DTM is officially touring cars, though Sadly not, as we have yet to figure out how to perform this magic, we'd need to run the simulation twice simultaneously, all of a sudden. Once for the replay, and once to keep track of all the stuff happening in the race while you're watching an instant replay. Not a small task. Actually, if you can give me a custom RCS for a DD1 wheel and some information about its minimum and maximum range, I could give you a file to try.
I see, I was kind of thinking of the way GRID and Dirt and F1 are doing this with their instant replay buttons, so that the Stewarts kind of could rewind the last, say 30 seconds, and then go on with the live footage. I was hoping that it is "only" a bit of work concerning the saving of the position data of the cars on track. Thanks for giving the insight! =)
Hopefully not anytime soon. I can actually drive these without the "Crew Chief" telling me how rubbish my driving is unlike the other classes.
It is working if you keep Spring and Damper settings enabled (100% by default) in your Thrustmaster Control Panel. In-game just set those effects to 0% (they are 0% with default profile for T300) and it should work. I discovered this not so long ago.
Just in case you weren't aware of this, RR does also have an instant replay function (default hotkey R, iirc), but it only works in single player mode because the game gets paused if you activate it, which cannot be done in multiplayer. So as J-F pointed out, in mp the game would have to continue gathering the replay data whilst simultaneously accessing it. I'm sure it could be done somehow, but it would probably take a huge amount of work and some new techniques to achieve that.
I suppose the Thrustmaster driver is doing some friction on its own somehow? Do you feel any difference when changing the value for FFB stationary friction="0.7" ? Could it be a standard effect created by the Thrustmaster driver?
I discovered the game needed those settings enabled in the Thrustmaster driver for the stationary friction to work. But the effect to me is generated by the game, not the thrustmaster driver. If it was the driver, the effect would be permanent I guess. But in this case it's only applying when stopped or moving very slowly (there is a value for this in the .rcs if I recall correctly). And yes there is a difference when changing "FFB stationary friction" in the .rcs. I changed mine to 0.9 while testing this and the effect felt harder when I changed. I've kept it at 0.9 since. Logically if I set this to 0 in the .rcs then the effect should be gone. I will test this and report.
This made my day. This is THE addition to the game in my opinion. Everytime when I visited this forum I hoped for more infos about these cars since they were announced last winter. Hopefully the wait won't be too long. Maybe only for the trailer. Here he's using a Bodnar SimSteering V2.
Very much interested in the pneumatic trail ffb changes I've always had a weird sensation with rr self aligning forces the way it sort of sways a bit around centre, unlike a real rack. I hope this rectifies it
Leo bodnar or OSW are the same ones, they both work with Granite Diveces and Simucube, but the Leo is more expensive as they work with different control modules.
I heard we also like blurry tracks Anything that you could reveal about planned physics updates? We know about DTM92 and Touring Classics and we can safely assume BMW M1 Procar, since it's pretty much the same car as Group 4 version