You guys know I'm a big fan of this game, but the UI usability goes in the wrong direction. 1) New steering angles interface made the experience worse for non-wheel users because the changes weren't thought through and required not one, but two fixes because the first fix wasn't thought through either. 2) Neutral lockout is a hidden feature activating/deactivating if you bind neutral to a button, which is not described in the interface. 3) Same with H-pattern shift now, it's a hidden feature that activates/deactivates if you bind all gears and is not described in the game. It's also not described that H-pattern only works for some cars - while this is not a recent addition, it doesn't make it okay. 4) There's a new bind called "Clutch engage" and it's not the same as "Clutch in". No explanation what it is. I know the game quite well, I read all patchnotes and read all discussions here and most on Steam, yet I have no clue what this bind is for. At this points, binds need tooltips too, just like settings, to describe all the details. You also really, really need a person on the team who's capable of looking at the game as if they were new to it, without the curse of knowledge of what's actually going on.
Point 1, you have a point. But in that case it would be nice to see ingame wich one is driving with a wheel or with a controller.
Very good idea. *Thumbs Up* Re-grouping some of the settings/bindings could also be a good idea. Especially with the FR X-22 and the LMDh cars, having all the hybrid-related or electric-car-related buttons (regeneration, MGU mode, etc.) in one place with the headline 'electric and hybrid systems'. 'Toggle gear range' and 'toggle gear split' could be grouped into 'Truck Bindings'. Another problem I want to add is the language chaos - I will probably switch my language to English soon because I can't handle a half-German-half-English menu. It's just a bit annoying for me, but those who really struggle with English might have a serious problem with the current state of menus and settings.
A huge improvement for those who are less familiar with the real-world series could be to give a list of car classes who use the currently selected feature/binding and which don't. For example, hovering over the DRS binding shows 'Usable in FR X-17, FR X-22, DTM 13-16, etc.' and hovering over the upshift/downshift bindings shows 'Not usable in H-pattern cars: Porsche 944, Porsche 964, DTM 1992 etc.' These lists could be placed right below the descrisptions for the setting.
"4) There's a new bind called "Clutch engage" and it's not the same as "Clutch in". No explanation what it is. I know the game quite well, I read all patchnotes and read all discussions here and most on Steam, yet I have no clue what this bind is for." Clutch engage is for starting an ICE in hypercars. If you don't bind it, then it starts itself.
Not sure why we would need it, but why not. Kinda the other way around, but I get the idea. Yes, this is one of the cases where a description is needed. Thank you! Coincidentally, it's right there with other examples...
Because the most controller players drive like they uses to much alcohol, and driving behind them is most of the time no fun. And when you're good with an controller you can better and faster come on track after a spin.
I would love this too, when in a menu, we should be able to navigate the menu with the joystick toggle on our wheels, and assign an enter and escape/back button. This would require the game to recognise if you’re in the menu so you can assign a button for two different functions.
I can already use the dpad on my g29 to move the cursor in the menus and another button to click on things (while having other things assigned to those buttons for when im on track). Certainly not the smoothest experience but generally usable (probably not for asymmetric car setup changes) when my mouse runs out of battery and i cant be bothered to go get new ones
Yeah I do the same with my dpad and agree, it’s really only ok in the main menus, the setup menu needs a mouse. But we should be able to cycle through the main menu buttons with a d-pad
I never could see how someone could run a sim with a controller? I know they use one but it just seems so odd to drive a car, with a controller.
I had a fun evening yesterday with Gran Turismo 4 on a controller. It shouldn't be questioned how someone enjoys their favourite hobby. For sure you need to prioritise what most people need (= a good experience with a steering wheel) as a developer, but completely missing out on features for controller users isn't the right way as well. Especially if you're struggling a bit with player numbers. However, I think Maskerader started this thread for any kind of UI 'problems', which can affect all users. So starting a general wheel-controller-mouse-debate isn't what we need here. I'll stay quiet from now on.
Wait till you learn about people on keyboards As long as you're not trying to imagine yourself being in the cockpit, steering the wheel, pressing pedals, etc. it doesn't matter what controls you use. For example, for me racing sims aren't really a way to live a virtual life of a race driver, but a physics-based sandbox about real life cars and tracks.
Okay... This might explain why despite setting my shifting to manual, I still get auto-clutch and auto-blip.
When I got back into sim racing when ACC was released in 2019 I used a controller for the first like 6 months. Once I got used to it the driving wasn't that bad. When I did get a wheel it took me a good 2 weeks of practice to get back to the same lap times.