Fair enough, I thought a lot of people would have been using FFB wheels! --- Post updated --- I tried this but the oversteer issue still persisted.
Thanks for the information, really valuable. We are planning some fixes (no ETA available), there's some more info in this other thread.
That's really weird because I disabled oversteer assistant before playing the game and didn't have any FFB issues whatsoever (I use a g27). Hmmm...
Another thing, there seems to be something in the cache causing the controller steering filter to not work, resulting in super-fast steering. It doesn't happen in safe mode but does in my normal instance. It stopped after I deep cleaned my cache but has since returned. Edit: rebinding the control fixed it, but I have no idea when it will return
The Scintilla is very safe, I have crashed it at very high speeds with little deformation visible to the passenger compartment. Is this intentional?
It should be safe, but maybe not THAT much. I would expect the safety to be between the SBR4 and Vivace, and it's safer than Vivace now.
My crashed supercar count in real life is still 0, so I'm certainly no expert on this matter, but keep in mind that A) this is a super stiff super car and B) non-deformation of the passenger cell does not neccesarily equal a safe car. You will still be subject to incredible accelerations when crashing, so just because the car looks fine, doesn't mean you're actually alive.
I have to say though, you guys did a great job at capturing the stiffness of an actual supercar. This is something I was worried about since the node/beam model was first developed to simulate off-road trucks, but you really nailed it in the technical department. SSAO settings and fixed tree shading when?
The update is great! I love the new Civetta, though I feel the current maps aren't really capable of allowing the car to be driven to its full extent. One thing I wish was done is separating the individual Scintilla models into EU and US market models like with the Bolide; I don't like having to change the number plates, reflectors and rear lights every time I choose a model from the wrong market. The biggest problem I have with the update however is how all the trees don't look quite as good as they used to, as if there is way too much contrast applied and they are losing colour. It feels like a major step backwards on the visual side of things.
I played a bit this morning, then went out for a drive in reality, and left BeamNG open with the Scintilla sitting in the pitlane at WCUSA for most of the day while I watched the F1 Canada Gran Prix, and when I came back the fps was marginally lower and the gauges in the Scintilla were heavily lagging. Initial FPS were ~70 average 62 minimum, and gauges were at full fps (still laggy but that's just how they are) Final FPS were ~58 average 48 minimum, and gauges were running at less than ten fps, with the rev counter needle often teleporting and the RPM band flashing red too late on a regular basis due to the lag. I restarted the game and immediately it shot back up to the Initial FPS, suggesting that something is causing FPS to drop the longer the game runs. This would be over about 6-7 hours.
I have also noticed (over many versions) that the game in general tends to become laggier and less stable the longer it runs for, often accompanied by messages about memory and/or drive being almost full. Beam seems to use up a lot of RAM and not clear it until closed.
I really like the new Driver camera behavior, but (as stated farther back) I think there should be an option to toggle it.
I have noticed that the two-step behavior has changed. Before you just had to tap the brake and it would stay on but now you have to hold the brake. The problem with that is with all of my stick-shift drag car configs, it makes launching off the two-step hard because I have to hold the brake, clutch, and throttle down. I don't know if the new behavior is intentional, but I would appreciate if there was either a toggle or it was reverted back to the old toggle.