
It serves to change the strength on the wheel when turning and serves to give the feeling of grip the tire has, becoming lighter or stronger depending on wheel speed, position and acceleration.
#Dirt 4 forums driver
Although these forces come also from Periodic, they can be combined with Spring in order to give the feeling of how different those details are transmitted to the driver according to the wheel position, speed or acceleration.įor example, if the car crosses a puddle when going straight, the only force that might be felt is the lightness of the force on the wheel, but if the puddle is on the corner, the wheel can either be pulled to the centre or away of centre, to give the fell of how unbalanced the car is due to the puddle.ĭamper is the friction felt on the wheel while it is moving left or right. It serves as well to give the feeling of how the tires react when passing on kerbs, trenches, water, etc. Spring force is how the wheel goes to its centre position but also how it can go away from the centre.įor instance, when turning it is used to give the feeling of how strong the wheel tends to self align if the driver does not force the wheel to turn. The forces most noticeable in the DR2.0 are the ones from the Spring and Damper, and those are the dynamic effects, as they are linked to how the wheel is turned. Periodic forces are used for things like kerbs, bumps, jumps, trenches, etc.Ĭonsidering the above, these are the detailed forces that I miss in DR 2.0 and if they are barely existent, if at all, I do not see the purpose of reducing those forces in Thrustmaster CP. Periodic forces can be used in combination with Constant forces, which one example can be the gravel surface, to give the feeling of a relatively slippery surface (constant) but also the shaking due to the gravel itself (periodic). It's the game that modifies these forces, for example: effects of road / track type gravel, tarmac, mud, kerbs, bumps, etc.Ĭonstant forces are used for things like surface type, for instance, gravel, tarmac, mud, sand, etc. Common, but don't get why developers can't add itĬonstant and Periodic are static (independent of wheel use and angle). Mouse support in menus (not really sim feature, just common sense)Īlso none of the graphic or FFB options have explanations into then, what they actually do. If using hands & wheel on screen, there's 1:1 animation this time Although not in exact degrees, but few slider presets on scale "Narrow/wide". No true triples support (not surprised though, didn't expect it) paddles/sequential? Have to go to menu to switch every time, if you want to use authentic gears for a given car Nothing like RBR level of "fear", you can be overconfident

You often can't total the car, even if you try. It's more like "Forgiving Mario Kart damage" vs "Regular forgiving damage".

Hardcore damage is generally speaking a joke. Can't choose hardcore damage in career mode Can't play single player Career mode without being online = connected to their RaceNet While I understand not every game can have Forza Horizon 4 optimization, to get 60 fps on triples (1080ti) I have to drop details quite a bit
