Lo que probaste no era una demo. Es el error que tiene mucha gente y como digo el FFB lleva aparcado mucho tiempo porque por el momento no es una prioridad. Neumáticos + FFB son claves y no están ni mucho menos terminados.
El valor del Tyre Force por defecto (100), está dando excesiva fuerza de señal que lo que hace es provocar clipping. Pérdida de señal en su curva máxima y mínima. Esto afecta negativamente a la sensación con el volante por la falta de información de lo que hace el coche. Por el momento hay que bajar ese valor en torno a 25 para conseguir que la onda esté dentro del rango. +-100.
Cuanto tengamos esos nuevos valores controlaremos las fuerzas por separado y quizás se pueda poner a 100 de nuevo.
Otro factor como digo son los neumáticos que cuando estén acabados darán más información al FFB. Puedes probar el Formula C y sus últimos neumáticos (en reglajes selecciónalos).
En el build de hoy, en la sección GUI, ya han empezado a incluir las nuevas pantallas de FFB
También podeis ver los trabajos que van haciendo en los coches de la IA
Build 843 (04/11/14) - 687.3 MB
Next-Gen:
* PS4: Fix for connection drops during race load
* PS4: Using fixed resolution of 1920x1080 in all modes. This stops issues in photos being the wrong resolution.
Render:
* DX11: Clamp slope scale + reduce set of possible scales
* Adds cmask/htile clear via pixel shader. Correctly places cmask fast clear.
* Corrected one render context not being added list of shared ones - resulting in an exit-leak
* DX11: Slope-scape adjustment to last check-in to ensure no more than 256 permutations are possible.
* Added custom focal ranges into CStaticCamera, corrected DOF focus math (added focus speed in place).
GUI:
* FFB tuning screen linkage
* Additional items for Tuning Screen.
* Exposure of width limits and optional pre-tire tmep limits for HUD
* Updated first pass of the Tuning Screen. Second pass coming imminently
* Tires FAR9, width limits, optional HUD temp range override, vintage tires
* Added FE photo page to in-race menus, commented bits for Kev to pick up for attaching camera details.
Online/Multiplayer:
* AR-2455: Implemented jip lobby flow + module for handling lobby flow timers.
AI/Pitstops:
* Pitstop blocking: Formula A pitstop mockup
* Array size fix from ChrisF, prevents crash discovered when editing AIW
* Fix for tyre visibility error in race restart duriong tyre change in pitstop
Career:
* Added a career data check for catch out of sequence session date/times
Physics:
* Audi R8 V10 plus: Reduced weight per Sport Auto test
* Ariel Atoms, BMW M3 GT4: AI grip adjustments to better match player.
* GT4 Cars: Slight drop in AI grip after racing them at various tracks.
* Slightly detuned remote steering prediction (attempt to reduce oscillation)
* GT3 cars: Slight AI grip drop after racing at various tracks. Were a bit too fast.
* Formula A, Formula B, Formula C: Adjusted AI handling balance using yawdamping and new T/C Matched to payer. Also some small setup changes to the FC. Still not good. Has chronic trailing throttle oversteer.
* All GT3 Cars: Balanced the AI handling too remove running wide, using yawdampening, lower grips and new TC code. Huge improvement especially at the tighter tracks. Needs Rain grip balancing still but need new code for that first.
* Next round of AI handling balance and AI speed balance. Caterham classic, R500 and SP300R. Ford GT40, Escot mk1, Focus RS, Mustang TRANSAM and Sierra RS500A. yawdmaping tweaked to bring understeer incontrol. Adjusted grips and slip angles for AI speed vs player.
Vehicles:
* RUF CTR3 SMS-R: Added winning liveries
* RUF RGT-8 GT3: Added rim colour variations
* Ginetta G55 GT3: Fixed lap counter in CPIT display
* Mustang Boss 302R1 AI handing balanced into the GT4 cars.
* Caper Monterey: Revised Ultra detail setup to fix duplicate interior parts.
Tracks:
* Jin Ding: Trees and dressing and viewer placed lights checked in
* Eifelwald: Wet track masking setup to remove puddles on slopes and end roads.
* Belgian Forest Circuit: Adjusted grass cover, adverts fix, optimized, adjusted ground cover
* Dubai Autodrome: New racing line for better AI racing. Corridors and cut tracks also optimized.
* California Raceway: Building, blockers, gas station, htm buildings textures, few cars and trees around the track
* Derby Park: Updated barriers, adjusted grass cover, added grass skids, adjusted grass cover, fixed geometry errors, updated barriers and collisions