ZeosPantera
Registered
Tried the car on some other tracks.. It is a bit off.
Yes i do...but it will only be CLOSE...i think you need to be in the real cars for it to feel REAL.
This is not a useful contribution to this thread.
I'm not sure I agree with James here, but you're basically silencing an entire (interesting, potentially useful) argument by saying "it's not real life". Like he said, the entire point of the simulator is to simulate real-life driving as accurately as possible. Anyone that's providing well-intentioned criticism is trying to help -- anyone that's questioning the entire idea of driving simulations as if it's a point in argument is just being silly.
This is not a useful contribution to this thread.
I'm not sure I agree with James here, but you're basically silencing an entire (interesting, potentially useful) argument by saying "it's not real life". Like he said, the entire point of the simulator is to simulate real-life driving as accurately as possible. Anyone that's providing well-intentioned criticism is trying to help -- anyone that's questioning the entire idea of driving simulations as if it's a point in argument is just being silly.
Well I think what he is saying is that the steering we are all experiencing may be 100% perfectly accurate to what an F2 driver feels.. IN THE WHEEL.. What they feel in there ass and their chest is not yet simulated with any logitech products.
So what people here want is, unfortunately, a more "fake" FFB for this car. One that includes the indicators of the cars G-Force and movements to be translated through the wheel as opposed to our bodies. This is just the way sim racing has to be. We aren't getting 2 G's in the corners so we can't tell what is going on unless it is translated into a FFB wheel or some baby shakers.
Well I think what he is saying is that the steering we are all experiencing may be 100% perfectly accurate to what an F2 driver feels.. IN THE WHEEL.. What they feel in there ass and their chest is not yet simulated with any logitech products.
So what people here want is, unfortunately, a more "fake" FFB for this car. One that includes the indicators of the cars G-Force and movements to be translated through the wheel as opposed to our bodies. This is just the way sim racing has to be. We aren't getting 2 G's in the corners so we can't tell what is going on unless it is translated into a FFB wheel or some baby shakers.
1) you are driving ridiculously slow
2) the front wheels are 100% gripped in you are not drifting or power sliding out of the corner
3) you are simply losing the back end only not to the point where you get into a full spin
Please do as i ask and post a video of you actually drifting the car in a similar way to what the real world driver is doing , POWERING OUT OF A CORNER in a way that's beneficial to lap time balencing the car with throttel and stearing.
All you have done in your video is do what I and the other guy are doing in our videos this is not crab walking the car or 4 wheel drifting or powering out of a corner.
Simply posting the same sort of thing over and over THAT IS NOTHING TO DO WITH WHAT WE ARE TALKING ABOUT is not helping at all.
In a sense it makes the FFB ideal for someone who's trying to learn how to drive an F2 car, because thats exactly what you would feel. But we arent. What we -sim racers- need, is to be able to determine how the car is responding through the wheel, and the wheel only.
If I recall correctly, there was a fairly big thread about FFB recently and this was a major point of discussion. If you ask me, fudging a little bit of g-forces into the wheel is a compromise that's got to be made for regular, consumer-grade wheels. I'd compare it to zoom in simmy FPS games (think the ARMA) series, which tries to compensate for the disparity between real human vision and what can be displayed on a computer screen. Actually, the FOV issue in driving sims is comparable, too.
I also recall something about the FFB being to lower strength in the open-wheelers as an effort to avoid constant clipping. I never found out if that was true, though.
Steering Wheel Angle=Which function are you using? I've tried the old one from rF1 but doesn't work for me...
Tim has alredy said the FFB is broken
Did he say it is broken, or did he say they will look into it? I think it was latter.
Your right he just said he would look into itthen he said
"The braking behavior and performance is correct. Although the balance in real life (which most sim racers probably would find too difficult), they actually lock the rears a lot, and the simulation was locking in the same places (which they found fantastic).
The FFB issue has been reported."
Which lead me to believe they had identified it was an issue , rereading it I can see how it could be interpreted in both ways.
Your right he just said he would look into itthen he said
"The braking behavior and performance is correct. Although the balance in real life (which most sim racers probably would find too difficult), they actually lock the rears a lot, and the simulation was locking in the same places (which they found fantastic).
The FFB issue has been reported."
Which lead me to believe they had identified it was an issue , rereading it I can see how it could be interpreted in both ways.
Steering Wheel Angle=
'Steering' [%] * 'Wheel Range' [deg] * 0.5 / 100
Wheel Range is just a constant I use from lock-to-lock setting on my wheel and change it manually. Potentially future versions of the plugin could dump the steering range setting used inside rF2 but for now this works.
Did he say it is broken, or did he say they will look into it? I think it was latter.
I guess we know how it is when we wait for update, not point to debate about it at all until that happens, imo.
For **** sake.
Stop spamming and stop screaming for video's.
I think you are a nice guy but you've made your point, ISI has noticed constructive critisism that has been given. We'll see what they come up with. Just enjoy the things rF2 HAS or does correctly already.