![]() ![]() And guess what? To my biggest surprise that was the best control I’ve ever had on gamepad rather than having a torture time living with that. Literal raw input, with even steering linearity set to zero+zero deadzone which even registers my 0.1 deg stick input after releasing the analog stick back to literally vertical position. Guess what? Allow actual raw input for controller. It’s got the same detached handling feel as all Codemasters latest racing titles have), but they managed to calibrate controls so brilliantly, even for keyboard, that it allows some keyboard master like MSWGR on YouTube (or Grandma Driving by gamertag) to be highly competitive.Īnd what they did to DIRT Rally is even more impressive. Codemasters isn’t best at dealing with car physics(even DIRT Rally. It isn’t even a “finished” sim steering calibration for controller to begin with like what Codemasters did to DIRT Rally.Īnd yes finally, the company I’ve been desperate to mention. Some famous Forza racers like Raceboy77 and Super GT claimed that’s just the nature of simulation steering, but it’s not. ![]() Smooth drifting is impossible and car is always overcorrected and swing to other side. And obviously the other insane issue that comes along is drifting. For instance there’re certain cars that require maintaining a slight drift(or micro-powerslide) to achieve best cornering speeds at slow turns, but now this is impossible for pads as the countersteering rate needed is somewhere between “finally something” and “all the way to max”. The last stage of transition is particularly worst in many ways. It’s like “almost nothing”, “just a tiny bit”, “finally something” and all of sudden “all the way to max”. The steering behavior isn’t linear at all in relation to the analog stick.Only few steering rate “stages” is offered in sim steering for pads. Some might have thought simulation steering should solve the issues I mentioned above … yes it does, but then it brings up other even more annoying issues to controller as well, something that also seem to exist for Forza 6 Apex Beta. The game FH3 itself also feels relatively understeery to start with (i assume due to “sim” nature) which isn’t entirely pleasing to all players at the moment, and the current normal steering implementations certainly don’t help in such aspect either. ![]() That’s 1 of the worst things possible for a company to do, even more so than the current frequent game crashes on PC which still haven’t been fixed after the 2 patches. ![]() However such implementation has also made KB/pad users, who’re already disadvantageous to start with, to become even more disadvantageous. I assume such decision was made by Turn 10/PG for the sake of catering the needs of relaxing group of players. Not in a sense that it’s actually awful, but I would say both options are horribly calibrated, and to noticeable extent hurting KB/gamepad players’ enjoyments, especially when comparing to what a certain other company who have also made semi-sim racing games have managed to do, in a much more simple yet effective manner(i’ll cover that later).įH3 seems to feature one of the same biggest mistakes as in The Crew, a racing game from Ubisoft: Both steering response and maximum turning rate seems to be limited in normal steering in comparison to simulation steering, and currently no options(including linearity) can allow users to compensate such default limitations. Gamepad/keyboard are my only routes (yes I’m on PC).Īnd this brings me to the actual topic: the current status on both “normal” and “simulation” steering options on gamepad: it’s awful. I personally have some slight physical issues and steering wheel is definite no-go for me unless i limit playing time to less than 10-15min. Not all players can afford, or for some reason not able to use a steering wheel for maximum driving advantage. I understand FH3 isn’t Need For Speed but it isn’t iRacing or rFactor 2 either. NOTE: if the suggested fix would be chosen to apply onto normal steering, it should benefit keyboard users as well. ![]()
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