T1specialist
Registered
This post is not about ffb but has to do with the tires. The way I see it rfactor based sims output worse visual feedback than some others. Rf2 ffb is pretty good. But everytime I drive any rfactor based sim, be it rfactor, raceroom, rf2, ams the visual feedback is always missing something. It is much harder to feel the tire in rf based sims. I don't want to mention any other sims because it seems to trigger people into ignoring everything else I say. But I just find it odd that for me this is true for all rf based sims while all other sims I've ever played seem fine providing good visual feedback. I know there are other people like me who have this same feeling about rf based sims.
I don't really know why that is. I can set up ffb fine. I'm not clipping and I know my way around wheelcheck, minforces and dampings. Ffb is fine even though in rf2 light cars suffer from spiky ffb. It is not about fov or cockpit motion. It is about the raw data that comes through the screen which you can use to sense the car as it leans, rolls, tires deflect in all directions. Basically how the cockpit view moves as it is rigidly attached to the car.
Because rf code base is really old I've always thought this is because rf probably doesn't take everything into consideration when it draws the cockpit view so it can save a few fps. For example rf2 has tire deflection but is that taken into consideration when the car (and the cockpit view) visually rolls in corners? Or the nose dives under braking, or the rear squats? How the driven tires deform when going over the peak slip angle? Those minute things that seem really small but are essential when trying to feel the car at the limit. This could mean the visual car behaviour is simply missing the cues that come from the tires for example.
Or it could be the way the car slides. Or glides at times. The moment when the car is about to grip it is really difficult to detect without ffb. Same thing with accelerating out of corners and getting wheelspin or under hard braking. For me without ffb it is super difficult to drive rf based sims at the limit. It is a lot of guesswork and you never really know how hard you can really get on throttle or yaw and rotate the car into a corner.
I don't really know why that is. I can set up ffb fine. I'm not clipping and I know my way around wheelcheck, minforces and dampings. Ffb is fine even though in rf2 light cars suffer from spiky ffb. It is not about fov or cockpit motion. It is about the raw data that comes through the screen which you can use to sense the car as it leans, rolls, tires deflect in all directions. Basically how the cockpit view moves as it is rigidly attached to the car.
Because rf code base is really old I've always thought this is because rf probably doesn't take everything into consideration when it draws the cockpit view so it can save a few fps. For example rf2 has tire deflection but is that taken into consideration when the car (and the cockpit view) visually rolls in corners? Or the nose dives under braking, or the rear squats? How the driven tires deform when going over the peak slip angle? Those minute things that seem really small but are essential when trying to feel the car at the limit. This could mean the visual car behaviour is simply missing the cues that come from the tires for example.
Or it could be the way the car slides. Or glides at times. The moment when the car is about to grip it is really difficult to detect without ffb. Same thing with accelerating out of corners and getting wheelspin or under hard braking. For me without ffb it is super difficult to drive rf based sims at the limit. It is a lot of guesswork and you never really know how hard you can really get on throttle or yaw and rotate the car into a corner.