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#249
Ja, elsosorban a fizikat, a mukodest, a menuket, a hasznalatot kellene felturbozni, aztan johetne a grafika. De egyelore, a forumot olvasva, a grafikaval vannak nagyon elfoglalva, hogy a DX11-et helyrepofozzak.
De szerencsere, kozben a szimulatoros jelleget is piszklajak. Pl. az FFB-s exe valtoztatasai, ami valoban jo, erezheto, sot sokkal jobb;)
About CARS_FFB.exe
By now many will have had chance to sample some initial force feedback changes found in the FFB exe. Some of you liked them, others not so much, but thank you for the feedback regardless of your view! The changes were coded up primarily on the G25 and G27 wheels, and whilst not in any way finished yet I think on the whole they are a step in the right direction. A number of changes were made, so that you know:
1. Removed fake curb vibration (yay, be gone - evil fakeness).
2. Wheel forces model based upon suspension movement. Drive one of the open wheel cars to see this. A nice side effect of the implementation is that the forces tend to pull the wheel left when you put left wheels off track and similar for right side. Some of you commented that not all the curbs are emitting vibration. As in real life, not all curbs would do and if our track modellers haven't added bumps to our curbs then the new FFB code won't create a fake force any more.
3. Centre spring scaled to speed. When the car is stationary, the wheel no longer magically returns to centre and instead muscles are required to rotate the wheel and drag the tyres around.
4. Front suspension and G force load affecting wheel weight. The wheel becomes heavier under high grip braking, lighter as front grip is lost and during acceleration.
5. Subtle wheel force when tyres move across obstacles (eg high curb).
6. Wheel jolt upon impact (go crashing up/down pit lane to feel it).
7. Wheel rotation force applied when yawing (oversteer).