2 years ago
Poor Wheel Force Feedback?
I've been an avid consumer of CodeMaster's rally games, eg. Dirt, Dirt 2, Dirt 3, Dirt 4, Dirt Rally, Dirt Rally 2. Last racing game I played a lot of, at all, was Dirt Rally 2 and although it took ...
Self signing torque appears exactly as you describe. It doesn't seem to use any tyre force generated from pneumatic trail or surface grip, rather, it's just a very basic spring force proportional to the steer angle relative to the car direction of travel. It is not affected by the road surface or suspension movement, quite easily evident when you turn suspension effects to zero. So force feedback does not appear to use a tyre model, unless that's all lumped in with suspension effect.
Wheel friction is perhaps what you were feeling. It just masks / muddies other effects and resists any wheel movement. I can't see why this would be anything but zero, and having it default to 100 is a terrible decision.
Tyre friction is a weird one. I need to do more testing with it. By itself, with everything else to zero, there is no effect, so it's a multiplier on something else. Too high and it feels like your steering rack is made of rubber. Steering force increases but there's also some weird lag. But at zero the wheel is a bit too loose. I think it needs a little bit.
However I think the fundamental issue is simply a reductive physics model particularly when it comes to tyre modelling, suspension / loading, and surface interaction. It feels like the ffb relies on canned rather than genuine effects because it simply doesn't have the information feeding it.
And that's why especially on tarmac it feels so dead.
Same as most other codies games. Steer more to turn more, more wheel return force, in a very basic and linear way, until you reach the grip limit.
Good explanation. I hope they can fix it.