I had such a blast yesterday with the new clutch implementation in RF2. But as with most things sim racing. We use alternative feedback where certain feedback is limited as an understanding of what is happening in racing. I can't feel the gear not engaging... So why is the not quite engaged sound for mis-shifts implemented. Is it planned? Isn't that the closest we have to identify the mistake quickly? It would make those mis-shift mistakes more obvious. I haven't played rf1, to me the rev up accompanied by an almost engaged and grinding up sound would be useful and more obvious.
Sorry but I can't help myself after reading the title of the thread. On a serious note though that is a great idea!
Even better, if that comes up on screen I will change even faster or just bail out of my chair.. I think that is what they called it for fun so perfect that it still raises a brow!
Alternatively we could have the two seater SR-1/8 radicals in game and have that model of DC be on board for the car with the most mis shifts on previous lap. Constantly leaning over and laughing. Sorry, too much but I hope we are looking to get some better feedback for this feature. I didn't even know if it was a bug at first. It seems a rather simple thing, If I already knew the coding language then I would do this myself
That vein down his leg is freaking me out.... are you saying that ISI have now implemented a clutch...is it specific to the panoz cause I don't see it in other cars?
First, a harmless internet curse on you for making me look more closely at that picture... Second, that's the shadow from his left leg, not a vein
I thought it was meant to represent clutch slip when trying to engage the clutch with the revs too high.