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This is the discussion thread for a recent post on GTPlanet:
This article was published by Kyle Patrick (@SlipZtrEm) on May 17th, 2019 in the DiRT Rally 2.0 category.
First impressions of the update aren’t good. Basically all the weight has been stripped away. If you liked DR1 you’ll love this update.
While I liked DR1 for what it was, DR2.0 needed a change. And after spending a significant amount of time with the original build I liked the direction they were heading. Now we’re back to light (borderline arcade) handling. What I can’t get back is feeling the tires dig into the ground.
The suspension handling isn’t what I had in mind either. Even with the setting maxed to 150 I get some chassis feel, but it’s nothing to get excited about.
I basically picked up where I left off in MyTeam with the Renault 5. Michigan was the location. Same settings I had before the update; 75 SAT, 60 Tire and Wheel slip. Wheel had absolutely no weight, almost felt like the old Pole Position Arcade game.
Tried a half dozen settings, tried suspension at 0 which made things worse. Reducing suspension to 0 does NOT give you the FFB pre patch.
Finally gave up and reset FFB to default. Still terrible. Then increased SAT all the way to 150 and a little wheel weight came back but nothing like before. Car is too light. What exactly am I driving, a golf cart? Disappointed.
Then I tried recalibrating the wheel. Maybe it was placebo, but with SAT at 125, wheel/tire slip at 60, suspension at 100 things seemed a little better, but the original feeling is gone.
What a shame. I may give this another go after a break, but this was not what I was looking for in a FFB update. I seriously must be the minority as I cannot believe this is what people were clamoring for. An arcade racer.
I wonder why, while there are so many complaints about ffb feeling, after the ffb fix update there is a complete silence about this topic. I mean there are only 4 posts in this thread.
Probably because the "play window" has already gone. DR 2.0 was released nearly 3 months ago, and has probably already been played to death by the majority of people who bought early and they've now moved onto other things. This leaves just the hardcore DR 2.0 fans who are naturally far fewer in number.
It's funny how opinions differ on FFB. For me the update was a massive improvement - I actually had usable FFB as opposed to FFB which made the wheel feel like those old cheap wheels with a bungie cord for self centring.
I've had DR 2.0 since release, I actually pre-ordered it, played it for 30 mins trying to get some feel out of the FFB, then went online to see if other people had the same problem. And oh, the noise I saw complaining about it made me realise that a FFB change would be coming sooner or later, so rather than play through the game as it was and get used to the FFB, I decided to delete the game and wait it out in order to prevent myself from being in the position that you, and probably a whole bunch of other people have found themselves in.
I'm not saying I'm right, and I'm certainly not saying you're wrong, but for me this change means I can now get on and play DR 2.0 without feeling that I'm not having the full experience.
Edited to add:
Probably because the "play window" has already gone. DR 2.0 was released nearly 3 months ago, and has probably already been played to death by the majority of people who bought early and they've now moved onto other things. This leaves just the hardcore DR 2.0 fans who are naturally far fewer in number.
My thoughts...
Plus, even with FFB changes, there's no denying that Codemasters' actions with regards to DLC, general mistrust over the past, and the fact that the FFB has been borked for so long doesn't exactly endear a lot of trust in people.
I've stopped playing DR2.0. I played DR1 for months - but this is probably the last Codemasters game I am going to buy.
The heavy bungee cord FFB didn’t bother me because I could turn it down. Yes, there wasn’t much surface detail which they improved slightly, but in the process they reduced the overall SAT or at least that’s what it seems to bring out the new update apparently. Now I can’t dial up the overall strength to an acceptable level.
After reading posts from around the web about this fix I can’t understand what people are looking for. Even those that were fine with the original FFB are happy with the update with minimal adjustments. Puzzling because there’s nothing similar about the old and new. Maybe I’m missing something, but the difference is night and day and I can’t see how to get the old FFB weight back. Period.
Patiently waiting for a review from @Scaff
Didn't change the feeling of weight at all on my end, if I put the suspension slider near zero if feels more or less like it did pre patch.
The only thi g I can think of and that is happening to me at times with my T500 is that at times when I start the game the FFB feels like it's operating at 20% even though I use the exact same values. The next day it's back to normal again. When it happens the FFB feels extremely weak and weightless. This seems to be a Thrustmaster issue though.
I had this same experience when continuing a weekly event. Steering was very heavy and I thought they had screwed it up but after starting new events all seems good and a decent improvement.Wondering if there wasn’t some kind of bug with the feedback when resuming an event started pre patch. Started a new event with the Stratos at NZ and the FFB seems similar to the pre patch FFB but now with the added suspension effects. Will keep testing, but maybe this was the issue.
I wonder why, while there are so many complaints about ffb feeling, after the ffb fix update there is a complete silence about this topic. I mean there are only 4 posts in this thread.
I had this same experience when continuing a weekly event. Steering was very heavy and I thought they had screwed it up but after starting new events all seems good and a decent improvement.
My thoughts...
Could be a bug like when i started up project car or other sims after having played assetto corsa it sometimes screwed the ffb and had to unplug the wheel and reconnect it to fix it. In this case since its after an update, yes could be that you need start an event anew so not using any saved settings i dont know.Wondering if there wasn’t some kind of bug with the feedback when resuming an event started pre patch. Started a new event with the Stratos at NZ and the FFB seems similar to the pre patch FFB but now with the added suspension effects. Will keep testing, but maybe this was the issue.
I had that heavy steering feel again this morning when I ran a couple of stages before work. Could this be as a result of damaging the car on the last stage last night before turning the game off?
I tested it real quick and yes, it feels better now with my TGT.
I'm not really a big fan of the Dirt series as they have traditionally had pretty poor FFB and relatively arcade-like physics, but Dirt Rally 2 is on sale currently and more critically it supports VR, so I think I might give it a go. I'm using a T500 and just wondering if there is a consensus yet as to the current state of FFB? I've read a fair amount of contradictory information regarding that.
What little FFB is there is actually very well done, but woefully incomplete for my tastes. And that's on loose surfaces. On tarmac it's even worse. SLRE, Gravel and WRC 8 all have much more informative FFB.
Thanks for the concise response! And that's definitely not for me. Since getting the VR HMD (Pimax 5K+, I wanted really good FOV for racing games) I've been eager to climb into a couple of classic cars I would love to experience that way and which aren't available in Assetto Corsa or Project Cars 2 but are available in DR2 (Alpine A110, Lancia Stratos). But I would have to at least enjoy the game, and it doesn't sound like I would be able to tolerate Dirt Rally 2 for even a few minutes. I'll wait until it's in the the $9.99 budget pile. Surprisingly few racing SIMS or games currently support VR unfortunately, and using products like Vorpx can be really hit and miss.