安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
No they're not on PC. Except a couple that use Xinput, they all (since the late 90's) use the same protocol, they all are Dinput haptic devices and can receive the same FFB signal. There even is an open source library (SDL2) which helps to implement the FFB and anything relative to any Dinput device. FFB Arcade Plugin, for example, uses this lib and work with all Dinput wheels (so you can basically play to 20-30 years old arcade games with any wheel, and not to half of the racing games released nowadays...). For arcades games, which have a basic FFB, It would only take a few days to a dev not knowing anything about this to make it work. Most FFB effects (centering spring, rumble on kerbs/bumps, collisions...) are very easy to implement, and it's not that complicated to implement the slightly more advanced effects to have something feeling decent when drifting, braking...
Of course you also have to implement a menu to map the inputs and a few other things, but overall, it's far from being a huge work, and doesn't justify the fact that most racing games from small studios don't support wheels at least on release or shortly after.
Studios/developers just seem to know nothing about wheels support and to not care much about it. And when they implement it, instead of making a generic implementation which work with any wheel, most of the time they detect only a few wheels based on their ID and artificially limit the wheels support to those few wheels, which is plain stupid. Fortunately, all the new brands of wheels we got in the past few years encourage them more and more to implement a generic support, so there's hope.
Erm, yes, they did. Keyboards, and then joysticks.
'joypad' support was years later. Even classic groundbreaking sims like GP2 had joystick and keyboard support.
Arcade: As in games you play in an arcade. Never played GP2 in the arcade - was it any good? Must have been a nightmare keeping all those keyboards clean.
This game is clearly based on games like virtua racing which were played in the arcades with a wheel.
It brings in the sim racing group..
What a hard to please, whiney, complaining bunch of individuals.
They moan about everything because... Their expensive SuperFantastic direct drive wheel doesnt react in this game like it does in iRacing or other sim when you go over a kerb on x-corner. Their whine and complain is biblical.