Nur noch eine Woche bis zum Release. Ich bin extrem gespannt. Von
@XettMan erwarte ich einen detaillierten Bericht zum Fahrgefühl und FFB

Reviews gehen ja leider kaum und viel zu oberflächlich auf diese Aspekte ein. Da wird dann wieder rumgeschwafelt, wieviel Autos und Strecken das Spiel hat, wie toll das Wetter aussieht und so weiter, aber die wirklich wichtigen Dinge sind dort wieder nur Nebensache.
https://www.gtplanet.net/project-cars-2-preview/
Mach Dir nicht zuviele Hoffnungen. Spielbar? Bestimmt, etwas für FFB Enthusiasten? Nein.
The one thing we were able to identify was an issue with wheel play while barreling down a straight. On the G27, it was a large amount of play around the dead-ahead: about 20-30 degrees’ worth, in either direction. Just as with its predecessor, we suspect a little fine-tuning will negate the issue.
We also spent some time with the preview build using
the CSL Elite PS4. It didn’t have the deadzone in the middle, but — at first — it did feel far too light. We did the same test we tried at E3 with
our hands-on impressions in June: we took a Ferrari 488 GT3 to Algarve and aimed it at the big yellow sausage curbing. Just as it did then, the wheel barely responded. Uh oh.
As it turns out, this isn’t necessarily a wheel issue, at least not solely. We brought our concerns up with the Bandai-Namco team, and they mentioned that during development, SMS found the 488 had quite a light helm in terms of GT3 cars. Sure enough, we took the other mid-engined options around (the R8 and Huracan) and they were better.
For our tastes, they still felt a little light however. Thinking about fine-tuning the FFB settings in-game (instead of through the CSL itself), we had flashbacks to the arcane menus found in
PCARS1. Thankfully, those are a thing of the past, as SMS has simplified the Configuration and Force Feedback menus.
We dropped into both and were quickly able to suss out a profile that felt much more up our alley. There are now help messages explaining exactly what the settings actually do, and even better, they’re available while you’re on track testing. This meant we could fiddle, drive, pause, and fiddle some more. In the end, we settled on a profile that felt great, especially with GT3s and the old LMP900 cars.
But surprisingly, our time with controller is what kept us coming back for more. There are three driving assists options available in the game: Off, Full and Authentic.