I agree about the xbox controller support - it should be without mention as it is the very quickest way to just do a quick performance and function test of a racing sim.
Which xbox controller did you use for testing?
I have used a xbox Elite wireless controller with the wireless USB dongle and it could be mapped with all functions almost normal.
The only issue I could not figure out (with the limited time I spend on trouble shooting) is that with grally the brake and throttle trigger buttuns are mapped to a combined axis resulting in a messy experience.
I guess this could be probably worked around with a controller remapping software but I didn't feel it was worth the time fiddling.
From what little I found trying grally out for half an hour is that as has been mentioned in the thread it is currently a very unfinished beta software with a large number of issues.
I found though also a few interesting points about it that makes me think it could be developed into a rally sim platform for modders.
This reminds me a little bit of the times of the old netkar namie and modded content in some strange way.
I hope something useful comes out of this and people provide bug feedback to the devs so they know what to work on most urgently.
My short list of what needs fixing URGENTLY:
- controller support and controller setup
- sound (engine sounds and lack of effects are really bad)
- a basic set of real mod cars (how about a BMW E30 rally car and a Peugeot 205 rally car) and mod tracks (seeing the Akina mountain mod track was refreshing, I hope there will be more like this) so we are not stuck with the two generic cars (both of which I find absolutely nothing interesting or positive about)
- FFB setup options (it seems some people with different FFB hardware have some real safety issues with grally, FFB options should allow for adjusting certain FFB aspects out of the game + FFB issues as the wheel spinning out of control and ripping your hands off as in the Will Marsh youtube video need IMMEDIATE attention from the devs as these are safety related issues).
Btw, I do not criticise the default copilot sounds at this point.
From what I hear and understand is that quite some effort went into realistic pace notes and a good timing.
I only suggest that at a point in the intermediate future of development the sounds are re-recorded with the voice artist being strapped into a proper, violent motion rig, experiencing real forces to their bodies while performing the audio recording.
The way the sounds are recorded and played at the moment is just not immersive at all as of the lack of realistic voicing for a rally copilot.
THIS is what I have in mind when it comes to good quality copilot sounds:
I will keep grally installed, will follow the development releases and test it from time to time.