Anyone else waiting for a patch...

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Thanks for the info, guys. :)

I've never encountered the issue in question on my PC, but I would agree the G25 doesn't move very quickly all by itself. It's not like I need the wheel to guide me, I just need it to not fight me. So "70%" would probably do just fine. đź‘Ť

Some of the comments here just reminded me of my experience with Enthusia. I really love that game, but I was never willing to retrain my driving habits for such an unrealistic steering effect. Fortunately I'm one of the handful of people on the planet who enjoy playing EPR with a controller.

So if we someday go from electric motors to hydraulic gaming wheels, what does that say about companies like BMW that are going from hydraulic power steering to electric steering? :dopey:
 
JJ wheels like the frex are what we are after. Its a shame we will never have anything like that on the xbox though!

Fanatec CSR Elite?

As for asking for LFS FFB.. That's a huge ask IMO. It's widely regarded as the best FFB and steering simulation out there on any platform.

I keep forgetting I have LFS installed :lol: such a shame the content is so lacking. I just installed this today. I'm a bit behind the times but I Can't wait :bowdown:


A serious ring lap

Please Turn 10.. The Capri and Lancia at least (Stupid EA :banghead:)
 
Actually I want to take that back!

Has been testing drift mode 5 (silly me thought it only goes up to 3) and when I let go of the wheel when it start to spin, guess what...it auto-over-corrects. Even on quick spinning cars such as the exige and clio V6.

My setting is now as followed:
SEN 900
FF 80
SHO 100
DRI 5
ABS 65
LIN 20
DEA 0
SPR 3
DPR -3

Someone want to confirm my findings?

In game settings are pretty much stock.
 
Actually I want to take that back!

Has been testing drift mode 5 (silly me thought it only goes up to 3) and when I let go of the wheel when it start to spin, guess what...it auto-over-corrects. Even on quick spinning cars such as the exige and clio V6.

My setting is now as followed:
SEN 900
FF 80
SHO 100
DRI 5
ABS 65
LIN 20
DEA 0
SPR 3
DPR -3

Someone want to confirm my findings?

In game settings are pretty much stock.

I also found a pretty high DRI setting to work best for me. The game feels really really weird now that I got used to the "glitched steering", have to learn it all over again! :D Have to test that LIN setting as I didn't try it yesterday. All and all, I'm very pleased with T10! Good job! đź‘Ť
 
I am almost back to having full control now, only spinning out with cars that are vague at the limit like the Morgan, and that bitchy Rossion Q1 which go sideways everywhere.

And when I spin it's with overcorrecting while straightening out instead of not catching it quick enough.
 
Has been testing drift mode 5 (silly me thought it only goes up to 3) and when I let go of the wheel when it start to spin, guess what...it auto-over-corrects.

JJ, could you clarify what you mean by 'auto-over-corrects'? Do you mean a high DRI setting acts like adding a counter steer assist? Sorry if I'm being stupid here...
 
JJ, could you clarify what you mean by 'auto-over-corrects'? Do you mean a high DRI setting acts like adding a counter steer assist? Sorry if I'm being stupid here...

It means the torque alignment force is strong and quick enough for the car to countersteer itself, but if you don't control it it will over correct into another direction.
 
It means the torque alignment force is strong and quick enough for the car to countersteer itself, but if you don't control it it will over correct into another direction.

OK, great -thanks.
 
Spent a few hours just racing production cars one-on-one with a friend, from C class to S class. It's like a whole new game now, it's brilliant.
 
Hi Motarded.

Im aware of what the GT2 can do as its exactly the same as the 911 turbo S internally and thats what I use.

That was the first time ive seen a T500 in action demonstrating its speed and precision like that and it makes things look extremely good for the new fanatec then! Ive heard its as good, if not better than the T500 so things are looking fantastic for us :)
 
Spent a few hours just racing production cars one-on-one with a friend, from C class to S class. It's like a whole new game now, it's brilliant.
I need to add you for some stock racing. đź‘Ť
I'm gonna be staying at a house with satellite internet for a while, so I'll be going back to XBL Silver, but feel free to add me too. I've never liked fiddling with tuning. When I upgrade, I just tune the final drive ratio and go.

If I'm losing races, I work on my driving, not my setup. :)
 
Linearity at 20 with 900 degrees feels excellent. Twitchyness around the centre has gone.
Make sure advanced settings in game hasn't got deadzone set at 5 which I believe is default.
 
New steering patch is awesome, It's made the cars feel so much more real now. Before you could catch slides without really trying, now it's actually a challenge like it should be.
 
Sorry to crash the steering wheel party as i only play with my trusty LE silver controller but add me for some clean, close racing: SillySinStorm
 
For those still fiddling with settings. I think I have found my preferred wheel settings:

Sen 540'
FFB 100
Sho 100
Dri 2
Lin 0
Dea 10
Spr 3
Dpr 0

I need to spend more time with these settings on different cars, but so far I'm really pleased with them.

I can't remember where I read it, but someone on another forum suggested dropping the Lin setting, and setting the wheel dead zone (Dea) at 10. I think this has given me my favorite set up yet. (I even managed to accidentally get a perfect drift score whilst loosing the back end of my Mclaren F1 during a race :lol:
 
So according to you, in fixing a bug that Turn 10 acknowledged and precisely identified, and after extensive testing, they've "created" a problem where there was "none" before.

:lol:



I'm curious about this, as it may influence my decision to pick up an Xbox-compatible wheel in the future.

One of the reasons I never use a wheel with console sims is because the force feedback has never lived up to the golden standard (IMO) set by Live for Speed for the PC. My Logitech is not compatible with the 360 anyway, but even my favorite PS2 racer, Enthusia, was a chore with the wheel. My primary issue with the FFB in that game was a lack of force support in countersteering. You had to fight the wheel to dial in countersteer soon enough, and as a longtime RWD driver, I know this was wrong. The right effect was there (wheel countersteering on its own as the front wheels trace the path they're given), but it was too slow to kick in.

So my question to you gents is, does countersteer require more effort now, or just more steering angle? What happens with the wheel if you throw a car into a slide and pull your hands away?


What I said was in plain English, do you speak it? Don't try and put your words in my mouth
 
I was only joking when I said that I wouldn't be surprised if it was the wheel causing the problem. Turns out, it was.

I was finally able to update the firmware and the difference is pretty much night and day. Before, trying to counter-steer with SEN set to 900 was basically impossible; there was just no response. Now, I can counter-steer pretty normally even with dri, lin, dea, spr, and dpr all set to 0/off which, for feel, I prefer. It's still more difficult; in-particular, I wish there was a wider margin of error between under- and over-correcting, but at least now it seems fair. My Camaro that was pretty easy to use before Forza's update has returned to being pretty easy to use.

Oh...and...

I DON'T HAVE TO TUNE MY FREAKIN' SETTINGS EVERY TIME NOW! Wow, am I so much happier...it was worth the 3 hours it took to find my old XP disc, get one of my hds that I use for backup out, open up my comp, pull the power and SATA cords out of my hds, plug in the backup, install XP, install the drivers, update it, copy the Fanatec files, and finally update the firmware...and then, of course, put everything back. :)
 
Yeah, I've been playing a lot today and I've concluded he's wrong!

'Normal' is just a step back to PGR type handling; good fun, but not a sim. I'd use it for online hoppers because it's so much more forgiving. Whereas 'simulation' steering is a pretty accurate description of what it does.

It was a strange thing to do on his part; a) the way he worded it is a bit disrespectful to T10 and b) he looses some credibility IMO. I wonder if it was a marketing ploy, to make his products more appealing to a larger audience...??!!!
 
Thomas agrees with me :). Something is definitely amiss with the counter-steer. It's as if there is no traction at all and will pretty much F your race if you try it online. Linearity is fubar. :(
 
I disagree with Thomas as the wheel setting feel very close to real life for me. Watch the video I posted below and see how tricky it can be too handle some of these high powered cars.

The power sliding starts at 49s click here to skip.





I had an old 88' Firebird that I decide to take on high speed run on the highway years ago, I ran the car up to 95+ mph, when I change lanes the back was got very twitchy and loose, felt like it was ready to spin out, I back off and I never push that car to those speeds again.

After the update, this has been the most realistic driving experience I had with a console sim.

My Turbo S setting:

SEN 900
FF 100
SHO 100
DRI 2
ABS 75
LIN 0
DEA 0
SPR 0
DPR 0
FIRMWARE 681
 
The steering fix makes the game feel much more realistic -but so much harder too. I've just spent an hour doing the Radical Nurburgring rivals event and couldn't get a single clean flying lap :lol: I believe this is an accurate representation of how a car like that would punish bad driving.
I'm also delighted to hear that some of the glitched cars will be removed from the leaderboards. I think having fair leaderboards is such an important part of this game.
One thing I'm glad to read a few users posting is that harder doesn't necessarily mean that it's more right. I used to have a rear wheel drive car and I can say that it was much easier to control a slide in it then in similarly powered cars in these racing games some times. I know it's not the same, but I have felt that sometimes there have been things lost in the translation.

The leaderboard thing was also much apprecaited by me also. Not that I have unbeatable times, just more that it may be a better representation of the top lap times now.


My primary issue with the FFB in that game was a lack of force support in countersteering. You had to fight the wheel to dial in countersteer soon enough, and as a longtime RWD driver, I know this was wrong. The right effect was there (wheel countersteering on its own as the front wheels trace the path they're given), but it was too slow to kick in.

So my question to you gents is, does countersteer require more effort now, or just more steering angle? What happens with the wheel if you throw a car into a slide and pull your hands away?
This is something that I think people complained about in FM3 and the "over corrected". Too many people said that when the FFB would let off during sliding that it was too unrealistic. So maybe originally they went too far the other direction
 
I don't think Thomas is particularly well-versed in how a real car should drive... he was also denying the existence of the counter-steer bug pretty much throughout the entire thing, despite all the evidence.

I've had no problems controlling slides in all but the fastest cars. Even S-class cars I can drift pretty consistently. If anything it's easier than Race 07 and iRacing and maybe slightly harder than Live for Speed (though that can just be attributed to most LFS cars being very easy to drift by design)
 
One thing I'm glad to read a few users posting is that harder doesn't necessarily mean that it's more right. I used to have a rear wheel drive car and I can say that it was much easier to control a slide in it then in similarly powered cars in these racing games some times. I know it's not the same, but I have felt that sometimes there have been things lost in the translation.

Just to clarify my point regarding difficulty: IMO I don't think it should be easy to take a high powered S class RWD turn off TCS etc and just throw it around while chatting to my wife. It is still possible to do this, but I'm 100% focused and I may not always pull it off... I'm fairly sure this is about right.

I think a lot of the initial anti-patch reaction (especially over at .net) was due to the thousands of would-be F1 drivers who were realizing for the first time that they aren't Ayrton Senna reincarnated!! People saying the game was unplayable CLEARLY thought they were better(virtual) drivers than they actually are.

Pretty much all of the cars I've used in F4 are drivable, however to push a fast car to the edge (and therefore be competitive) takes a lot of concentration. This is what I want from a driving sim...
 
I don't think Thomas is particularly well-versed in how a real car should drive... he was also denying the existence of the counter-steer bug pretty much throughout the entire thing, despite all the evidence.

I've had no problems controlling slides in all but the fastest cars. Even S-class cars I can drift pretty consistently. If anything it's easier than Race 07 and iRacing and maybe slightly harder than Live for Speed (though that can just be attributed to most LFS cars being very easy to drift by design)

You need to quote Thomas instead of putting your words in his mouth. I can tell you the counter-steer of the WS6 in-game is not even close to real life after the patch and made racing with it in "simulation" online, useless.
 
yup, cos the steering angle, speed sensitivity steering and universal steering linearity is going to match your real car 100% isn't it......it is never going to be like the real thing, end of story.

I just won my first race in my touring car season with full 900 and simulation steering on, if anyone is having any problem with it, it's your adaptation or wheel setting that is lacking.
 
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