DF GT's pedals are much better than DF Pro's pedals. Yes, they may look the same outside, but inside the DF GT is similar to G25 in that the pots are geared instead of directly connected to the pedals like the DF Pro. The result is that the pots take a lot less stress and last much longer than in DF Pro. Plus DF GT's pedal pots are big metal casing ones, whereas DF Pro uses small plastic pots. BIG difference.
Mechanical damage FTW! In RBR you can bend any axle and feel it through FFB, damage clutch so it slips, rip off the door to hear un-muffled engine sound, crack the windshield, damage the radiator so steam come out... Plus the co-driver actually sounds badly hurt when you hit a tree.
NFS Prostreet's visual damage wasn't so bad, either. Although it feels like done in stages, the end result looks very convicing up close.
I think it makes little difference if you only hotlap, where you just practice to be very consistent lap after lap. But for racing, where the situation changes all the time, FFB could help deal with deviations from a hot lap.
I'd never ever drive rally games (RBR) without FFB, though.
I play many different sims at the same time, and they often need different rotation ranges to work well. That's why I keep the profiler on for my G25 so it can adjust rotation automatically as profiled. It's absolutely useless if you only play LFS, though.
Not only look the same outside, they should also feel pretty much the same because the springs are the same and attached the same way. What's different is that the DFGT adopts the G25's design of gear driven pots (also bigger ones) instead of the DFP's direct driven pots on the pedal axes. This means that some play in the pedal position shouldn't put unwanted load on the pot, thus wearing it unecessarily.
I know they continously shift up and down in Initial D3, but dunno if it's the eraser. I do get the idea, and hope our physics engine doesn't accidentally reward secret tricks.
Indeed. Our current bike game has filter in lean. Imagine you already have to lean your massive body and the controller, and still the in game bike lags a bit.
PU was a game I really liked. Perhaps taking out the understeer from it would work in an arcade?
We'll definitely do multiplayer. Would a national ranking be a plus?
I didn't think about weather effects! I'll keep it in mind. I'd really like to give cars semi-realistic performance but still keep the sense of speed. That's why I leaning towards the Atom which is nimble and close to the ground. About punishment, you should see the H-shift on the only F355 machine here - totally miserable LOL.
Yes, considering people still play arcade games made nearly a decade earlier, the gameplay has to work. Up/down hill racing (as in Initial D) is hugely popular here and provides very concentrated tracks. But anyway to make a track naturally concentrated, but not hillclimbs?
Auto Modellista is one cell-shaded racer I know. I think it works better in urban scenery, though.
I'd prefer a more realistic cockpit, too. Maybe steering wheel displays like rev/shift led's, on-wheel digi speedos. A revolution on bike input could be heaven or could be hell. A LOT has to be considered for a countersteer-based bike input system: input precision/lag, FFB precision/lag, visual lag... It's something I'd really like to see realized!
Great feedback, everyone! I'm not sure how much say I got outside of handling, but life is long Got any particular "theme" you like? Legal/illegal? Hill/urban/highway? Retro/futuristic?
Background: I actually got a job of game designer in a company. I will work on handling in arcade car and/or bike racing games. By arcade I mean the "walk into arcades, insert coins and play" kind, 100% arcade. Current machines are only sold to China, though. So I doubt many of you here will get to play the games I work on.
Market research? Yes. I'd like to know what kind of arcade racing you might like to play? What are the points that you absolutely can't stand about current arcade games, and which games? What arcade games contain elements you like? For example I loved Sega Rally Championship for its beautiful stages and controls that rewarded good discipline. Current "hot" car racers here are huge drifting types like Initial D. This game requires almost no braking, but precise (in time) steering; features pivot-point physics, licensed cars and pretty graphics. Is car licensing a deciding factor for you? Would you like mandatory drifting through every corner, useful drifting when provoked or realistic/slower drifting when you make a mistake?
What cars would you like to see covered? Personally, I'm very interested in making very light sportscars like the Ariel Atom and KTM X-BOW.
What hardware features would you like to see? Steering wheels that offer "real" feedback? Real-ish cockpits? What about bike controls? What do you think of the current controls that control lean by leaning the machine with a fixed handlebar? Or would you like to lean by steering and let force feedback lean your body?
What would you think about a non photorealistic graphics approach? I'm thinking Team Fortress 2 or Mirror's Edge kind of rendering. I'd like the game to totally stand out in the arcades, so a very unique art direction could help.
Is there anything else that could really entice you to give it a try? And what could bring you back again for another go?
I know LFS players won't be our main customers, but still, if a few simple design decisions help broaden the appeal then why not? Maybe you'll get to play a decent arcade game as well, if we sort out the licensing issues to sell machines worldwide. Who knows?
Try setting wheel turn compensation to 1. Then make scripts /wheel_turn 720 and /wheel_turn 90. When you run /wheel_turn 720 the steering should be totally linear (very sensitive) but when you run /wheel_turn 90 the steering should be highly non-linear (un-sensitive).
Not exactly what you wanted, since the linearity is changed instead of the lock, but maybe it'd work.
By your logic, in LFS people could be controlling racing machines with a mouse and winning races!!! So LFS is not a sim.
In fact most PC sims can be played with a gamepad successfully, if you turn on some driving aids and tune the speed sensitivity, linearity, damping and all sorts of input filters. That GT is accessible with pads simply means they've tuned excellent driving aids and input filters for the exact pad gamers use. Forza 2 does it, too. You can see from its telemetry that the pad input is heavily filtered and never the same as that fed into the physics engine.
This, by itself, doesn't make the underlying sim any less sim. You need only plug in a nice G25 (kills filtering) and turn off all the aids to find a very "sim" game in GT.
You must be using stock FFB with those cars, because if you switch to RealFeel when driving ISI cars... Well, they're undrivable with RealFeel. The FFB is all wrong and not even left/right symmetric! If a car doesn't work with RealFeel then it has wrong suspension; if a car has wrong suspension then it's crap. A pure physical FFB (RealFeel or LFS) can tell you that much. It's the beauty of simplicity.
To enjoy rFactor, you must
1) Use a good mod. A good mod must have correct suspensions and tyres. The HistorX, Caterham and Corvette mods are good. The stock ISI cars are rubbish.
2) Use RealFeel with these mods. You should only need to tweak 1 number per mod, which is a max steering force value like that in the GPL config file.
3) Turn off all the vibration crap in the stock FFB by setting FFB level to low.
Then it becomes quite playable, only that the mod tracks from different authors aren't consistent in quality/features/color tuning.
Since the cars that come with the demo are crap... I'm just as puzzled. They have very peculiar design logics IMO, or else why would they bother to build a super complex FFB system that would be destined to fail?
Because even the road cars have only 720 degrees in LFS, you may as well set the rotation to 720 in control panel, and 720 in LFS, too. This way, you get FFB locks at +360 and -360 degrees when driving the road cars. Cars other than road cars are not affected by this, though.
Also, since the DFP can be a little slow at catching oversteer, you can reduce rotation somewhat below 720 in control panel, but keep 720 in LFS. This way, you can steer quicker and still keep different car types at different locks. It is not entirely realistic, but is a way to fight the slower FFB.
Sounding like being on nuts doesn't make a good car. Much noise + much vibration = structure to take and damp that, or age real quick. Besides a quiet car lets you hear the tyres.
Having a gearbox doesn't make a good car. It is best that the powerplant does not require a gearbox in the first place. A gearbox is heavy, has lots of moving parts, eats power and needs driver attention.
Releasing a smell of petrol doesn't make a good car. Sure if you'd like to smell that it's your preference.
It is. Taking out that yellowish bloom stuff is as simple as "true" -> "false" in one of its config files. Once rid of the bloom, Grid is THE most beautiful racing game on my PC currently, both technically (dynamic reflections/cockpit shadows/broken mirrors/visual damage) and artistically.
Still I'd prefer GT5's cleaner and more subtle visuals most of the time. I'd choose GT5 over Grid anyway, if I had a PS3.
FWD should really make you feel through the pneumatic trail, where more engine torque means less trail. But of course braking should greatly increase the PT, including in RWD. I guess most obvious would be that lightening feel when understeering due to steering too much (instead of spinning or locking).