I dont normally care about graphigs, but compared to iracing, RF2 is miles away.. Car setup options info = explanation what effect changing a value has. EG. brake map, is 1 most engine brake or is it the least engine brake , or does it even have to anything with engine braking. I car adjustable differential,boost,ABS,engine braking etc. What ever you can do in real life with that spesific car. Adjustable FFB like in raceroom racing experience, you player can choose how much curb, wheel grip etc has an effect to FFB More professionally made content, this is not arma.. Iracing is wiping our a***s..
If you think ISI are amateurs I really don't understand why you'd be here at all to be honest. simbin ffb? Sheesh, I hope not. Last I heard about simbin they had to claim bankruptcy to avoid paying their debts.
graphically speaking I prefer a lot rF2 to iRacing. You know, tastes, mileages, etc, just my opinion off course One of the thing I appreciate the most in rF2 is the "out-of-the-box" FFB settings. You don't have to touch anything IMO and Boom, it's spot ON. Sometimes I lower or raise a little the FFB multiplier, depending cars and mainly for third-party ones, but I really don't want to change balancing between kerbs, road, grip, etc. as the mix is realistically computed by the rF2 engine and I don't want to cheat or change to unrealistic value this department. Off course I respect if some want to have more settings, I'll just keep them as default as long as it's so perfect IMO This is not arma? man, that's why they never answered at ISI support when I asked where was mapped the fire key
This is a joke right ? unless you mean rF2 is miles ahead In other words add fake canned effects. There is nothing faked or canned in rF2
Oh yeah, gimme some of that sweet fake sloppy SimBin ffb. Wow what a thread. Sendt fra min LG-E400 med Tapatalk2
Like the fake rumble strips, road noise, misc bumps, in the TDF files? Don't see a problem with those at all, just a means to achieve a goal What Jokeri in my opinion means is some way of tuning the forces in certain parts. For example: You are driving a car with rock hard suspension, but have a Logitech wheel. With the FFB multiplier on 1.0 you can feel the cars behavior quite good, feel slides coming on, but hitting those kerbs or rumble strips you'll shake your rig till your bottle of beer falls out of the cupholder. Without sacrificing the overall feel, it would be nice if you could dial down the forces directed to your wheel only while on the kerbs a bit, like if there was literally a multiplier of 0.8 inbetween the sim and the wheel but AFTER all physics and forces dynamics calculations, so it is a choice to finetune settings to make up for wheel strength/type for example. This is going the other way as well. I've seen tracks with 15 centimeter high kerbs, about 3 times higher than FIA standards, probably because the track builders didn't feel them enough in their wheel. So you make the track unrealistic to have the right feeling through the wheel? Seems odd, doesn't it? If you're now going to complain, 'only real forces, no fake stuff', yeah sure, let's all buy servo wheels then to properly output forces and no one is allowed a low budget toy wheel anymore. Unless that is happening, that argument holds no ground to me if I'm honest.
I seriously think that if you are comparing graphics/lighting from a static environment with graphics/lighting from a dynamic environment, you should probably just step back and have a think about it and what is involved with it. With FFB, I'm much the same as Yololo. I just run it as is with an occasional tweak to the multi for certain cars and it works great. It's all opinions though, some cannot get to grips without having a huge/maximum spring force in the wheel.
There is a solution for this problem in rF2 already - the FFB filtering. It reduces such high frequency signals. I'm using it and have no reasons to complain on my G25. Trust me - having separate FFB multipliers for various kinds of surfaces would introduce more side effects and problems than you can imagine.
It was just an example, not meant to have filtering or smoothing as a solution. Simbin has proven it can work this sort of way, at least on the user end, with an ISI based engine
Jeez the guy has some valid wishes and immediately RF2 defence team strikes back. He is not wishing for R3E ffb. He is wishing for the options to tweak the RF2 ffb like you can tweak the R3E ffb. Not that hard to understand really. The part about info in setup screen is a very very good idea. They have that in AC and its very helpful for us lethals who do not know all about car setups. A big +1 for that.
If your FFB is a set of effects generated on different surfaces, then you can configure all those effects easily. But if your FFB is generated directly by forces in tires, suspension and steering column, then you no longer have distinction between various surfaces in your FFB engine. You can no longer control various effects separately, because there are literally no effects in the FFB engine.
There's a Can of effects that might do some of what you want. "Rumble strip magnitude":0, "Rumble strip magnitude#":"How strong the canned rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.", "Rumble strip pull factor":0, "Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.", "Rumble strip update thresh":0, "Rumble strip update thresh#":"Amount of change required to update rumble strip effect (0.0 - 1.0)", "Rumble strip wave type":0, "Rumble strip wave type#":"Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.",