In this update7
Full notes
Full CarX Drift Racing Online 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Store
CarX Drift Racing Online 2 changes
Physics Changes
FFB system reworked: Force feedback became cleaner and more informative. Steering wheel oscillation while stationary and at full lock nearly eliminated.
FFB behavior around the center (near-zero) zone improved.
Tire Model Refined: Grip behavior became more predictable both at the limit of traction and after transitioning into a slide.
Car behavior when driving over uneven surfaces improved.
Game Client Changes
Road surface smoothing system implemented, which should be most noticeable when using a steering wheel.
Application of suspension settings on the tuning stand reworked.
Rolling compensation feature implemented on the tuning stand. This feature is required after changing parameters that affect suspension geometry.
Front tire sound logic refined.
Backfire behavior rules reworked.
Several errors related to applying tuning settings to the car fixed.
Wheelbase vibration fixed.
Delay when applying tuning changes fixed.
Display of camber and toe angles fixed.
A Grip Racing Car
The Kyoto G86 car, configured for Time Attack, added to every player’s garage to gather feedback on the driving experience with straight wheels.
Steering Wheel Setup Recommendations
Using the default values is recommended:
Stabilization — 0: A value above 0 can be used if the steering wheel response is excessively sharp.
Smoothing — 0: A value above 0 can be used if the steering wheel oscillates; however, this may reduce device responsiveness.
Prediction — 0: A value above 0 can be used if there is noticeable desynchronization between the position of the physical steering wheel and the on-screen steering wheel.
Inertia — 1
Acceleration — 0: A value above 0 can be used for low-powered wheelbases, primarily gear-driven ones.
Driver Settings
Setting the maximum wheelbase torque to no more than 10 N·m is recommended.
Disabling the following additional effects in the driver is recommended:
Stabilization;
Damping;
Friction;
Mechanical Spring;
Inertia.
FAQ
Why was it necessary to add the rolling compensation procedure to the tuning stand?
The new suspension implementation takes into account all forces acting on its components.
After changing parameters, tire deformation and tension in the suspension’s elastic components may prevent the body and suspension arms from immediately moving into the correct position. As with a real car, tension must be released from the suspension’s elastic components to obtain accurate final geometry values.
What happens if the rolling compensation procedure is not performed after changing parameters?
The actual suspension geometry values may differ slightly from the values set on the tuning stand.
As a rule, the amount of deviation depends on the extent of the changes made: the greater the change to a parameter, the greater the difference between the actual and desired values may be.
Why should additional effects be disabled in the steering wheel driver?
Our FFB implementation sends effects generated by the car physics and the interaction between the tires and the road surface to the wheelbase.
Additional effects generated by the wheelbase driver are not synchronized with the location geometry or surface conditions. As a result, they may distort the perception of the road and interfere with the primary FFB.
Known issues
The suspension on the Nishimo S14 and Nishimo S18 cars may not be displayed correctly in the car market. After purchasing a car, it is necessary to perform a rolling compensation procedure to the tuning stand
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CarX Drift Racing Online 2 Team
Source
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