Pro:
- great and challenging R3E France track layout
- 5 different handling cars
- sounds, physics, ffb
- appropriate DX9 graphics
To improve:
- physics, ffb (in some connstellations, tweaks needed?)
- communication! (knowing that it is a small team)
- seen the pricing model, try before buy period should be longer
Missing:
- DX11 graphic/effects
- look-to-apex function
- function explanations and some comfort options (well, it's still beta)
Contra:
- vRP x.99 stuff, transparency please
- real name and personal data:
surely not for an online product that I don't know, should be possible later on
kgriffall said:
... Does the FFB or "feel" vary with each combo of car and track? I also use different wheel settings (sensitivity and lock) with each car and track, is that true with others or does the SimBin staff feel that is necessary?
o0thx11380o said:
The FFB seems to be hit or miss with this game. .... I've learned that it requires me to constantly tweak my in game FFB settings from track to track and car to car. ... Thats my big issue with this game I really wish they would implement an option to adjust FFB for each car and then let you save the settings like rfactor2 lets you do.
I'm experiencing the same: used different lock and sensitivity settings with each car/track/track layout, FFB feeling ranges from awesome to frustrating also depending on car/track combination. But it has to be put in following context: I'm using the Momo wheel whose rotation degree is limitated to +-200. With a 900 degree wheel (which I unfortunately had to return due to hardware defects) I was instantly faster as the steering was easier and smoother, mainly in tight left-right curve combinations and hairpin curves. I guess that the limitated rotation range is to short to allow an accurate FFB effects resolution, it feels as if the effects were compressed which results in a lack of accuracy and smoothness. And that's the point. Depending on car/track it's hard to find the right compromise in the sense that I'm looking for smooth but accurate steering and strong, crisp, non-dampered but gradual effects. Sounds as if I'm looking for the holy grail, doesn't it. Maybe due to the limitated rotation range, I think that both steering and FFB also depend on each other. Of course, prior to deal with ingame FFB you have to find out your personal driver/profiler settings matching your needs.
After having dealt with different lock/sensitivity settings per car/track which gave very good til satisfying results but which was much work and time consuming, I'm now trying with a fix independent FFB profile (ingame) and 100% steering sensitivity and just alter the lock from 8 (default minimum) to 10. In order to find out a strong and nuanced effects base I used a nervous car and focused on the effects prior to the car handling in a way of beeing as fast as possible. Now I'm trying to get comfortable just by changing the lock depending on the car and track. It ended up in a more difficult car handling but also a more nuanced driving experience and better line feeling. After lots of training I got faster with some cars however other ones remain hard to be correctly controlled but at least sliding feels better now
Compared to my former setting concept, I found e.g. a better wheel setup for Zakspeed Capri on Portimao (former try before buy deal) than this time on Suzuka.
A main issue with the limitated rotation range together with strong lock/sensitivity and FFB settings remains to reduce that kind of self-steering when leaving tight curves after having released the wheel to its neutral position, as if the car was stuck on a rail. A positive impact of stronger settings is that car setup changes are better transmitted.
On the whole and although my impressions range from excitement to frustration, I like this game so far as some car/track/ffb constellations make me really enjoy driving a lot even "only" in singleplayer mode. I believe in this game's potential but I do hope that the devs are focusing on its simulation aspect.