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bn880

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Posts posted by bn880


  1. the entire Geufron Forest stage has the pacenotes coming out on side channels and nothing on center channel in 5.1 - completely reversed to what it should be and makes any headset / amp used for codriver there useless [exception is the 5-1 countdown]

     

    Steam version.

    Not reporting many other details as they seem irrelevant in this case, other stages work fine with a few bad calls on wrong channels as reported before.


  2. Thanks for at least being respectful.    I still think improvements are being made, sadly the VR issue was a big hit to resources I think unfortunately.

     

    I'm not even close to giving up on the game due to a few issues compared to hundreds of good things about it!

    • Like 3
    • Thanks 1
    • Agree 1

  3. It's not that hard to code the algorithm.  🙂  I'm just not sure if there is any automation scraping player performances, or if it's mostly a manual process to review player times on rare occasions where adjustment is required. (I would guess the latter)


  4. On 8/21/2019 at 5:29 PM, E69Korrea said:

    I think I found the problem... My problem was my 5.1 system sound. All the speakers are working fine, but I don't know why Dirt2 send the co-driver to the central speaker.

    So, the "patch" is change my system sound from 5.1 to 4.0. Now the co-drivers sound is ok... I lost the bass system, but dirt2 is more important.

    Cheers!

    It's done this way to allow people to put on a separate amp on the center channel (in part) or to connect headphones for co-driver.  Also AFAIK because it just makes sense for codriver to be on center speaker.

     

    It's a very useful feature.


  5. Regression: Fanatec wheels keep showing the RPM/Shift LED's in reverse since 1.4 or 1.5.  NOT a Firmware issue. This happens without updating your Fanatec FW< and also apps like Fanaleds still work with the wheel correctly.

     

    Edit: I just noticed another user reported this for CSL Elite, it also has some upvotes it seems.


  6. Please expand the UDP packet to include: 

     

    • Turbo pressure/vacuum
    • Engine temperature

    I mention these things because even when you want to make a custom dash, you can't get these values and are forced to used the OSD (which isn't cool for more hardcore stuff)

    Bonus:

    • Car ID number - This would help to ID the car properly for UDP apps.  currently ~4-5  cars can not be distinguished with hacks due to this missing number.
    • Like 3

  7. There is no BOV sound on practically any vehicles if you are using pedals to drive around.   I am told the sound is there on some hand held controllers though.   Really sad as it sounds like a relatively easy fix and all the effects are on standby.

    Edit: You can hear the BOV sound though using a keyboard.

    Steam/Windows10/Fanatec V3 pedals.

     

    Here is a video from @caerphoto showing an example 

     

    • Agree 3

  8. I understand your point on all Sims having the aid (maybe this is true, who has really objectively assessed all sims, including rFactor, and iRacing for this effect).  But Codemasters should be allowed to provide a normal feedback system with an option for extras.  And if they don't provide the extra , they do kind of have a right even if some % of the buyers will complain about it.  It will be their decision if they opt for more pure realism.  It's the same as if they didn't provide a low damage option, just like some sims don't provide this option because it's not realistic.

     

    Edit: I don't believe that you feel a single wheel locking in your steering in anything but a laterally loaded up car. Sorry.


  9. 21 hours ago, MaXyMsrpl said:

    Yes, we request an aid, to compensate missing forces irl felt by our butt. This is how all sim-titles do.

    And second thing, In my mondeo, I can feel loosing front traction on steering wheel: during acceleration as well as during breaking. On dry.

    That's ok, but if you are asking for an aid (and I don't necessarily disagree), it should be something that doesn't elicit rage if the company doesn't add it.  Certainly at minimum an aid should not be used to pollute a realistic function for people who only require the realistic function (and for example might have motion rigs or don't need the effect).

     

    As for the mondeo, mmm, yeah sure you do, I think you feel it through G forces and your ears.   And there are different types of "loss of grip".


  10. 16.08.2019: Good news is good news.

    Version 1.3 of RDA has been published.
    1_3_RS200.jpg
    New:
    • Support added for DR 2.0 Wales Event
    • Support added for all DR 2.0 v1.7 RX Venues
    • Support added for all DR 2.0 v1.7 RX Vehicles (note “VW Polo R Supercar” is detected as the Audi Supercar)
    • Support added for DR 2.0 Ford Focus RS Rally 2001
    • Fixed fastest lap timing display when swapping RX vehicles on same RX Event

    Planned:
    • Support for Windows 7 and 8 is still planned.
    Special Thanks:
    • Special thanks to Malkael for collecting the data required to make this update happen.
    • Special thanks to Mike Dee and Cortextual for their previous contributions.

    0


  11. On 8/9/2019 at 6:43 AM, pinkimo said:

    You all talk about Tyre Split and Engine Torque, but the main missing effect for wheels, the one which have an active slider which does nothing, is Tire Friction (Tire Slip too but it's kind of a part of tire friction, I don't know if it deserves a separate slider or if it's just a different name designated for a limited rumble effect for controlers). It's because of the lack of this effect that we can't feel at all tires lock under braking or tires spin when exiting a corner on dirt for example, so we can't feel if we put too much throttle on turn exit on dirt and can't manage the throttle through the FFB to keep it on edge, we just understand we put too much throttle by seeing the line widening, which is far from ideal. A good test to understand that is to make tires spin at the start with a powerful car, the engine will rev high, the car will barely move, and you'll feel absolutely nothing in the wheel, nothing telling you the tires are spinning.

    There is other problems with the FFB (weight transfer, the ones you listed...), but tire friction is the one effect which needs absolutely to be fixed to stop the FFB from messing up the driving and the enjoyment of some of the players (at least the one which drive based on the FFB).

    As of the Engine Torque, we feel the rumble in the vibration motors which are in Fantatec's wheels. I've not checked if it's the gamepad effect which is linked to the grayed Engine Torque slider or if it's not linked to a slider and can be toned down only from the onwheel SHO setting.

    It's quite unbelievable that after 6 months, a company which develop FFB since 20 years (I recently tried the first CMR on PC, it had (very poor) FFB) seems unable to understand some very obvious problems, or try to make people think there is no problem. After all, the community managers say since 5 months they are working hard on the FFB and it took 3-4 months to make a very minor fix (tweaking a multiplier, pretty much what we could do by tweaking an XML file since day one, just applied to the suspension effect only instead of the whole FFB in the XML file, a very minor fix compared to the implementation of a missing effect, which shows they were not really working on the FFB, even this minor fix wasn't ready for the 1.4 and they had to release a 1.4.1 for it), but the communication said it was a big fix when it has been released, trying to make people think it required a lot of work. Seriously, it was a fu... multiplier which should have been fixed on the first week...

    In fact, it's quite unbelievable the FFB has been released like that, it's quite unbelievable the 1.4.1 minor fix has not been released in the first post release patch, it's quite unbelievable that the missing effects have not been added in the first month, it's quite unbelievable that the communication of CM seems to be quite the opposite of what they are really doing. And it's the same thing with many other problems/bugs.

    The only vaguely logical explanation I see is that they were/are crunching on F1 2019 and GRID and, to release them in a better shape than DR2, took the decision to sacrifice DR2 by spending as little resources as possible fixing bugs (but still a bit to release patches and be able to say they are working hard on it, but those patches contain mostly minor or unfinished/defective fixes or at least not much compared to the time they took to be released) but communicate like if they were working hard on fixing bugs as damage control.

    I almost never buy games day 1, I did it this time, missleaded by pre-release reviewers which reported nothing about the FFB, and since 6 months, I just can't play to a game I want badly to play and have paid full price because of something I couldn't even imagine possible, releasing a broken FFB on the one game which doesn't tolerate incomplete or broken FFB, your most simish game, while you release games with decent FFB since more than a decade and while DR1 FFB was ok. Having a broken/incomplete FFB on a sim (or simish) game is intolerable, not having fixed it after 6 months is worse...

    I bet you $100 if I put you in a car without ABS, and blocked off your hearing, had you lock up , you couldn't tell me which tyre locked up.  Also, you probably couldn't even tell if you had locked up or not especially in a straight line.  What you're requesting is an aid , not a realism feature.    In terms of both front tyres slipping, the effect exists especially on ice, there might be some very fine changes needed to affect wheel forces when you lock both fronts in conditions other than ice, but not much.

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