Released NEW! Radical SR3 RSX 2017 - Now Available!

I'm running DX11 and also adding some filtering but nothing helps.. My wheel is vibrating like crazy at low and medium speeds (T500) :( Haven't been able to do a single lap yet.

It starts shaking and quite horribly, as soon as I try to move the car. There is something wrong with the FFB for my wheel at least.

Ok, I was wrong. This problem is not so much due to filtering, rather with minimum torque.

Test 1: T300, default filtering (4), minimum torque 7%. Massive straight line vibrations at certain speeds.
Test 2: Same settings, minimum torque 4%. No vibrations.

So guys with this problem, make sure your minimum torque is set to less than 5%.
 
So far the car is undrivable here too with a CSL Elite. It's the rattling fest as soon as you steer your steering wheel. I tried reducing the FFB from 1.0 to 0.8, but the rattling is still there. The steering wheel basically does not convey any useful informations, it almost feels like it has no variations in force applied to it.
No FFB Min here, FFB Smoothing to 0.
 
T300 here and no issues with FFB, sure it feels different to other cars but not massively. Smoothing on 0 as always, Thrustmaster Strength at 60%.

Great car, falling in love with it even though I'm clearly slow!

The same for me. Also a T300 and no issues whatsoever
 
t300 here shaking vibrating like crazy until i reach a certain high speed,only tried it for a couple of laps,so didnt mark the speed.
i have the weird ffb that all new s397 updated cars are showing,strong on initial turn in then just goes lifeless and weak when the steering forces would be max.
theres no build of ffb force,its just strong on initial turn in then gone after that

also the sound reminds me of rf1 quality,not really impressed with this,some mods are of better quality regarding ffb and sounds.

The ffb getting weaker after initial turn-in is, IMO, the front tires loosing grip.
 
On the FFB front I also have a T500. In the beginning I had the same issues with vibrations as some others are reporting. I run 0.8 ffb and 2% minimum torque. I've never had any issues with any of the previous cars so thought something was wrong with one of the files. Tried redownloading, verifying, different controller files and nothing was helping. As soon as i would make a right out of the pits the wheel would go crazy. Finally tried the wheel options in the tuning menu (don't really know which wheels they are meant for as i never had to use them) and it seemed like after about a second of roughness it went away. Odd thing is that i then put the option back to standard and the extreme roughness is now gone. Still get a bit of it while leaving the garage and sometimes a bit over curbs.

Thank you very much sir! This helped a lot. Still quite rough FFB compared to other cars and I need to apply some filtering but now it's drivable.

But in-game steering wheel doesn't match my steering wheel at all with this car, the driver seem to only have 180° rotation.. But that's not very important.
 
UPDATE: nooo issue is back when I went online. Maybe I'll have to use the same "solution" again with the tuning options. Something definitely wrong with the FFB however..
 
Whats remarkable for me is that is the third car from Studio397 after the USF and the Nissan GT500 that provides so much or better to much grip, so that its not possible to create enough wheelspin at the start. You have to be so carefully to keep the engine alive.
 
Please, can anyone tell me where is the cache file to create the dedicated server?
I have search in cache folder, but is not there.:(:(;)
 
What do you mean by all the updated S397 cars feeling weird? I reckon when USF2000 was released, people praised that FFB was much better than previous cars. So far the only car I've heard complaints of was the F2, which frankly was much worse FFB wise before the latest update.

Both F2 and Radical have in common that they use a rather low and locked default caster. So there is less self-aligning torque from the tires. It doesn't mean it's less realistic though.
The usf 2000 was the last car s397 released that the ffb felt right for me,every car/updated dx11 car after it, has felt the same,godly strong ffb on initial turn in,then it just dissapears after that.
It's the complete opposite to the usf 2000 and older official content.
I know it's not settings related,Because usf and prior do not show this weird no build up ffb
 
The ffb getting weaker after initial turn-in is, IMO, the front tires loosing grip.
Nope,I'm not going fast enough for the tyres to lose grip,it happens if I crawl around or if I run at pace.
Every car has this ffb since the usf for me,so it's in the code,not wheel settings.
 
The handling of this car feels fine,I think the supplied setup is very conservative tho,so that's why some might have understeer,but a couple of click on the ride heights droughts this out in jiffy.
Does anyone know where I can check the change logs for the usf and newer cars,I would like to see what wasn't included on the usf but was for all the cars updated/released since.
 
Please, can anyone tell me where is the cache file to create the dedicated server?
I have search in cache folder, but is not there.:(:(;)

...Steam\steamapps\workshop\content\365960\950759997 ;)

BTW, with my Logitech G27 i don't have any issue with all the S397's cars, everything is fine here!
 
Oh how I have been waiting for this car, since besides the Skippy it's the only one in rF2 I have driven in real life.

Audio: has captured the motorcycle engine origins fairly well, but the throbbing and deep exhaust note that you can hear a bit of at idle disappears as soon as you step on the gas!?!?! In the real car, the exhaust gets louder the harder you push it and becomes proportionally more significant than the engine sound. rF2 version not at all like the experience of driving the real one (but lack of exhaust versus engine sound doesn't affect just this car).

Graphics: where are the paddle shifters? Reflections from the road surface showing on the side panels of the car? In 2017? Some of the the 60's Historics had that problem on their windscreen since the first build of rF2. How on earth can this still be happening at this stage? I hope I don't still see grass poking through the floor of the car the next time I go off.

AI: releasing a car we have been waiting literally years for with un-calibrated AI? Sorry, that's just not good enough.

Handling: too much understeer relative to the real car. And believe me I was driving a "safe" set-up car, not one set-up for the top real racers. The steering feel is too heavy at low speeds. The real car has very heavy steering due to lack of power steering and fat slick tires despite its light weight. So, if you want to turn the wheel with the car stopped be prepared to use some muscle. Once moving, the steering is springy and lightens up quickly. The car responds fluidly to your every input. It is not like a Skippy. It's a dream to drive and you can drive it up to 9/10ths with ease. It makes any road car feel like a dump truck by comparison, so I hope no one thinks it should be at all difficult to drive or control. Of course the last 10% gets trickier, but it is still on the forgiving side of the scale by race car standards.

The heavy steering that hangs around much too long could be related to another bizarre element--the skidding or drive line binding when you come out of the garage or turn very sharply. As someone mentioned above, it acts like a go-kart suspension. Although this car does feel like a bigger or full-size go-kart to drive, that's because of its incredible responsiveness and flat cornering capability, not because it has no suspension or is actually constructed like a go kart. Something is seriously out of whack here. It feels like an AWD drive train with its binding and understeer!?!?

Throttle response seems incredibly jumpy in neutral. I don't think the real car can jump from idle to red line in that fraction of a split second. Once in gear, it's as though the throttle has suddenly been tamed or electronically throttled (pun intended). The real one I drove did not have this dullness. In fact, I spun the car leaving a hairpin corner just by getting on the throttle in second gear maybe half a second too soon. Just a smidgen too much steering angle left in the unwind when I got on the gas and around I went. But that was above 9/10ths. Anything below that and it felt like it was on rails. You could make yourself sick to your stomach just by weaving to warm up the tires there is so much lateral grip. Throttle response should be closer to USF2000. The relatively peakiness of the little engine does seem to be properly reflected. You have to rev it to get all the power, but it is still impressive acceleration mid-range.

FFB: My CSW feels OK--no serious issues with jolts or roughness. However, while in the "too heavy" steering phase described above, the FFB is grainy (and this could easily manifest itself as actual harshness on other wheels), like the steering rack is in some metallic molasses. The Skippy has always had this odd "feature" that doesn't exist on the real car. The Radical FFB should feel very much like the USF2000. If I closed my ears and eyes and drove the rF2 USF2000 and could get rid of its superior high speed aerodynamics, you'd have what the SR3 should feel like. Tossable. Feels and reacts like a real car. Incredibly capable by anything other than F1, Indycar or Le Mans standards. Steering rack feels like it is attached to rubber tires and bushings and has the appropriate spring to it. Fat slicks are very interested in self-aligning...the faster you go, the more so they want to centre themselves. Like many rF2 cars, this progression is lacking in the SR3. Probably OK at rest, then too strong at lower speeds and then too little at higher speeds. That's a major part of what makes it not feel like a real car, whereas the USF2000 does feel like a real car no matter which speed you are driving it.

Draw your own conclusions, but I expected a lot more.
 
@Hedlund_90 Did you check if lowering the minimum FFB torque from rF2 controller settings would help? I think it's the culprit for a large number of users with the rattling issue.
 
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