- 15,390
- TRAPPIST-1g
- ProjectWHaT
TOMORROW!
Hopefully it updates without me needing to do anything. I'm still all thumbs when it comes to PC gaming.
First line of changelog: Fixed "No VR no buy".
Gotta love their sense of humor.
I played after the Update for 5 hours straight and am very very satisfyed with what they've come up between the Builds. Every aspect of the game got improved (although i read that some people experience a bit more stutter). I am absolutely loving it, it's addictive to play it. I put more hours in ACC by now (30h) than in FH4 which cost me double the price
Its just a question of taste... choosing between an arcade racing game or a real racing simulator...
Heheh, it definitely should be in all of their future games. Kind of like a "signature" option.Is the Simulation Value slider still in there somewhere?
I have to get into the update a little more. Being half tired had me feeling the Bentley was exactly the same as the Hurican, except I felt a little better when braking... That cant be right. Hopefully I can get some time with the sim today. Misano seems like an easy course to get the hang of.
I've been wondering about the overall force in the Thrustmaster control panel. I think the reason for putting it at 60-70% in AC was that that gave the most linear curve, base on Wheelcheck. So I use 60% in ACC as well, and damper+spring at 0%. In-game I have gain at 65 now and experiment with different damping values.T500rs -
Control panel - from default raise forces to 80% and lower damping to 30%
In game - gain 70%, damping 30%, road feel 100%.
I've been wondering about the overall force in the Thrustmaster control panel. I think the reason for putting it at 60-70% in AC was that that gave the most linear curve, base on Wheelcheck. So I use 60% in ACC as well, and damper+spring at 0%. In-game I have gain at 65 now and experiment with different damping values.
I thought the ffb was already pretty good, but reducing the damping made it more like AC, a bit more responsive.
Haven't tested road effects. Does it only affect bumps (and/or curbs), or also understeer?
There's been some detailed threads in various places showing that the Wheelcheck stuff is flawed and that 60% isn't the most linear setting. Some people believe the same thing for the T300 but I read a couple posts from game devs (I think Stefano may have been one of them) saying to always put the control panel gain at 100% and then use the in-game gain to adjust to taste. I used to keep my T300 at 75-80% in the control panel but after reading that stuff I put it at 100% and I'm happy with it there. Not a huge difference one way or the other but at least by leaving it at 100% it's one less variable to worry about.
RE: damping, not sure if ACC works the same way but in AC (and some other games) the in-game setting is a percentage of of your control panel damping setting. So if you have it set to 30 in the control panel and 30 in-game then you're only getting about 10% damping. Generally better to set it to 100% in the control panel and then just use the in-game slider to adjust to taste (0% in-game being no damping, 100% being full damping).
What does damping do ie. Why would you want it anything other than 0%
Typically it adds a little weight to the wheel and slows down its rotation slightly, it can also smooth out spikey FFB a bit I believe. I sometimes like a bit of damping because IMO it just makes the wheel feel a little more like what I experience in my real car, adds a little weight and resistance to it. I've seen people say ACC has a bit more damping than AC did but I think they're some kind of "dynamic damping" slider in the settings where you can adjust that.
Ahh thanks for that - I'll have a play with the slider in ACC but suspect I'll want it low/zero
I think most people prefer that. I usually only add a bit of damping when I'm not quite pleased with how the FFB feels and it's kind of a last ditch effort.
I usually use it for cars with low downforce... mostly...
0.2
– Fixed “No VR no buy”
– New first-gen Bentley Continental GT3
– New Misano Circuit
– Aero: Non circulatory lift implemented
– Setup UI and logic changes to accomodate a big number of damper clicks
– Hotlap has fixed fuel load (10L). Also fuel load slider is not available in UI in hotlap sessions
– Bumpstop telemetry graphs in setup mechanical balance screen
– Fixes and fine tuning in setup aero screen
– Decimal numbers in front aero variation values
– Code for realistic (displayed) brake bias values
– Brake bias variation now possible in decimal numbers
– Fine tuning on preset setups
– Setup name now shown on top screen title
– Setup name adds an asterisk when user changes setup values, indicating saving is needed.
– UI warning when users tries to load a different setup, or a preset, indicating that you might lose your setup changes if any
– Setup protection against out of limits values
– Setup Input/Output filtering for car and circuit
– Setup navigation fixes
– Fine tuning of Huracan suspension geometry and dampers
– Fine tuning of tyre model camber gain, IMO heat range, and more
– FFB option screen new sliders: dynamic damper, road effects
– controls.json extra FFB values. minDamper, damperGain
– Stability control is now using different logic
– Reworked driver steering animation
– Adjusted safety net position in the Lamborghini Huracán GT3
– Added driver assets for the teams featured
– Adjusted water spray effects in the night
– Nurburgring fixes and improvements
– Added HUD option for speed unit toggle
– Added timetables to pause menu & post-session
– Added sharpness option to video settings
– Added pitch angle adjustment to camera settings
– Added Save, Cancel, Defaults and Quit buttons to camera settings
– Proximity indicator toggle in HUD options
– Added Sprint Race Weekend and Hotlap Superpole in Game Mode options
– Track selection page navigation fixes
– Fixed bug when loading the last gamemode settings
– Added auto engine start
– Added auto pitlimiter
– Fixed Pitlimiter issue with pitlimiter lights on toggle
– Added multiple starting lights logic
– Added pitstop logic (basic) for humam and AI
– Added Sprint race weekend system
– Practice and Qualify Overtime has a max time of 3 minutes
– Controller page: Starter, Look functions and Shift can’t be set as advanced
– Fixed engine forced shut off when return on track after setup changes
– Fixed wrong weather key on json
– Fixed weather selection on UI not reset after a special event
– Added New camera sequence for Full formation lap
– Tweaked Marshal system to avoid false spline recognition
– Added logic for flags when in entry and exit lane (slower speed are allowed without raising any flag)
– Reworked steer scale/steer inverted control options
– Removed confusing ghost car time references in the gui
– Added base version of end session highlights
– Fixed music still on after cliking drive or restarting
– Audio engine optimizations
– Added superpole/pitwindow/hotstint event spotter
– Fixed double engine start inside the reverb zone
– Minor tweaks for tyres scrub sound on dry and wet conditions
– Fixed clicks in particular camera switches
– Fixed pit alarm sound for Nurburgring
– Minor tweaks for crowd and track speakers distance attenuation
– Fixed announcer voice stops after some minutes
– Fixed bodywork noise entering the setup page
– Removed the possibility to change lights/wiper stage in the replay
– Fixed mirror visibility in the replay
– Added current session time, car lap time, valid lap and fuel for replay
– Slow Motion now affects the entire world
– Fixed slow motion pause state for replay hud
– Stability control is now less performant with steering wheel to avoid being used as illegal aid