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TonyRickard

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  1. TonyRickard

    Too old for survey!

    Thanks. This was emailed to me today from community.team@codemasters.com At Codemasters, we are passionate about creating great experiences for our players. As a previous player of Dirt 4 and/ or Dirt Rally 2.0, we would like to give you a chance to influence the future of our off-road racing games by answering the survey below. Your opinions matter to us and all responses remain anonymous. Many thanks Team Codemasters
  2. TonyRickard

    Too old for survey!

    At Codemasters, we are passionate about creating great experiences for our players. As a previous player of Dirt 4 and/ or Dirt Rally 2.0, we would like to give you a chance to influence the future of our off-road racing games by answering the survey below. Your opinions matter to us and all responses remain anonymous. Page 1: Enter age & gender (56, male) Sorry, you did not qualify for this survey Need to update the text: Your opinions matter to us as long as you aren't an old git! 🙂
  3. TonyRickard

    FFB "fix" with OSW wheel on PC

    Unfortunately ramping up the suspension figure brings in the effects of the road on the car but the more you ramp it up the more it pulls more to the left than the right, which seems like a bug. Sure maybe CM didn't plan for such high forces but they should just get stronger.
  4. TonyRickard

    FFB "fix" with OSW wheel on PC

    There is some useful stuff here for editing the xml files: https://steamcommunity.com/sharedfiles/filedetails/?id=1663123655
  5. TonyRickard

    FFB "fix" with OSW wheel on PC

    I followed the process here: http://www.eksimracing.com/f-a-q/how-to-use-your-codemasters-dirt-rally-2-0-dirt4-with-simucube-fw-or-mmos-osw/ I then changed the ffb_force to 5.0 in the line I added in device_defines.xml
  6. TonyRickard

    ffb fixed, some comms from devs

    The point is that some effects are there, just they are too weak to feel even on a powerful DD wheel. Turning up all the FFB would create overpowering SAT and collisions unless these are turned down. Effectively this allows the suspension effect to be increased 5 fold without increasing other effects. This brings in effects that simply aren't there at the default settings. You won't feel them tweaking the in game settings alone. Unfortunately this is far from perfect as the effects on the suspension by the rutted road surface seem to be more pronounced at pulling to the left than the right but amplifying the FFB definitely finds things that are present!
  7. Didn't really want to start another FFB thread but I thought this might get buried in the original thread I posted it in. Might be of some use for people to try. I have a DD wheel and from advice on this or another forum turned up the ffb_force to 5.0 in the device_defines.xml file. I then turned SAT right down otherwise IMHO it is way too overpowering (I set it to 5). Turn collisions down (0 in my case) otherwise hitting fences will try to rip your arms off, both frictions to 0 and turned suspension up (75) and the road textures really come through, the deep ruts will pull the car. Of course you shouldn't need a powerful DD wheel but worth trying maybe higher ffb_force with other wheels. I think the key is to ramp us suspension feedback above everything else by a massive factor and then the FFB from the road really starts to comes through.
  8. TonyRickard

    ffb fixed, some comms from devs

    I have a DD wheel and from advice on this or another forum turned up the ffb_force to 5.0 in the device_defines.xml file. I then turned SAT right down otherwise IMHO it is way too overpowering (I set it to 5). Turn collisions down (0 in my case) otherwise hitting fences will try to rip your arms off, both frictions to 0 and turned suspension up (75) and the road textures really come through, the deep ruts will pull the car. Of course you shouldn't need a powerful DD wheel but worth trying maybe higher ffb_force with other wheels. I think the key is to ramp us suspension feedback above everything else by a massive factor and then the FFB from the road really starts to comes through. Pure speculation but I wonder if something was turned down before release to ensure people with more powerful wheels didn't hurt themselves if they turned it to max?
  9. TonyRickard

    It's Release Day,is FFB still broken?

    In my view the ffb lacks immersion compared with DR and even more so compared to RBR. Even more so compared to my limited experience in road rally cars on gravel roads (whites) back in the 80s. In terms of pure feedback through the wheel the overriding sensation was vibration, but we want more from FFB to give the visceral sensation of being thrown around on a bumpy twisty track. For me it still feels as if the steering as whole is a compromise for controllers, where extreme steering works far better than either it should or be physically possible to apply from lock to lock in a nano second. I first thought DR2.0 had improved this but winding down the lock to unrealistic levels seems to yield capabilities of turning more, or recovering from slides by simply piling on instant lock and back again. Not saying it makes it easy as it gets mega twitchy and way easy to over correct, but it just feels a bit wrong having that capability.
  10. TonyRickard

    FF feels dead in DR2 as compared to DR1

    The wipers doing a random sweep is a throwback to DR, still there in DR2.0.
  11. To enable external devices like a gear indicator, shakers & telemetry apps do the following: Find hardware_settings_config.xml which is located in C:\Users\{User Name}\Documents\My Games\DiRT Rally 2.0\hardwaresettings. Edit it and find this line <motion_platform> ... <udp enabled="false" ip="127.0.0.1" port="20777" /> ... </motion_platform> Replace this line with <udp enabled="true" ip="127.0.0.1" port="20777" delay="0" extradata="3" /> For a second device add another line straight after it <udp enabled="true" ip="127.0.0.1" port="20778" delay="0" extradata="3" /> Make sure your apps point to the right port, for example the UDP Port (default = 20777) can be configured in documents/simracingstudio/config.ini file Note that the extradata parameter may differ depending upon your app, for example the Symprojects GI Max states 1, SRS wind/shaker app requires 3
  12. TonyRickard

    Crikey

    For me Racenet was slow when I first used it this morning but went out shopping with the wife and now it seems fine! FFB seems to have muted road feel unless you turn it right up at the risk of a big jolt. Perfectly playable though and for me already ahead of DR. Loving it so far, glad I took the plunge!
  13. TonyRickard

    FF feels dead in DR2 as compared to DR1

    Using an OSW the road feedback is very muted, I can turn it right up but then going over a cattle grid tries to rip my hands off! Otherwise I feel the sensation of driving and feel of the wheel feels better in DR2.0 I also have 'tyre slip' and 'engine' settings grayed out and cannot be modified
  14. TonyRickard

    DiRTy Gossip

    After a few runs DR2.0 feels more natural to me, loved DR but can't see me running it again now.
  15. After a bit of faffing around I have it all working with: Triple screens (not separately rendered) OSW (needed to edit some xml files) HE Pros Frex Shifter (wired to button box) Had to unbind everything to stop the menu scrolling permanently, then bind the controls I wanted SRS wind simulator and Buttkicker shakers Symprojects GI Max gear indicator The last two I used a fake program renamed to drt.exe so it thinks DiRT Rally is running and edited an xml file in DR2.0 to allow external data to two devices If anyone wants more details of how to get the above working just ask. Feels great. FFB is much more subtle than DR1, though even with an OSW the suspension feedback turned up is very mild, except for cattle grids, so I think something is a bit off. The sliding feels much more progressive then DR, I always thought it recovered too quickly simply by applying a load of opposite lock, which doesn't seem the case with DR2.0 Looks fab, especially with wet surfaces and rutted roads.
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