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DiRT Rally appare su Steam!


boban82

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io mi trovo molto meglio con questo, facendo anche qui le modifiche:

 

<ffbsuspension device="wheel" scale="2.0" thresholdlow="1.7" thresholdhigh="20.0" length="0.25" freq="10" sample="suspensionR1"/>

<ffbsuspension device="wheel" scale="0.045" thresholdlow="0.06" thresholdhigh="1.0" length="0.1" freq="5" sample="suspensionL1"/>

 

 

cosa vanno a modificare queste due righe? perchè Oubaas non le ha modificate?

 

ci sono altre righe dove c'è pad e non wheel.. sono da modificare anche quelle?

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intervista a Paul Coleman, lead designer di Dirt Rally
-> http://www.redbull.com/en/games/stories/1331722846551/dirt-rally-codemasters-interview

“We've completely remodelled the physics engine and the simulation of how these cars are represented, and that’s given us an incredibly solid foundation on which to build from. We're getting a lot of this information out of reference books, manufacturers will correct us in some cases, or approve them in others, and we’re then using our new physics simulation engine. We're able to put those numbers in much more faithfully than we've ever done before, so that every car actually feels like it does in real life.”



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per favore come si fa ad aprire il file"effectsetup"?

vorrei provare anch'io le modifiche suggerite ma ... non riesco ad aprirlo

grazie

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Click del mouse destro e selezioni "apri con...Notepad" (o wordpad o altro programma di editing)  :smile:

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Spero che in seguito decidano anche di modificare gli interni dell'Escort MK2.. non mi sembrano molto appropriati per una storica degli anni '70..

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https://www.dirtgame.com/uk/blog/4592

 

It’s been an interesting week in the DiRT Studio. Everybody is still riding high following the announcement and we’re starting to flesh out some of your ideas and feedback to see what’s possible to incorporate into the game on top of the planned new content. Plus, we’re also working on some improvements of our own.

We’ve also been watching your videos, reading your forum posts and keeping an eye on your tweets. Oh, and our swag has shown up so it might be time for a few giveaways – more on that later – but, for now, here’s Paul with an update on what we’re working on this week.

“We’ve got things feeling right as far as the Force Feedback is concerned but it has taken a complete rewrite to get us to this point. Next we are going to get it in the hands of some rally drivers to get their feedback (pardon the pun). We are also working on the in-game calibration, configuration and options screens to give you more control over how the wheel feels.

Pikes Peak is really coming together now. It’s such a different challenge tearing up the hill with no co-driver giving you instructions. You really have to learn the route and there is plenty to learn. From a simulation angle we’ve improved the way we model the Aerodynamics. The Hillclimb cars have some extreme wing setups and this extra component of the simulation has given us plenty to layer back into the rally cars you are already driving, we’ll be getting on the case with that as soon as we can.

Another key element of Pikes Peak is the change in altitude. The difference in air pressure has a huge impact on the power the engine can produce and how much downforce is created by those big wings. Power loss with altitude is something we already simulate (you may have noticed a difference in car performance between Wales and Greece) but in Pikes Peak you actually get to feel the power drop as you climb. I’ll talk a bit more about Hillclimb next week so watch this space.”

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Io ho un TS 500rs e con il file di Oubass trovo che il force feedback è già molto buono.

L''unica differenza rispetto ai sett aggi consigliati l'ho fatta impostando a 500gradi il volante nel pannello di controllo thrustmaster.

Il fatto che non mi tenga le assegnazioni del controller che devo rifare ad ogni avvio è però assai fastidioso, qualcuno sa se si possa porvi rimedio?

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