micro-impact
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You can see the wheel is countersteering without touching the pad. That looks and feels like a wet cheater dream.
PART of that is the tire itself. It naturally tries to center. Make sure all your steering & stability helps are off, F1 I think is the default for the steering key.You can see the wheel is countersteering without touching the pad. That looks and feels like a wet cheater dream.
PART of that is the tire itself. It naturally tries to center. Make sure all your steering & stability helps are off, F1 I think is the default for the steering key.
Maybe just misunderstanding. I don't want raw input. I want normal gamepad controls, so steering rate, linearity, speed sensitivity, deadzone and kind of noise filter like AC has. Wheel doesn't need linearity, steering rate and speed sensitivity, it's different machine.
You can have vibrations : Steam Community :: Guide :: Enable Force Feedback on your Xbox One Controlleronly thing wrong with controller support before was no controller vibration which was not a big deal but this fix makes the game unplayable with controller.
thanks i'm not really bothered about the lack of vibration support but it was the only fault i could think of with the rf2 controller support before this update, with this update the game is unplayable for me.You can have vibrations : Steam Community :: Guide :: Enable Force Feedback on your Xbox One Controller
never had a problem playing rf2 using xbox 360 controller till now.The issue with controllers doesn't affect me because I'm a wheel user, but its a bit concerning that we see this in an RC2 when RC1 didn't have it, which means RC1 wasn't "feature complete" as you'd expect an RC to be. This sort of code change needs more than the 2 weeks we've got to test it before promotion.
I do have a hypothesis here, though I may be completely off base. We do know that the MSGS gaming engine is a combination of physics "derived from gMotor" and UE4 graphics. Because this is mainly aimed at consoles, and hence controller users, I'll bet they have added code into that engine to cover this. In fact, if I remember correctly, there were major complaints about the NASCAR Ignition game, in that it had even added similar filters for wheel users. So my hypothesis is, this filer logic has been "back ported" from the MSGS physics and FFB code into rF2, and furthermore I postulate it has been done to make the two codebases and hence development of content much more similar. We know MSGS have to produce console games for BTCC (mainly), IndyCar and WEC, and hence all will need good controller support. That would then leave the biggest difference in the content creation as the graphics engine.
You are not alone. Another user supposed this is the groundwork for console versions of the Indy/BTCC/WEC licenses for MSG. If so, there is work to be done.never had a problem playing rf2 using xbox 360 controller till now.
just my opinion.
just glad i have not brought a load of dlc because for me the game is now unplayable with this update.You are not alone. Another user supposed this is the groundwork for console versions of the Indy/BTCC/WEC licenses for MSG. If so, there is work to be done.
Instead of using alt-Tab try using left Windows key and D, it takes you to the desktop. I find it more reliable.I having troubles whit my G27,everytime i ALT+TAB i lost the brake and throttle maping,and then to reasign the throttle i have to restart rFactor 2.
Thank you sir,always learningInstead of using alt-Tab try using left Windows key and D, it takes you to the desktop. I find it more reliable.
NO Devin !!!
This is not a bug !!!
You telling people they can just turn off your new steering filter by switching the device to wheel is false. Switching device to wheel is completely useless because you have already deleted the speed sensitivity function from the core, so the controllers can not be used without the missing core function.
The steering system comprising of the Steering Rate Adjuster and Speed Sensitivity adjuster has been around since 2003, when ISI created it in F1 Challenge 99-02, which was a top selling retail game that sold out within days of it's launch. The G Motor engine and steering system was then successfully license to other game creators such as Simbin, GSE etc. all top selling games. There were no complaints from thousands of users.
Users couldn't setup the controllers, because the Steering Rate defaults to 20%, which is far to low. Users had to switch to the Beta OLD UI to use the steering rate adjuster, and then opt out of Beta. Saying it's difficult to add a steering rate adjuster to a racing game, is totally misleading on your behalf, as the steering rate adjuster has always been around, just not visible in the New UI and New New UI.
The decision to dumb down the controls to make it easier for people to work is so inconsistent. Everything else Studio 397 has been doing, has been about advancement in technology, Advanced Weather Control, Advanced Tyre development, advanced Camera Systems, advanced IBL, SSR shaders. Dumbing down the advanced control systems is a complete opposite.
I can already see from Dev Mode, you have already deleted both Steering Rate and Speed Sensitivity from the core of rFactor 2. The steering system is completely unusable, it doesn't respond to small/quick steering corrections to gain track position, you find yourself trying to anticipate if the steering is either going turn a little or a lot, or if it will turn at all.
There was nothing wrong with the steering system, except the steering rate adjust wasn't visible in the UI as it was previously in the OLD UI and DEV MODE before YOU deleted it.