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Posts posted by bn880

  1. 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.

  2. 22 hours ago, GearEx said:

    How are the Leaderboards managed anyway ? When I look at some times I can't help myself that I drive against controller jockeys hanging on the sofa (incl. slightly-drunk-bravery), all assits on, anything that makes it more difficult than neccessary off, pushing the left/right buttons occasionally (cause the game is doin the rest for you), hovering comfortably above the car, while I work my ass off with most realistic settings possible (full FFB, Cockpit View, Driving Wheel inkl. shaky cockpit a.s.o)....????

    So does the timetable differ between Simracers and Posers ? 😄

    Yeah unfortunately it's all in one and no real filtering.

    • Thanks 1

  3. Yeah hmm.  well.  Not sure if CM want to show the ghosts there for fairness reasons, however I definitely see the benefit of being able to review each player's run in an event to check if they didn't cut etc.   me personally, I always have RaceTrack Data Acquisition (RDA) running and that shows me how I'm doing compared to my best.   So it's a similar thing to a ghost, just my own.

    • Agree 1

  4. 9 hours ago, richie said:

    I wouldn't say bad but incomplete. As Jake mentioned, a few 'caution' calls here and there would be appropriate if there's a risk of falling down a cliff if you overshoot a corner. I think the problem with pacenotes is the perception. A '3 left' in a R2 can be flat out, in a R5 car it definitely isn't. Also, if you just exited a hairpin and the next '2 left' is close it might be flat out too, even in a R5 car, so it always depends on the car class and the speed you reach a certain corner how you can take it. I think that's mostly why people feel that pacenotes are wrong. 

    There definitely are some BAD calls.  For example, the keep center in the call here:

    It's only keep center if you take a sharp right at the very very end, if you're looking at the roadway at speed, it's a keep right.  And it should be called as such.

    There are other problematic calls on that stage listed in the video description.  One is essentially a 2 left called as a 3. where previous 3's were much wider and faster.


    There are more scary/bad calls on other stages/events, you just have to know how to look for them without using your memory of the stage (good luck on that).

    But yes there are many incomplete calls as well not mentioning not to cut, or to cut where one should.  It just needs an editor to customize it to each drivers needs.



    • Agree 2

  5. On 7/31/2019 at 7:36 AM, PJTierney said:

    Hi all, thanks for the feedback 👍🏻

    I'm reading through now and see some patterns emerging.

    Does this seem correct to you all in terms of what the main remaining issues are? *


    1. Not getting enough feedback from the tyres, Tyre Slip in particular.
    2. Wheel users missing "Tyre Slip" and "Engine Torque" settings that controllers users have. **
    3. On some locations (mainly tarmac) the road surface feels too smooth, resulting in less feedback through the wheel.
    4. Existing tyre feedback feels like it's more focused on the rear tyres than the fronts.
    5. Steering doesn't get heavier the harder you turn into a corner.
    6. Lack of vertical suspension feedback, most obvious with jumps.


    I'd like to drill this down to the 3 "big issues" you guys are having, as that would be beneficial when I talk to the team. 👍🏻


    * Let's try and nail down the big issues that the community generally agrees on instead of chasing the final 1%.

    ** This may be intentional based on how controllers and wheels work differently, just my personal guess.

    @PJTierney  Mostly agree with what Caer said, and to clarify when you lock up in reality on tarmac, you might feel a bit less force on the wheel depending on how much grip you lose and how much the front lifts up.   You won't feel anything on the rear unless it starts to come around and do funny things.

    Tarmac smoothness might be accurate for Spain, probably not 100% accurate for DE if you see how rough that tarmac is IRL.


    But I would like to add a very critical point to this all, whatever stuff is added, if it's NOT a real 1:1 representation but additional aid/feedback, PLEASE put it on a new option/slider.

    • Agree 1

  6. Yeah a Pacenote Editor (really a recce mode even) would be an amazing improvement to the Dirt Rally series.  The user made Dirty Pacenote  app can work, but it's a LOT of work to import the samples/calls you need and then to mark out every stage and corner.  if it was in the game, you could edit the pre made notes and make 2-5 corrections for a stage instead of redoing the whole thing (if you wanted).

    • Agree 2

  7. At least in MyTeam Championship the tyres keep being reset to mediums when you rejoin the Championship.  I think at times you even get slammed on Mediums if it's an even stage number without service, and there's nothing you can do about that.  (it's kind of regression but posting it here for @PJTierney as requested)

    Edit: Actually the issue is also that when you finish every even stage, the tyre used shown is also Medium, when you were on Softs.

  8. On 7/20/2019 at 4:24 PM, urgaffel said:

    Well.... ****. It did make it in and there’s more rain on the screen but now you tell me it’s the wrong kind of rain 😄 back to the drawing board (when I have time). I promise to rework it but can’t say when since I’m busy with other things at the moment.

    It's a nice effect, but the accumulation without using wipers is important. (as you also saw for water splashes)

    Hope you manage to find some time eventually. 🙂

  9. The FFB really feels quite good to me.  The only thing I might be slightly interested in is having those "bump" rotations present in a much smaller scale for more road details (smaller bumps).  But this is really extreme nitpicking and isn't even necessary for an authentic experience IMHO.

    • Agree 2

  10. I would tend to agree with the above, though at this point there are still other more serious things to look at.  I'm a purist in terms of damage, so I'd like it to be as 1:1 as possible while not costing us much more CPU resources.  (and I don't care about more visualizaiton, just simulation)