FFB & Ferrari Challenge

  • Thread starter Biggles
  • 35 comments
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Good physics!?!?!?!

TDU?

Sorry, I've just never heard anyone say such things before. I own the game, and apart from some nice scenery, and nice looking cars, there isn't much else. I found the physics in TDU some of the worst, especially with a wheel.


;)

Pfeew...my luck that i wrote that IMO TDU has some nice physics.:)

I mean that this way: Apart from other (real arcade) racing games like NFS Crap Street, the physics in TDU feels good (and i even don't mean the Hardcore-Mode, which is crap). I mean the normal mode with all driving aids of. I COULD imagine, that a Saleen S7 Twin Turbo (which i will never drive in my life) feels that way. The Force Feedback gives pretty nice feedback from the roads, the cars in TDU just feel good (ESPECIALLY with wheel) . Compare that with NFS Crap Street...FFB in that game is just some stupid rumble effects, which is NOT in TDU.

Of course, TDU has not really real physics, but they are above average and feel good. Its not like Ridge Racer or kinda that....^^.

I know that GT5p or Live for Speed or iRacing are the big ones with likely real physics.

Sorry for Offtopic.


Sil
 
I must say... All this talk of a horrible deadzone is making me really wary of FC. I am dying to purchase a new "console" driving game, and thought FC would fit the bill nicely.

Personally, I don't think the "deadzone" is a game-killer. Overall, the physics are quite interesting. The thing that is odd about FC is that the fairly realistic & demanding physics are packaged with a distinctly, & (I am assuming) deliberately, "arcade-style" game. It's certainly a long way from the polished, "realistic" presentation of GT5P, or from the flashy, dramatic style of GRID. As such, it's hard to know exactly who the target audience was intended to be for this game.

I don't know if I would recommend it to the casual gamer, but if you are "dying to purchase a new console driving game", I would go for it - I think you will enjoy it enough to justify the purchase.
 
Many laps later I am still undecided about the FFB. The very heavy weight of the FFB really does communicate the sense of the weight of the car shifting as it moves through the corners. Furthermore, the few degrees of "dead-zone" in the wheel forces you to really HOLD the wheel & STEER actively at all times, in order for you to keep the car where you want it. Thes things contribute to a sense of the power, speed & "danger" involved in driving a powerful car at high speed around a track.

On the other hand, the "dead-zone" does make precise steering very difficult - which I'm not sure is altogether realistic. I will say, that I would prefer it if GT5P had an option to increase the weight of the FFB, with the present maximum setting being the lowest FFB setting & increasing from there to something more like FC.
 
A minor problem in FC is, that you dont get any respond from the tracks. No Bumps, no FFB. That would help alot, that the cars feel better.

But i dont guess that this will be fixed in any update.

A very good example for that are iRacing and Live for Speed, where you get 100% good reactions from the tracks.


Sil
 
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