Despite the offenses to Maxim (one of the users i most respect for their opinions) and its been said by Cdnracer (one of the biggest fanboys around here wich i have no respect for their opinions in almost everything) in this particular case he is right. Absolutely realistic FFB would make a crappy experience in PC sims wich donĀ“t have motion simulators.
The 370Z is a GT4 car, which are essentially track day cars and really low spec compared to just about any other racing series. Taking that into account and the grippy slick tyres they're not supposed to be unruly beasts like higher end racing cars. So yeah, pretty low level, low spec racers. And that's what I like about them. =) EDIT: From Donkervoort's site "The FIA created the new GT4 Super Sports class for street legal car with a minimum weight of 750 kg (Donkervoort had to add weight), in order for car sports as such to promote the necessity to reduce the weight of autos for the benefit of reducing CO2." So yeah, apart from the tyres the 370Z is probably road legal...
And that's how I like it and how it should be! I have to giggle when I see list of changes on every new build of pCars. Those people literally mention every single line in every damn file, to make it look they work harder than others. I cant imagine releasing a mod for example, and telling people that I changed BodyFore aero force from 270 to 275 - who cares about such details?
Impressive improvements in this update. Updating process seems to be troublesome though. Downloading packages, manually placing them to a folder, then clicking around in the mod manager, invisible dependencies between mods.. With this amount of content it was managable but i guess already difficult to some users. What would be great is automatic updates also for mods, some sort of browser for fetching new content, with dependency management. Sort of like an app store on mobile. This wouldn't require centralization, repositories could be distributed. Eg simple xml + content on a http server could be ok. I see the update panel has changed - but couldn't try yet how it works. Maybe adresses the same issues.
You think so, but if the change is so small you wouldn't notice without telling, this can only lead to false feeling that the change was useful/important.
in think the devs must implement two things: 1. steering torque filter ingame setting 2. tire force setting the forces from the suspension are too hard and the forces from tires are too weak
Hmm I think you are onto something! Gives sense. The rattling on grass has more to do with suspension,too strong, whereas cornering force in formulas doesnt make the wheel much heavier (unlike realfeel for rf1 where you can nicely set the range of forces).. ?