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bn880

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Posts posted by bn880


  1. 1 hour ago, orangejuiced83 said:

    In dirt rally the handbrake works perfectly, I can't understand that. Has the development team changed over the years?

    AFAIKThere was a big simulation model change and input code change, and the result is this.  But anyway, it's not bad now, in my tests so far.

    • Like 1

  2. 1 minute ago, Evo8uk said:

    I’m still not convinced I’ve tried unbinding and reassigning the handbrake, calibrating the wheel, changing the handbrake saturation up to 150% and no matter what I do any input on the handbrake locks the rear wheels

    Which car and which location?  I will give it a shot later today.


  3. 1 hour ago, grancab said:

    does anybody feels that sometimes the handbrake activates ramdonly during the stage?... now I have this strange feeling (sometimes the car looses the rear in a nosense way)

    Any time the HB engages you hear strange clicking sound and a bit of  a higher pitched sound when on.  Set deadzone as the other user said.


  4. Well it's definitely not digital and not a button anymore.  The changes are significant, but not perfect, here is what I wrote in Discord to clarify:

    The HB is working better now, in the sense that;
    - the input reporting slider seems accurate in showing what the game thinks is happening with the HB.
    - Setting a saturation of 150% is now allowing the car to launch. And adding that extra 50% saturation does scale the input and thus the force of the HB in the simulation.
    - So the analog range is improved by another 50%.

    Certainly it's not perfect as you're still locking wheels in an R2 at around 45% of the range of the linear HB (tarmac, spain, softs, balanced car) . Would probably need more adjustment range (with another approach no doubt to scale the force)(edited)

    Summary: It's much improved . Full range of adjustment - not yet


    Set your saturation to 150%, deadzone to maybe 5% (your preference based on your hardware), and enjoy an analog HB up to about 50% (so I'd say it's half way there!)

    • Like 1
    • Thanks 1
    • Agree 1

  5. 26 minutes ago, HoksuHoo said:

    Right, we want everything forgiving, we want unlimited flashbacks and no damage and no penalties for going off track and no tire punctures and AI that takes 20 minutes per stage and free cars and perfect setups ready, because we are not interested in writing down meaningless random numbers so we can compare them later to see our car stats. Because we believe we should be able to see our stats in game without some random numbers added to them.

    I suggest that, before you click the "Submit Reply" button, you read your own post and take a moment to think about what you are saying.

    I'm saying you want to remove some realism. 😉

    • Disagree 2

  6. I'm really trying to understand this mentality though:  I messed up myself by not writing down the stats on some used cars I bought, now I can't track my mileage.  And I blame myself, and like that there is a bit of real life built into this. (you screw up, you lose, nice easy lesson)    But you want everything forgiving, so you don't need to take notes, you can buy a car cheaper and not have any lasting consequence like a different record on it (so presumably if it was real life you'd commit at minimum deceit and at maximum fraud when selling the car with a wiped rally or road history)   😛     Don't hate me, I just like the feature as is.  I think there may be more out there like me.

    • Confused 1
    • Disagree 2

  7. 4 minutes ago, YakovlevNorris said:

    This is what I meant, previously it would reset the driven distance for used cars, so I could see my own driven distance. It's a useless little stat, but I like to keep track of it

    Thats why you can't unless you pull out your notebook, there has to be some meaning to a used car in the game for it to be cheaper,  it's repairs and odometer/stats.  Sounds good to me. 

    • Disagree 1

  8. I don't dislike the tests, it's just a very obvious suggestion to improve them with a free application.   The app is for Windows 10, it's also why most people doing any kind of studies/research are on Linux or Windows operating systems not Consoles (occasionally Apple also if that works of course). 

    If it works for you then great, I can tell you for me, I was not able to extract useful information from your writeup.  Don't hate me but I am used to reading some research papers, setting up cars, and occasionally writing some of my own too, and I'm just trying to help you improve.


  9. You really would be better served analyzing telemetry to judge tyre wear. (not tire, tyre) Or at least as an additional and more scientific data set.   For example you could compare your exit speeds very easily with the RDA app that I made live on screen (second screen or game windowed).  If your tyres are worn, you must be seeing a few Km difference on exits and through the straights.  Overall time has the issue of cumulative mistakes and fatigue etc,  repeatability.  You would need to run your stages/tests dozens of times to get more reliable info.  (because you can't feel your grip in the game, and you're not one of the best 20 rally drivers in the world)   my2c


  10. 7 hours ago, Decks said:

    Yeah the ice patches on Monte are probably the best thing they've done in terms of FFB.

    Yeah it's well done for sure.  The dead wheel feeling. (okay not that it's extremely hard to do, but everything takes work and testing!)


  11. I think it would be a neat career feature to have rocks get pulled up on some parts of the stage , on the line with degradation.  Ones that can potentially cause some damage / punctures if not avoided.

    Argentina would be a good location for the larger rocks.

    (just a suggestion, but definitely happens quite a bit IRL)


  12. Hello CM, the request is to enable an option/feature so that when using at minimum "Manual" Sequential gearbox there is a way to disable any computer assisted clutch usage to prevent stalling.  So that the clutch is automated only as in real life if required (for gear shifts) but not during launch (or at least not during non HB launch mode), not during slowing or hairpins/lockups.   This should cause the engine to stall if you do things incorrectly or don't clutch in some cases.

    The option could be "Manual Sequential with Clutch" as one solution.  Or another option under assists called "Clutch Stall and Launch Assist" could be added with default ON.

    ---

    This request has been made a few times over the months from different users in the DR Discord (random link https://discordapp.com/channels/539778417911005186/547916290833252376/629664815534702622 )

    I'd like to enter it here so it has a better chance of actually materializing.  It seems to have overwhelming support from people who have anything to say about it from my observation.

    Some reasons/justifications to add this:

    1. Realism - Major part of real life rallying, an important skill that catches even the best off guard at times
    2. People who play DR2 and later wish to try the real thing on a training course or as amateur rally will likely find themselves stalling the car a lot
    3. Not super difficult to add considering it mostly exists for H pattern mode AFAIK

    -------------------------------------------

    A side suggestion is to remove "Clutch Override" option and have it on all the time (as the clutch override being off doesn't make any sense?).  Or at least don't call it an assist.  But it's just icing.

    • Like 3
    • Agree 4

  13. 1 hour ago, MaXyMsrpl said:

    They tried and they failed.

    They didn't fail.  The FFB is closer to real life than it was in DR1 IMO and based on the discussions above probably also according to SME's.  There is some % of players complaining about it, but as Apple would say, "a small percentage of users".    It's just not so easy to say with FFB that someone failed without providing some actual data (anything concrete) or expert opinion to back it up. 

    Edit: I think what you can claim is that the decision to make more realistic FFB rather than traditional FFB with extra assists and exaggerated effects is not something you like as a gamer.

    • Like 3

  14. 1 hour ago, MaXyMsrpl said:

    I just expect, that after collecting feedback (so involving community into some kind of work), they could inform community about the decision. Instead of that, they pretend they can't see the questions appearing from time to time about promised FFB changes. Answer "we decided to not change it any more" would be at least fair. Especially since it's official support forum, so getting answer from authorized person shouldn't be something extraordinary.

     

    They might be monitoring it to see how many more different people request specific changes, and what people note in continuing reviews.  Stuff like this often changes priority in dev houses.  I can't really say more on it as I don't know the details of their plans/scheduling.

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