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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
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    • Agree 1

  5. 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

  6. 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.

  7. 6 minutes ago, MaXyMsrpl said:

    Considering bugs in steering wheel support (ie in steering lock implementation) I highly doubt in what you are saying.

    You shouldn't, because I am talking about FFB not steering lock.

    Asking for feedback and then doing absolutely nothing after analyzing it is also common in various industries and government, and is not implicitly wrong.  It's just analysis and decision making.  You might disagree if they do nothing, but that doesn't mean they shouldn't have looked at people's opinions.

  8. 8 hours ago, LibranRabbit said:

    I’m just dumbfounded a company that produces car racing games wants to know how a steering wheel should feel in feedback on dirt from the community? Forget the content, bells and whistles. If you don’t have FFB correct for dirt, you don’t have anything, but a game that is made in the '80’s. Dirt Rally 1 was only good in feedback by using TemplarGFX’s mod on RaceDepartment for FFB and his 4K mod etc...I would suggest CM study AutoMobilista, rF2 and AssettoCorsa, using at the least, Fanatec V2 for the sort of fine detailed, low feedback that is available, that everyone is looking for. Provide that and with all of the content, bells and whistles and not only will you stop all the complaints, but will get the accolades CM have been looking for. Everyone wins.

    You listed a lot of track sims there.  And one of the reasons CM is asking for feedback is to know what exactly people think/feel is missing.  From a general perspective I think they have enough feedback from their SME's (drivers) to know the current FFB is in a reasonable enough shape to be considered good enough.  

    Another point is that just because the market has been doing X for 10 years, doesn't mean it's 100% correct.  Even if people got used to it.  Anyway, blaming a company for asking for constructive  feedback about a feature is really not reasonable at all.

  9. On 9/3/2019 at 10:59 AM, AadHofman said:

    It appears that VR implementation, after the update, blocks UDP output. SimHub doesn't work either. 


    For anyone else reading:  This is because a new XML is created for VR in this folder Documents/My Games/Dirt Rally 2.0/hardwaresettings/hardware_settings_config_vr.xml     (same as the other config)

    Which requires setting up the UDP output same as the regular XML.

  10. 21 minutes ago, Snakety said:

    Your RDA seems pretty cool but I can't import the logs in MoTeC. "This Version of i2 only supports Pro enabled files". Maybe, there is a version mismatch. The i2 version you suggest in the readme is not available anymore.

    Yeah, check RaceDepartment for it 🙂

  11. 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.

  12. 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".

  13. 16.08.2019: Good news is good news.

    Version 1.3 of RDA has been published.
    • 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

    • 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.


  14. 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.