nice surprise

this saturday I was present at the Fia WTCC qualifying at Spa
and in the Honda stand there were a few simulators
and two of them let you drive the Honda Civic at (I think) Hungaroring
I only watched it, not able to drive it myself
and I knew it was RRE cause the bloody cornermarkers were enabled
anyway a nice surprise for me
I really hope Simbin get their physics/ffb right
cause that's an awesome license!
 
cars are handling and feeling a LOT better for me after the "big patch" the other day, defo worth a revisit if youve not tried it
 
lol @ the comment about the cornermarkers

theyre definitely choosing some quality cars, ISI has the BTCC civic for rf2 (its free in the demo @ silverstone, in fact) & its a fun car to drive. dont use it much myself bc im too sloppy with rwd & fwd can really become a crutch.
 
cars are handling and feeling a LOT better for me after the "big patch" the other day, defo worth a revisit if youve not tried it

I don't feel any difference. I didn't see any mention of FFB changes other than this:

AI & Physics & FFB - Slight vibration tweaks to surface values of main road and secondary roads.
- Refactored AI code.
- Fixed an issue where loss of force feedback could occur when starting a new session.
 
i believe i read they set the grip values higher for the track which could make a big difference

Game: - Added Multiplayer Alpha for DTM Experience 2014 Season Pass Holders. MP Alpha will be available to all DTM Experience 2013 owners with next patch in few weeks, and to all R3E users at a later date.
- Added new content for upcoming competitions.
- Added new content that will be available soon.
- Added keybinding options to increase/decrease head movement in cockpit.
- Fixed a memory leak in car setup screen.
- Various updates and fixes to localization.
- Fixed some issues that was occurring with the lap counter in Instant replay.
- Fixed an issue with the resource clean up when exiting to menus.
- Fixed an issue where the options menu would become broken in DTM, after playing a championship.
- Fixed an issue where the replay metadata could get the wrong game mode tag. (Menu instead of Race etc.)
- Fixed an issue where the raceline was under tarmac in RaceRoom Hillclimb reverse layout in Apex Hunt.
- Fixed the lap distance for RaceRoom Hillclimb.
- Fixed wrong layout/livery in R3E Menus after leaving DTM Experience.
- Fixed an issue where player could drive while in garage menu in HillClimb track test.
- Fixed a threading issue in screenshot sharing.
- Fixed an issue where competitions that had required content wasn’t communicating properly with online protocol to get users content list.
- Fixed a crash that could occur when clicking “yes” in “found device without profile” dialogue window.
- Fixed an issue where the steering would look choppy in replays on high rotation usage.
- Fixed a memory leak on startup of Leaderboard challenges. (Stats)
- Fixed steering linearity/ratio issues.
- Updated all the controller profiles for steering fix to take affect. (Analog sectors are now 0.0 by default on steering wheels).
- Fixed an issue where Championship replays were saved as Track Test.
- Fixed an issue with DTM Experience Q4 parameters.
- Fixed sector times appearing when disabling all HUD via options.
- Improved replay fidelity by improving wheel deflection calculation.
- Fixed an issue where HUD overlays could show during post race results.
- Fixed exhaust flames appearing while the car is stationary.
- Fixed so the reverse lights go off with ignition and when engine is starting.
- Fixed an issue where the AI names would appear for a frame at the lowest position on the position bar, whenever they completed a lap.
- Fixed a bug in media hub with screenshots and vault files.
- Added start lights to HUD.
- Fixed a crash that was occurring when completing a hillclimb session.
- Optimized HUD overlays for better performance.
- Various memory optimizations.
- Optimized Object physics (non-car objects).
- Fixed a crash that could occur when repeatedly racing in a HillClimb Leaderboard Challenge.
- Fixed a crash that was occurring when ending a race session through the pause menu in DTM Experience.
- Fixed an issue in DTM Experience where the player could get wrong starting position after qualification.
- Updated Shared Memory with more data. Documentation coming soon.

Rendering:

- Adjusted the mipmap filters to reduce artifacts in mipmaps. (distorted textures with thin lines such as text, numbers etc.)
- Fixed an issue with the sun bloom blowing up at the edges of the screen.
- Fixed slow-mo motion blur for num-pad controls.
- Fixed an issue with shadow rendering.
- Added 4K resolution support.
- Fixed color issues on car windows.
- Fixed an issue with the preset shader quality on medium settings.
- Fixed LOD issues with rim types and trunk on cars.
- Improved particle culling of systems.

Art:

- Fixed Hud rev not matching with the gear indicator on various cars.
- Fixed a texture intensity issue on BMW M1 Procar.
- Updated all DTM tracks for corner marker update.
- Various minor art fixes to all DTM tracks.
- Updated liveries on various cars.
- Various art fixes to BMW Alpina B6

Audio:

- Fixed an issue where engine sound was louder from front on some cars.

AI & Physics & FFB

- Slight vibration tweaks to surface values of main road and secondary roads.
- Refactored AI code.
- Fixed an issue where loss of force feedback could occur when starting a new session.

Portal & Online Protocol

- Added various improvements to the Leaderboard system in backend.
- Added ability to display Leaderboard entries for ANY difficulty level.
- Made minor changes to the transaction history.
- Added Multiplayer Browser.
- Added sorting by player numbers by default.
- Added show friends on the server, in the MP browser.
- Added additional information about the server, in the MP browser.
 
both me and a friend had the game parked firmly on the shelf before the patch and have both been pleasantly surprised after revisiting it post patch, so whatever theyve done in the BIG patch seems to have made it a lot more drivable for both of us
 
both me and a friend had the game parked firmly on the shelf before the patch and have both been pleasantly surprised after revisiting it post patch, so whatever theyve done in the BIG patch seems to have made it a lot more drivable for both of us

Yea, I don't think anything has changed in this recent patch though. Likely just a fresh perspective again from both of you after not playing it for a while.
 
I don't feel any difference. I didn't see any mention of FFB changes other than this:

AI & Physics & FFB - Slight vibration tweaks to surface values of main road and secondary roads.
- Refactored AI code.
- Fixed an issue where loss of force feedback could occur when starting a new session.

- Fixed steering linearity/ratio issues.
- Updated all the controller profiles for steering fix to take affect. (Analog sectors are now 0.0 by default on steering wheels).
 
- Fixed steering linearity/ratio issues.
- Updated all the controller profiles for steering fix to take affect. (Analog sectors are now 0.0 by default on steering wheels).

My analog sectors were still set at 10, not 0 after the patch using a wheel. Previously if you changed those settings to 0 the wheel would stop responding. Now when you change them to 0, it still acts just like it did if it were at 10.

I don't use linear steering so that change wouldn't do anything for me either.
 
Linear steering is fixed in the code, of course you use it.

All default wheel profiles changed to 0 analog, only the custom profiles need manual adjustment.
If you don't use 0 analog for wheel now, future changes will not apply correct.
 
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This makes a huge difference indeed.

+ We are working on new FFB right now.
I´m looking forward to hear how you like it once we get it out :)
Is this a sweeping change to some core FFB code or is it per vehicle?
Also, was this linearity/ratio issue the root cause for this feeling I've had that some cars are more or less dead around the center? (the issue that makes it hard to keep the car straight)
It was very apparent to me in the MP4-12C, less so in some other cars, will have to try the 12C again tonight!

Edit with a bit of explanation of the issue I mentioned in my post:
It felt like there was nothing happening the first 5-10° of steering (very approximate, nvm the exact numbers), neither in terms of the car steering nor FFB (maybe one or the other, thats just what I felt), then going past 10° it would suddenly "catch up" resulting in turning too much, so instead of going straight on straights I was weaving back and forth trying to get the car stable ><
 

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