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60-70Wheel friction??? It looks like no FFB at all
60-70Wheel friction??? It looks like no FFB at all
I read it wrong. I have all the same as on picture.60-70
I have it calibrated with soft lock so the wheel inputs are 1:1. My problem seems to be more related to saturation perhaps, since the wheel first respond slow to my inputs for then get speed?, does this game come with the wrong saturation options or something?, which setting here will give me exactly 1:1 wheel movement speed?, it is set to 0 and it should feel ok, but it doesn't.I lowered Linearity to -3, because at the middle of the wheel (G29) it was totally unsensitive
That is what Codemasters said in reddit:
"Hey all, although my hands are a little tied in responding as openly as I'd like to, I'll do my best to tackle some of the above. /u/madpew has condensed the issues you're talking about somewhere a little lower down the thread, so I'll use that to structure my response:
"We're not fixing FFB as it's not broken for us"
We're definitely making changes in this area - but OP is right that we had to do a lot of investigative work and talk to a lot of people to ascertain what was 'missing'. Also, as we've alluded to elsewhere - not everyone has been affected/been discontent with the FFB out of the box, so we've had to discuss about how to implement it as well (and that's still something we're trying to define). Please bear in mind that we also have a wealth of data here about people's wheels, settings, etc - so it's all a big balancing act to please as many people as possible.
In terms of the process of how we refine and change FFB; it’s something that needed key individuals in the studio to be given the time to look at in detail, whilst also trying to balance this against giving them the time to fix other issues and work on upcoming features. There are also a lot less people available to take part in this process now the game's out, as the service team is smaller than the base game team. There are demands from all areas of the company, with numerous projects going on and F1 2019 launching two months earlier than ever before. In that respect, it's something that's ended up taking us a little longer to tackle, just by sheer number of people available - and that's something we're really sorry about. Throw into the mix that we want to get it validated by pro drivers, and you can see how the weeks have gotten away from us.
And finally, just on the point of FFB: with DiRT Rally 2.0 we very much focused on simulating the effects that come through the front wheels as purely as possible, and we (and external validators) were pleased with how authentic the simulation felt in that regard. However on previous games, rather than just science, we used a little more art in some of the effects (especially with regards to the chassis effects, environmental effects, etc) - and that's the area where we've seen the most feedback.
We didn't think we were launching it 'broken' and felt we had achieved and validated a realistic representation of steering feedback when driving a rally car. The sheer volume of [negative] feedback we've had definitely took us by surprise, and it's taken us a considerable amount of time to find something that a/ tackles the feedback we've had, and b/ is still an improvement on all previous iterations of DiRT games. We're getting there, and I look forward to sharing with you in the coming weeks when these changes/options will arrive. Our car handling team have done an absolutely stellar job when it comes to DiRT, and they've been valiant in going through the more nuanced feedback we've received about how it feels.
"We're not adding clubs because there aren't enough players in this game"
Clubs is in for testing now. It's very likely Clubs will arrive in June - which we know is late, and it's disappointing because the same thing happened with DiRT 4's Clubs coming quite late post-launch - but it's a huge undertaking to get right. We have also needed to refactor the backend RaceNet system and make significant changes to the web interface as a result. However, we're seeing some brilliant retention numbers despite the lateness of this feature, and we're confident it'll be more than ready to provide infrastructure for our competitive plans later this year (as well as all your plans).
Just while we're on competitive - the next update will include human-only MP rallycross. We've always been listening, and that comes later this month in Update 1.4.
"We only push out the DLC we promised because that makes us money while fixes don't"
The health, longevity and player sentiment is just as important to the commercial stuff as DLC is. There's no point releasing DLC if people aren't playing the game - if no-one's playing it, who's going to buy DLC? And conversely, who will let us make DLC if no-one's buying it? Plainly: everyone who's worked on DR2.0 loves it and wants to make more for it for as long as we're allowed!
But back to the main issue raised: the new environments are made by our amazing Environment Artists and Level Design team, and the vehicles are made by our Vehicle Artists. It's a predominantly different set of skillsets that tackle the bugs. However, player satisfaction and happiness is just critical to our commercial goals as DLC.
"We're working on VR instead"
"We're not working on VR because of other fixes"
We're working with an external development company to make this. There's a VR build in the studio right now - the lion's share of work is done, and we're onto looking at comfort features. More on that soon!"
Link:
I have it calibrated with soft lock so the wheel inputs are 1:1. My problem seems to be more related to saturation perhaps, since the wheel first respond slow to my inputs for then get speed?, does this game come with the wrong saturation options or something?, which setting here will give me exactly 1:1 wheel movement speed?, it is set to 0 and it should feel ok, but it doesn't.
Don't trust the virtual wheel not matching yours in this game. It matches only cars like rallycross with 540º, but your wheel will still be 1:1 if you calibrate it in the menu and turn soft lock on.I could not replicate a satisfying 1:1
Now I'am on 95 saturation and -3 linearity and it is pretty good for my taste. Give it a try.
There are many set ups for G29 in this topic, and in some aspects they are similar, in some are very different. IMO it's only you can set comfortable settings for yourself, but many advices are here in topicI've just bought DR 2.0 today on the ps4 and I have a T500rs. I was wondering if anybody had a decent set up for this?
Thanks
I have still this problem.I am starting to think there’s something weird going on with Soft Lock. Some cars seem to have proper steering wheel rotation, and others don’t and it also seems to be working at times and not at other times.
The Mini Cooper for instance has acted different for me at different times. Yesterday the rotation of the steering was fine for me, however, this morning, I had to crank the wheel almost all the way around at slow speeds to get the car to turn.
I’m using a Logitech G29 on PS4. Ive done multiple wheel calibrations including following the instructions @Scaff posted, to ensure I’m calibrating properly, however, I’m still getting steering wheel rotations that feel off.
I’d rather not set my wheel for 540 degrees, because I was a big fan of Soft Lock in Dirt Rally - I use a wide selection of cars and it does the work for you for degrees of rotation.
I have it calibrated with soft lock so the wheel inputs are 1:1. My problem seems to be more related to saturation perhaps, since the wheel first respond slow to my inputs for then get speed?, does this game come with the wrong saturation options or something?, which setting here will give me exactly 1:1 wheel movement speed?, it is set to 0 and it should feel ok, but it doesn't.
I could not replicate a satisfying 1:1
Now I'am on 95 saturation and -3 linearity and it is pretty good for my taste. Give it a try.
Really?Switch off the driver hands to be displayed. That way the game always matches the wheel movement on screen with your wheel movement.
Apparently DR2 can only support on screen rotation of wheel to 540 degrees WITH hands. Without hands it is correct, providing that you calibrated your wheel correctly (=max values) in the game.
Your doing well on the leaderboards with the wrong calibration and ffb.Can anyond tell me right calibration and ffb for logitech g29 ps4 please.
Haha for the weekend was evrything ok i can push really hard but now 2 days its not the same. I dont know why. Try to calibrate again but still not cooYour doing well on the leaderboards with the wrong calibration and ffb.
Hopefully the FFB fix at 11 GMT will keep the masses happy.
so many posts about that, even mine on this pageCan anyond tell me right calibration and ffb for logitech g29 ps4 please.
I play with CSL ELITE on PS4 the overall feedback what the car is doing is really good the grip counter steering etc. but the road feel like difference in surface gravel, cobblestones, tarmac bumps and jumps is totally absent. Only the sheep grids have this effect also on stock settings. I really think they not implemented the good version of FFB in the final build of the game.
The game feels really good and very fun to drive because you feel what the car is doing only there is zero “special effects”
When they fix this the FFB will be sublime
The maximum rotation of the animation is 540 degrees, at least since DR1. Turn off the hands, if you want IG wheel to match RL wheel 1:1. You should be using full rotation of your RL wheel and setting soft lock to ON, if you want the game to automatically adjust the rotation to the specific car you are using.I am using a T500RS on the Ps4, for me to get T500 to match up with the on screen wheel (all cars) i am having to set my Steering saturation to 52 with soft lock off, i calibrated the wheel correctly , fully rotated and then 90 degrees.
If i set the wheel to 540 manually i can have saturation at default 100 and soft lock on or off and it will match to all cars.
Any thoughts on this or is it just the way it is for now?
Thanks for the reply, i hadn't thought about the animation side of it,makes sense now.The maximum rotation of the animation is 540 degrees, at least since DR1. Turn off the hands, if you want IG wheel to match RL wheel 1:1. You should be using full rotation of your RL wheel and setting soft lock to ON, if you want the game to automatically adjust the rotation to the specific car you are using.