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Messages - Gratulin

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1
hi all, i was having a go at this track tonight and i am having problems with my force feedback. For some strange reason when on the track the wheel is fighting to turn right and yet when on the grass it behaves perfectly. So far I've tested several different cars and it seems to be only this track where i have this issue and i was wondering if anyone was experiencing the same and if so, if they knew of a fix?
cheers,
Brad.
Hi Brad, I am running a G25 and have never experienced negative FFB like you could experience in Rf1. I have my basic Main Controls Advanced set at
FFB Gain 80%
Min Force at 12%
The rest of the settings at 0 or to personal preference
In game FFB for each car at 30 to 70%
Hope this helps.
I think you also need to remove any 'strange' settings in the Logitech Profiler that you may have set for Rf1.

2
Thursday Nights fun racing / 15-06-2017 Pre-Season 9 Warmup Run #TWO
« on: June 15, 2017, 04:29:11 PM »
I'm in doubt for this evening. Will try a few laps to see how I go but have sustained yet another injury!

Don't get old guys :(

3
Real Life Motorsport / Re: Formula 1
« on: June 12, 2017, 09:58:44 AM »
Jeez dude. 4am race which i intended to watch later and spoilers already.. maybe wait a while next time
I wouldn't worry too much! Simone ALWAYS gets it wrong!! LOL

4
And I thought I was the only one who was confused...

5
The update log on RD says start positions fixed in v1.2 so some people must have had old version. Perhaps those with noses buried in tarmac :D

ahh ha. that make sense.

http://steamcommunity.com/profiles/76561197978494076/screenshot/831325531946847530
AC needs mod version control so this cannot happen.

6
The update log on RD says start positions fixed in v1.2 so some people must have had old version. Perhaps those with noses buried in tarmac :D

7
Make sure there are enough Porsches for everyone Phil!!

8
:( I will be otherwise occupied for this Tuesday night  ;D  - so I'll have to miss the Red Bull ring. Had a quick practice anyway - and got to a 1:16:9 with ye olde restrictor - thanks for adding that to the practice server Joe.

One thing that I think may be an issue here is the track limits... The last 2 corners seem to be able to be driven all sorts of ways and still register as valid. Anyway good luck all. have fun.
You can always cut that last corner quite aggressively in AC. You just have to watch that yellow kerb a bit. Conversely, it's quite easy to get a cut at T1 if you run a little wide on exit.

I'm off the pace even with no restrictor :(

Seeing the practice server is setup with no penalties 4 tyres allowed out it means very little, ironically those that always claimed others were cutting to be faster now setup a server where they can simply cut to be faster.  ;D

Its amazing nobody here even notices when the practice server is setup in a way that will just catch people out with track limits when it comes to the race night.
I think you may have misunderstood the original point Marty. If I understand it correctly Ptracker and PLP use AC track limits to determine valid laps. Whether or not Penalties is set is separate from that even though the penalties are applied using the same track limits.

Can someone confirm my understanding since I am using PLP and Ptracker for practising.

Thx

9
Hardware & Reviews / Re: Fanatec direct drive in the making?
« on: June 05, 2017, 01:35:59 PM »
Yeah I'd been keen, though unsure if I'll need to reinforce the rig a bit to handle DD. Also interesting with the sold rims it won't run at full torque as they can't take it  ;D
Can your arms take it!!

One thing about this is that it is positioned above the current wheel base in terms of performance and price. I was hoping that it would also scale down to the elite level of wheel bases. This would give a lower torque wheel base with the benefits of the linearity etc of a DD wheel base. Making an electric motor work at lower RPM must be expensive? Otherwise removing all the belts and gears from a current wheel base should lower the cost don't you think?

10
Real Life Motorsport / Re: 4th Rebirth of our Humpy...
« on: June 04, 2017, 03:09:35 PM »
That's what I call a REAL engine!!

11
Thursday Nights fun racing / Re: Season 9 PROPOSAL WIP
« on: June 02, 2017, 05:28:19 PM »
Don't want to cause ructions but this track is too tough for a Thursday. We want "drop-in" drivers to be able to handle the circuit without too many issues. Regular drivers don't necessary practice that much. Mid Ohio might be a good alternative since most seem to know that track?

12
Thursday Nights fun racing / Re: Season 9 PROPOSAL WIP
« on: June 02, 2017, 04:56:31 PM »
I have to say - this circuit is like driving Macquarie Pass. I keep looking for a semi coming the other way!!

Hehe, nice analogy Andrew.

13
Thursday Nights fun racing / Re: Season 9 PROPOSAL WIP
« on: June 02, 2017, 04:43:22 PM »
Give it a try now Bacculum. Looked like the server maybe had an older version as it only had a single surfaces.ini for a single layout. The version I just downloaded had 3 layouts so I updated the server with each layout and the surfaces.ini for each.
All good now. Ta...

14
Thursday Nights fun racing / Re: Season 9 PROPOSAL WIP
« on: June 02, 2017, 10:45:48 AM »
I have track download from RD but server says I don't have track content for some reason.

I can run track ok offline though. You heard of AC Offline mode Phil?

15
Thursday Nights fun racing / Re: 01-06-2017 - Skippy Time
« on: June 02, 2017, 08:11:42 AM »
The Skippy's proved excellent for some close racing last night. I know I got real close to a couple of cars - sorry about that! Would be interesting to see them on some shorter circuits.

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