FFB is the soul of any driving sim, it got leaps and bounds better this update, and not enough people are talking about that.
The BeamNG devs improved FFB substantively in yet another completely free update. I start a thread to praise this (largely unsung) accomplishment. You take this as an opportunity to bitch about lack of your controller vibrating. In a *driving simulation*, ie one which quite logically concentrates on the peripheral such games were meant to be played with, a wheel. This is why no one likes you.
I haven't tried it yet, but how did it improve according to you? I think the old FFB was already very fine, but what was made better this time? Also out of curiosity what's your wheel? Because I wonder if I'll feel the difference on my (randomly set up) G29
MoZa R9, less noise, the cues feel more accurate and “direct”, easier to drift. It is a bit hard to quantify, but I feel connected to what the vehicle is doing in a way I had previously only looked for in RFactor 2 and AC. --- Post updated --- Also the ingame steering lock is much less bad, enough that I use is now
I'm assuming you have an FFB wheel? You said that FFB is the soul of a simulation game, and we ,who can only afford gamepad's, cannot experience that part of beam.ng's soul. It is severely lacking. Yes it exists, but the gamepad "FFB" is just trying to use wheel steering rotational FFB, so you have 0 vibration while doing a burnout or going offroading, but you get 100% vibration when turning in an intersection. Sure maybe i'm salty I can't get an FFB wheel, but that doesn't mean gamepad rumble/FFB should be ignored like it has!
With developer time being limited I believe wheel is the best target. I placed up a poll and of 65% of +1,400 votes were players who use wheel with 23% being controller. I’m very doubtful controller is ignored and it’s more-so a factor of making the best for most people while getting people onboard with BeamNG being a driving sim.
So in other words, screw the minority we have bigger fish to fry... Annoying, but acceptable. --- Post updated --- Wait, where was this poll taken?
In other words, developers can’t always please everyone within limited time and they have a game to sell. It is annoying but it’s part of creating anything at any level.
Sure, but connotation matters. I doubt the devs are using angry words directed at players while they make difficult decisions!
As a realist, I tend to use more pessimistic words, because real life is not optimistic most of the time.
Usually realism and life require a balance in outlook for progression. Else, it falls closer into the territory of hopelessness which isn’t a healthy outlook if it’s avoidable. Options, build, execute, assess. That sort of thing
To add to this a perfect example of this can be seen in the VR development. Way back Beam had VR support back when the only VR headset you could get ahold of was the Oculus Dev Kit. The SDK at the time was extreamly easy to implement, so they did. It was low effort and basically free so why not. Something happened a little down the road that made it need to be reimplemented but the difficulty to do so skyrocketed. I think it was the SDK use license changed or something like that so they had to implemented it manually. They had to take a step back and re-evaluate the feature. For many MANY years, the number of VR users was so low that the gain from implementing it would have been virtually worthless. That along with the difficulty of implementation meant that they needed to prioritize other features first. As time went on and improvements in technology were made, improvements to the physics engine were made, MASSIVE improvements to the rendering engine were made which got them to the point that finally all the hard work was done and they could finally implement VR easily again. That combined with the number of VR users having gone up significantly since back in the day that they finally found it worth it to add the feature again! Now... implementing VR was never easy after that initial SDK change. It was always difficult... the difference was that back then they had a mountain of changes to climb to make it work. Now adays, after many updates, they were almost to the top of that mountain already, so the last final push was much easier to justify when they finally decided to do it again. So as that pertains to the rumble on the controller, there may just not be enough users for them to deem it worth it right now or there may be some more features that need to be built on for it to properly work the way it needs to. I realize it seems like "just add it" is all the harder it is... but rarely is programing as easy as "if 'feel_bump' then 'rumble' else 'do_not'"
I did say "annoying BUT ACCEPTABLE" remember? And how come everyone has the urge to say "iTs NoT tHaT sImPlE" every time I mention something that isn't just point and click, when I now darn well that it isn't? I don't expect things to happen overnight, but I think 3+ years is more than enough time to ask about controller vibration/FFB. And its not like their waiting until the technology is affordable and widely acessible.
That wasn't directed at you, that was just a broad statement for everyone that mentions features like this. I just happened to respond to it in this thread. If I would have been directly responding to what you said I would have quoted you in my reply like I did here.
I find the FFB to be worse in 0.33 - there is almost no resistance near the centre of the steering range. Is there any way to tweak this? I am on g29
They never completed the steering auto-centering logic for the keyboard players, but you don't see me complaining, do you?