other racing games they are. There is no sense of pneumatic trail, or grip limits. It’s just SAT until the tires break loose and then nothing. A force (low level vibration that increases proportional to the level of slip), would do well to inform the driver when he/she is at ‘threshold’. Additionally, suspension geometry and camber/load should be met with increased turning resistance, as the tire loads and the suspension compresses - the effects of inertia make the wheel harder to turn. Of course other factors play in - speed, caster, surface conditions, weight balance and distribution...but I would be happy with a force that simply indicates load and slip through SAT and vibration, respectively.
  17. Buckwilder

    GRID - Mode/Feature/Content Suggestions

    Add seat adjustability in cockpit view, please! FOV setting is great, now if we could just get a little closer to the dash...
  18. Buckwilder

    DiRT Rally 2.0 - Force Feedback

    Spain, Germany...same deal. Like the locations, hate the experience.
  19. Buckwilder

    DiRT Rally 2.0 - Force Feedback

    Enough has been said on this topic - so anything more is just adding insult to injury - but they need to address this. After spending 7 months with this game it is glaringly apparent the FFB needs a touch up. Specifically, on tarmac. I have always been a CM supporter, and I still play DR2.0 daily - but good Lord, please fix the tarmac physics and FFB.
  20. Buckwilder

    Please review the co driver on dirt rally 2.0

    Yup. I preferred the calls in DR1. One would think (and it would stand to reason), the calls in the DR2 would be equal too - if not better than its predecessor- sadly that is not the case.
  21. I have the same issue. Is your TV the 65”NU8000? In my case it seems like something to do with Netflix when it is being used on another TV in my house. I am using a Chromecast on the other TV, but I have the option to cast from my phone to either the TV it is on, or my Samsung Smart TV. It’s like when someone in my house signs out of Chromecast, it causes an interruption on my TV as Netflix disconnects from both possible access points. A possible fix might be to log out of your Samsung account on your TV. Barring that I am not sure, but sure as heck is annoying when I am mid stage in DiRT 2.0, and then bam - black screen etc.
  22. Buckwilder

    Please review the co driver on dirt rally 2.0

    In my experience Poland has the most call errors. There are a few 6’s that are 4’s, and vice versa. There is one section where he calls 4 right about 200M before the turn occurs. There is also the blatant immediate 6 right over jump in to 1 right and 2 left sequence that happens way to fast and the call spacing does not pace the sequence correctly. Used to get me all the time but now I know it and slow down in time. I feel like the notes could be vastly improved. Never mind changing the verbiage or adding new remarks, but just tighten up the timing, and the accuracy. No matter how well I know the tracks, I still rely on the pace notes heavily and they fool me from time to time because when I am in the ‘flow’ it’s second nature to react based on the call despite muscle memory of the track knows better when the call is wrong. Call it splitting hairs or nit-picking, but in a Rally game the notes should be spot-on.
  23. Buckwilder

    DiRT Rally 2.0 - Force Feedback

    🤷‍♂️ Good question, one would hope!
  24. True story. I don’t work in IT, but rather in Sales for tech-based company, and in our line of work hours of operation for IT or NT are 24/7. System resets, network and connectivity issues are an omnipresent issue in this day and age - especially with the increasing amount of DRM and IOT (smart devices and perpetual connectivity). Pretty crappy that we can’t play on the weekend because no one is available. Worst of all, most of these DRM issues can be addressed remotely. It’s not like someone has to power down the mainframe, or hit the big red ‘RESET’ button, lol CM - if you want to have an always on line game - and control single player activities via remote server like Race Net - then implement it with the understanding that additional costs will be incurred to support and trouble shoot outside of normal business hours.
  25. Buckwilder

    DiRT Rally 2.0 - Force Feedback

    Yes I would agree that ‘tolerable’ is a relative and largely subjective assertion - and to your point; the one area in which I crave better FFB, is tarmac. I enjoy unpaved surfaces, but find myself avoiding tarmac in any location in this game because it is so poor. Not quite sure why, but a lot CM’s games seem to have ‘floating’ tarmac physics. There is no indication the car will break traction - and then it does. Some kind of feel to suggest the tires are actually in contact with the surface would be nice. I wonder if that will ever be addressed...I really hope so as it would add another dimension of driving enjoyment to DR2.
×