My main issue with tarmac is FFB, mainly Hillclimb, rallys like Germany seems better.
Whenever in a faster corner and turning with no or very little understeer, the wheel goes almost completely limb, quite annoying.
I would turn down "Tyre Slip" effects in wheel settings. This is the effect that makes the wheel goes light when understeering, and I find most games tend to exaggerate this effect. Around 20% would be a good setting. SAT is the steering force and you want this as high as possible.
I have been cross checking FFB across a lot of sims lately (GTR2, LFS, AC, GSCE) and there are basically 2 main forces in FFB:
1) SAT - this is the force from steering rack (pulls the wheel straight after a turn - hence the name self aligning) and gives you mass transfer info. Very useful and you want this as high as possible
2) Tyre grip/slip - simulates the light steering feel when you lose grip in tires (mostly understeer, because oversteer affects the rear tyres and you don't steer with rear tyres
). Most games tend to over exaggerate this effect. The older sims does it, but the newer ones (LFS, AC) doesn't and it's only a subtle effect, just like in real life (yes, I have understeered and almost crashed into a fence once). EDIT: In Dirt Rally this seems to be a setting for rear tyres breaking lose, NOT front.
All other forces are "canned" effects that are just added random vibrations. You can safely turn these off as they provide no info about the actual car physics and just serves to muddle up the pure SAT forces. Also turn off steering center force. This is an old FFB "shortcut" when game physics didn't accurately simulate SAT.
1. No concise explanation of the complex pace notes; I might not have complete knowledge of how they work, but please explain to me how to deal with a 'crest-jump' and what gear to take a 'square' corner in.
http://blog.codemasters.com/dirt/04/co-driver-calls-explained/
Give this a good read, it explains everything about the numbers and additional descriptions. Also, it shows you how much work they actually put into the pacenotes (they strapped the guy to a motion simulator just to give the effect of talking while going over rough bumps). It's not just simple computer generated notes. Of course with such a wide variety of cars and surfaces a few corners are always going to be a bit off, but it's the best that we can expect from a studio of Codemasters size.
T300 ps4, force feedback is very good. Best ffb from Codemasters ever. Off course all the moaning is just overaction from the so called hardcore gamers.. I not even sure they have the game...
Just because you are less sensitive to FFB than others, doesn't mean there isn't a problem. At the end of the day we all just want the best physics and FFB possible, it's called constructive criticism.