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So front end has little body roll, and rear end a lot of body roll, and gives lot of mechanical grip on the rear and less on the front.
That makes the vehicles push and cost you time in most game but if you are unable to control the car it is better this way as spinning also cost a lot of time.
Maybe you can try that. Try extreme value, front ARB max, rear ARB minimum. See what that does.
But as i said it is a "shortcut", before i mess with ARB, i usually do suspension setup, a good suspension lets you go lower on ARB, means more mechanical grip and still controlable.
In a game like this that is much more arcade than a race sim, dont be afraid to try extreme value, as said, try 0%(or maybe 10% as you like) ARB rear and 100% front.
If that is too extreme, keep rear at 0, or very low, and lower front down in 10% steps, see if you get to a point where it is good.
As said, that will or should get the vehicle to "push" insted of spinning out, try if you find a sweetspot for you.
It would be amazing if we could independently adjust front and rear ride-height, as well as suspension stiffness. My dream would to be able to also adjust front and rear bump/rebound. :D It would also help people playing with keyboards get more options so they don't have to sacrifice so much top speed for stability.
Yes it would help, everything you can do with suspension you dont have to "hack" with ARB, ARB cost grip after a certain point, not so much in the beginning but it gets worse the stiffer you go, and that always cost time.
@Saber you guys really need to fix the handling for keyboard and controller players. Keep in mind that not everyone plays with a steering wheel. It's really sad that you have repeated many mistakes from the past. Please do some testing on keyboard and controllers and if it's too difficult then just hire me to do the testing. I will do it free of cost and I will give you REAL and honest feedback. Clearly testing hasn't been done. It's great you did the maps and added lots of vehicles but all of them handle the same crappy way. Even AWD cars handle the same.
Thanks for the detailed post and feedback here. We're going to investigate this.
Another thing I wanted to point out is how vehicles tend to stall after stopping on a steep slope. Now vehicles are supposed to struggle if you slow down but with the amount of torque these vehicles have they should be able to power through. I've tried a couple of RWD vehicles that just cannot climb up anymore if you spin out mid slope. This doesn't happen in real life. You can move up from stand still. Please fix this issue.
I dont think it is random, it is always because of overloading the tire. It just does not always make sense what is happening as result
Unfortunately, similar to an airplane wing that is stalling, the tires in this game loose grip not gradually but like a stalled wing. Airflow and grip, its is all completely gone from one moment to the other.
There should be a lot more sliding from momentum, contolable sliding mind you, and by balancing the car with suspension and ARB you would be able to control the tendencies of the slide, more oversteer or understeery slides. (You want it to be stable, balanced or inherent instability to gain agility, player should be able to decide that)
And sliding from too much throttle, intentional or not. Exit understeer for AWD and exit oversteer for RWD for example. Should be able to modifie this with differentials.
To have all this, the driving model does NOT need to be full simulation. But honestly, what is in the game now, it is very one dimentional and gets boring quickly and i dont think the devs wanted their game to get boring quickly...