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Everything posted by DelDredd

  1. Does not seem to translate to good feelings using a wheel though. Auto lock for individual cars does not work (DR1 did), FFB very poor compared to DR1 the list goes on. Not another case of fixing things that are not broke and making them worse is it, happened many times before.
  2. Considering it was in the original Dirt Rally as were a bunch of other missing things it could not be that hard.
  3. Unfortunately the phrase " Prevention of Audio Drop out improved" means we have not fixed the issue yet. It still happens. Not sure why 9.3gb for the update, unless file system it a total mess.
  4. DelDredd

    Cars grip after patch?

    Anybody not using the PS4 as the OP is should not bother commenting to be honest, its just throwing bad data in to the thread.
  5. DelDredd

    ffb fixed, some comms from devs

    Not on most simulators it does not, at least with G25, I did read something somebody posted about the wheel settings being multipliers for the Damping and centering for the games forces. Maybe for his specific wheel and arcade games. In any case Enabling Damping and Centering in wheel profile had no effect whatsoever for me with DR2. I still don't get how they put game out with very limited FFB in first place, only Steer Angle Torque and a triggered effect for Cattle grids is very poor for a car racing supposed Sim.
  6. DelDredd

    DiRT Rally 2.0 - RaceNet Connectivity Issues

    As post above, if the system does not work and has issues it need to be suspended or removed until such time it is fit for purpose, having you progress deleted by racenet on a whim is ludicrous. Why have to connect to Racenet every menu step in career mode, do it once at end of rally with your stage times and if its down store until next time its up and you connect, very simple and way most other games work.
  7. DelDredd

    DiRT Rally 2.0 - RaceNet Connectivity Issues

    They need to take the hint and bin racenet totally, it is pointless and just causes issues.
  8. DelDredd

    Test Footage of the Patch Beta Leaked!!!

    Whys he driving from a dash cam anyway. Bodywork needs a good going over with an angle grinder very jaggie.
  9. The original Dirt Rally came out as early access, with limited courses and few cars first of all, FFB and other issues were fixed during that early phase. Other Course's and cars were added over time.
  10. No. I never have massive forces, I like to feel the effects and cars are a lot easier to race and control if you have lower overall force. I have tried Jon Armstrongs settings and like the majority found them to be lacking in feel, I wonder if he tried somebody else's system with the release version he would think it still any good. Steer Angle Torque and one single effect triggered by cattle grids in no way gives anybody the sense of being in a car let alone being able to tell what the car is doing.
  11. Console and gamepad by any chance??.
  12. Try reading what people post. He already stated that's why Sims add effects to the FFB for Wheel because you have no other senses to act on while driving a car in a simulator. Virtually every post on the FFB in this game states you cannot feel the jumps, loss of grip etc through the wheel, the fact that some sliders are greyed out or do nothing to the feel of the wheel FFB proves the point the FFB is totally missing the required effects whether by design (bad) or useless implementation (worse). The odd mentions I have seen of people getting good FFB are those on a PS4 as far as I recall. Maybe they work ok ish on PS4 but not on anything else. Would be interesting to find out. PC and G25 here, works great in all other sims including DR1, this is totally flat feeling only Sat and the definitely canned cattle grid. Used the xml file tweak to up force to 5, turned SAT down and Susp up, get a little feedback of undulations and trackside with that, still bad compared to any other Race/Driving game though.
  13. I still think the cattle grid feedback is canned effect triggered when you go over it, as it is identical in every case. If it was the physics/suspension giving the feedback we would be able to feel the road and jumps etc. Seems to me the FFB was never implemented correctly in the first place, if a bug it should have been picked up pre release as there would be no excuse for it.
  14. I tried Wheel and Damper Friction from 0 to 150 on G25 with Damper and Spring at 100 in wheel settings, did not have any effect or change feeling at all. Having Sat and Suspension maxed just makes wheel force far to strong not very good for easy control and fast application of opposite lock. The Rattle over Cattle grids is a canned effect for the collision force I think, as it is identical every time. (My Usual setting for Damper and Spring in wheel profiler is 0 and has been for years of Sim racing - Sims that have proper Feedback that works, unlike this)
  15. DelDredd

    FFB "fix" with OSW wheel on PC

    Not pulling left on mine but only using 95 for Susp and 16-18 for SAT with XML adjusted to 5.
  16. DelDredd

    ffb fixed, some comms from devs

    I reset everything back to default in xml file, default settings for wheel in game, Wheel profiler switched damper and spring on to 100 (normal 0 on those). In game very bland, Wheel and Tyre Friction 0 or 150 no different. So went back to using FFB Force of 5 in xml, low Sat and high Suspension, as per my previous post using Tony Rickards post / Grumps original as basis. Feedback is a lot better, again Wheel and Tyre Friction sliders make no difference whatever the setting and wheel profiler still has 100 spring and damper.
  17. DelDredd

    ffb fixed, some comms from devs

    Exactly, its as if their default values for each force are messed up to start with, still get nothing from engine or tyres even though the sliders are there but greyed out.
  18. DelDredd

    ffb fixed, some comms from devs

    "you don't make more work than you need to" First thing that came into my head with a smile was, yep like making sure the FFB effects work correctly.
  19. DelDredd

    ffb fixed, some comms from devs

    Well it actually did something for mine, most of the wheels in the xml file have no ffb force figure listed against them in any case. The preamble in the file mentions settings for ffb force and a few others are optional, suppose it just depends what your wheel would use if none stated. Default supposed to be 1 I think, but how can you be sure that is being applied, a Bunch of Thrustmaster wheels need to be set above 6 to get any feedback at all from what I read.
  20. DelDredd

    ffb fixed, some comms from devs

    Have used Tony Rickards post above as basis and tweaked the xml file and in game settings as follows G25 Wheel XML file FFB Force at 5 not left blank as default Wheel Settings in profiler Effect Strength 100, Spring Strength 0, Damper Strength 0, Center spring 0, Degrees 540, allow game to adjust settings on. (all my Sims use same settings apart from most run fine with 900 degrees, have used same for past 15 years or so with different wheels) In game SAT 16, Wheel and Tyre Friction 0, Suspension 95, Tyre Slip and Engine (greyed out) 100, Collision 15 Soft Lock 100, Center Spring on, Center Force 10 Has more feedback effects now, can feel raised side of gravel tracks catch the wheels and get some vibrations from surface, a lot more immersive than just Steer Angle Torque and cattle grid as per default. My brother has tweaked his T500RS with similar settings and finds it better also. Could probably tweak more but it is usable for me, will wait and see what people come up with.
  21. DelDredd

    ffb fixed, some comms from devs

    Will give it a go, but we should not have to fiddle with xml files if they did their job properly in the first place. Having Suspension setting too high just makes cars pull left all the time from posts I have read from various forums.
  22. DelDredd

    ffb fixed, some comms from devs

    The FFB is obviously not finished as two options for adjustment of it are greyed out in the FFB Menu, if it was working fully as surely intended why are those greyed out and the effects not even present in game. (Engine and Tyre slip (correct spelling)). Only Feedback in game currently is Steer Angle Torque and rattle as you go over cattle grid, land from jump get nice thud sound but diddly squat through wheel. Supposedly it was great in Beta, full effects so what happened somebody dropped the ball. Saying FFB is Nuanced is all well and good if you have more than Steer Angle Torque operating which is all we have currently.
  23. DelDredd

    Awful FFB! Well done Codies

    Strength is not the issue it is the total lack of any feedback apart from Steer Angle Torque and the odd cattle Grid, those are the only forces felt on any wheel currently. That would be ok if everybody had a motion rig to give us the rest of the feelings which supposedly work well on them. FFB effects were very good in Beta from reports so CM obviously messed something up between then and release. DR1 FFB was bad on early Access and release, it actually opposed what you were trying to do and was a mess, quick fix came out and it was better, then it was fixed more.
  24. DelDredd

    DiRT Rally 2.0 - Supported Peripherals List

    Have used Xbox 360 gamepad without issue, but better with my G25, although Steer Angle Torque is the only FFB apart from Cattle grid currently that you can actually feel. FFB obviously not finished a two items even greyed out in the FFB options, still drivable but no where near what it should feel like. People have been asking what happened between beta and release, they lost FFB effects.