Test Drive Unlimited 2

General overview for Wheel/Controller settings:

Source: TDU2 forum:

Vibrations:
This slider allows you to control the vibrations intensity. It goes from 0 (left) to 10 (right).
With an intensity of 0, you won’t feel any vibrations. With an intensity of 10, vibrations will
be as strong as possible.

Force Feed Back:
This list contains eight values. The Medium value is set by default so you can feel a normal
force feedback. When you drive, the wheel should try to move to its original position. You
should also feel various constraints depending on your driving and the car’s specificities.
The Low and High values are variations of the medium value: depending on your wheel and
your preference, you may want a strong force feedback or a light one. Note that you can still
change your driver’s behavior in the windows’ options panel. Most wheels (Logitech’s for
instance) are sold attached to a specific software. It should allow you to perfectly tune your
wheel’s force feedback.

Without any surprise, the Off position will leave you with an inert wheel. There won’t be any
force applied to it, not even the default “return to center position” force.
Default position will set a constant “return to center position” force. Even if your car is ten
meters above the ground, this force will still be applied.
At last, the “inverted high, medium and low” positions will mainly behave like their non
inverted counterparts. The difference lies in the “center position” which won’t be a 0° turn but
something more like a 180° turn. Those positions should only be used by possessors of exotic
wheels encountering very strange behavior while using classic force feedback. In other words,
if you wheel have this behavior when you accelerate, inverted force feedback will save you :

Controller linearity:
This slider isn’t useful if you play with a keyboard. Improved in the last version, the slider
will go from 0.5(left) to 3(right), with a step of 0.25. But what’s the meaning of those values?
The steering input is elevated to a power equal to the controller linearity value. Previously
you only could go from 1 to 2.5. Default values are still 1 (for wheels) and 1.75 (pads). Those
diagrams represent the transformation of the input depending on the controller linearity you
choose:

- Green: slider on the left. Output = input ^ 0.5. The first degrees of the wheel are very
sensitive. On the opposite, the rest of the wheel is very precise. Ideal for 700-900°
wheels.
- Blue: slider on the left. Output = input ^ 1. No transformation.
- Red: slider on the center. Output = input ^ 1.75. Ideal for pads.
- Black: slider on the right. Output = input ^ 3. The first degrees of the wheel (or small
move of the pad) are very precise. Last active degrees of your wheel will be very
sensitive.

If you wish to force your wheel to 700° or 900°, you should probably set linearity to 0.5 or
0.75. Otherwise, wheels are used in a 200° range roughly, so standard linearity of 1 should fit
perfectly.

Steering damping:
This slider allows you to control the maximal angular speed of your wheel. The speed
limitation can be removed by positioning the slider on the left. It is recommended for wheels
as it removes the “lag” feeling. If you move the slider to the right, your wheel will turn slowly
at high speed, thus avoiding frequent spin around. At low speed you shouldn’t see any big
difference. With pads or keyboard, you should keep it between 1(nearly extreme left) and 10
(extreme right).
I.E: If you move the slider on 10, at 300km/h your wheel won’t turn faster than 130° per
second, meaning you’ll need 1.5s to completely turn your wheel.

Dead zone:
Steering wheel doesn't need any dead zone, and in this case the slider must remain at the
minimum value. If you use a worn pad, the central position may be damaged, and you can
increase dead zone to keep a correct driving behavior. It won’t change anything on keyboard:
a key is either pressed or released, there’s no variation on which dead zone could be applied.

Clutch, throttle and brake linearity
Those sliders aren’t useful if you play with a keyboard.
They’re similar to Controller Linearity. Input values are elevated to the slider power. Central
position is ok for all the devices. If it’s too sensitive, move it to the right. If it’s not
responding quickly enough, move it to the left.

- Green: slider on the left. Quick response, no precision.
- Blue: default value, slider on the center. Linear response.
- Red: Slider on the right. High precision but forces you to stamp on the trigger or pedal
to have full response.
Clutch has also been improved to allow easier gear shifting.

Hopefully patch #1 improves FFB and game exp :)
Thank you. will try it out im sure things will be better now
 
TDU 2 console patches update

A progress update:

TDU2 Community,

Thank you for making TDU2 a huge success worldwide. We’ve reached the top of the sales charts in many territories and continue to work diligently on making TDU2 the best persistent-world racing game on console and PC.

The first of our game optimizations for console will be live tonight on Xbox 360 at 1am PT (9am GMT) and PS3 is soon to follow. This update will resolve a corruption issue that some players experienced with their saved game files. In some cases corrupted files will be automatically repaired.

Available on Monday, 3/14 at 1am PT (9am GMT) will be a patch that should address many of the outstanding concerns that some of the community experienced on PS3 and Xbox 360. We have worked diligently to stabilize the network and address log-in issues. Friends lists will now be populated, invites will work correctly and Clubs will be brought back online. The Casino has been optimized and the bug causing players to lose money has been resolved. We have also addressed many of the exploits in the game and will be monitoring cheating in all its forms.

The TDU2 community has been a great support to the development team and we look forward to rewarding your loyalty soon with free DLC content. We should be able to provide dates once Microsoft and Sony approve the content and will update the community as soon as they are expected to go live.

Best,

The TDU2 Development Team
 
Bram Hengeveld;748903 said:
The point is that such games sell 1000x better than a game where the physics are top notch and looks like crap :)

Actually, the REAL point is there's no need to make the choice between graphics and physics. The computing power has long been there, IMO it's down to pure apathy that no one does both very well. Hey devs: next time, go to fewer gala luncheons, and spend more time working on the game. This one is a fail in the "social gaming" genre due to bad multiplayer, and a fail in the driving game category, due to bad/nonexistant physics. Mediocre graphics are the icing on the "meh" cake, as far as I'm concerned.:frown:
 
Console patches released!

Well, i was a bit scared due to post '666' staying as the last post ffor 6 whole days, so following the PS3 patch 1.3, here is the latest console patch info! :D

- Logging into the game should be improved
- Once into the game the online network experience should feel more stable in all areas
- Save games should no longer corrupt
- Existing corrupted save games should be repaired in many cases
- Friends lists should populate correctly
- Invites now work correctly
- Clubs will be brought online very soon
- Some exploits to gain money have been fixed
- Casino access has been improved


TDU2, sub-section forum post #667 :D
 
well I'm glad I gave this one a miss now (based on experience of the first one) why cant they get it right? they just dont seem to be able to take the handling from a track racing game like gt5 (I use this example as it is a good mix of realism and easiness for us lesser talented folk) and place it in the streets. I love doing Jeremy Clarkson style semi talented yobbo driving in gt5 it'd be even better in a free roaming game!
 
Test Drive Top Gear Spin Off

I had this idea for TDU and would like some people to get involved in the idea. Basically what i will be doing is write ups and reviews of every car in TDU and any DLC cars that are released and posting the reviews up on the site. Also doing laps on some of the many empty race tracks on Hawaii, all i need really are two presenters and a stig. I could do the role of Stig to begin with but if there are any better drivers then please make yourself known.

Also if i can get a few people who have capture cards we could set and record challenges to do. I have plenty of ideas to do but they would be alot better if they could be recorded and posted on youtube and then share them here with the rest of the commuinity.

I am based on the xbox 360 so if the people who are on this console want to apply for the presenters jobs or as the stig feel free. Also i am based in Ireland so it would be ideal if the applicants were European at the least as to be on at the same time.

Cheers guys.
 
that could work any mate like i said we can review the cars and do write ups about them on this forum. Also i dont have to follow the format of top gear for instance we could have one or two extra presenters it also might be good to get a person from each console.
 
No, it's not. This is a RACING game. It suppose to earn money racing, not playing roulette. It's sad that Atari spends more time fixing casino instead of the real game problems.
 
Do any of you have the casino DLC? Is it worth buying?

oh yeah! i just love spending time there...it just so relaxing after couple of hours of racing'n stuff ;)
don't listen anybody who tells you something like..."bla-bla-bla it is racing game! wtf is thz Casino doing in racing game?!" - enviers. or they just don't get it ;)

-it cost lousy 10$
-it is fun
-it is absolutely worth buying4
 
Aye good luck with it, there have been a number of attempts to do this before, searching on you tube will come up with some for TDU2, and there is already a Top Gear TDU2 club at the moment, so they might provide you with some usefull stuff! :)
 
Solution for T500RS Wheel in TDU 2

IMPORTANT:
Backup your Savegame folder before going further
Install latest Thrustmaster firmware V37 by downloading the update: 5.TTRS.2011.exe (update from Control Panel)

While the T500RS works well with all other games a fix is needed for TDU 2. This is my solution until Atari does it in a proper update.

Two problems exist:
1. Mapping steering axis X (turning wheel left and right)
Because the game doesn't recognize the wheel's X axis you have to force the mapping:
Assign the controls in game as you normally would.(Left=Stick 1 left / Right=Stick 1 right)
Before saving the Driving Controls changes you must disconnect the wheel's USB cable from your pc then click Save. If you have more Controls to assign do them first before clicking Save.

IMPORTANT: Saving while the wheel is still connected to the pc will cause the game to freeze. (If you happen to do that, disconnect the wheel USB and wait for the game to continue with saving.)
You can now connect the wheel's USB cable to your pc again. The game needs a few seconds to accept the wheel (it may seem to freeze for a moment) but then you are all set to play. The wheel works very well. One good thing is absolutely no trace of Deadzone with the T500RS unless you want it of course.
The wheel's FFB is very limited in this game but the wheel is extremely accurate.

2. Starting game once the wheel controls have been set.
The second issue is to prevent the game from freezing everytime you start it.
Leave the wheel's USB cable connected to your pc when starting the game. When you start it and click "Press START to Play" the screen might freeze (black), unplug the wheel's USB cable from your pc for a second then plug it back in so the wheel can calibrate itself (like it does everytime you start you pc).
The game as above needs to accept the wheel (takes a few seconds) each time then you are all set again. You have to do this each time you play the game.

This is of course a temporary solution to a problem that Atari has to fix. You can wait for them to do it in an update... or start playing right now and overlook the 'relatively' small inconvenience of my solution.
It will not affect your T500RS main setup in anyway. It's just a loophole to get TDU 2 to accept it.
 
Yeah, it's totally worth it, but I have a biased opinion (Atari employee). ;)

Occasionally people misunderstand what is going on when Casino bugs are fixed. From time to time, I see complaints that the developers are spending time fixing the Casino, rather than working on bug fixes for the core game. However, the teams that work on the Casino and the core game are different groups (this can be seen in the game credits). So don't worry, we do have developers working on the core game every day, even though we have other developers working on the Casino simultaneously.

In other news, Roulette should be back on for consoles soon!
 
Yep, the development plans have a milestone for improving wheel support. No specific date attached to the update, but it's currently in the list of things to address.
 

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