- Does the code check the gamepads' energy and stop using vibration under a certain energy threshold, so the users can play further (without vibration) before they need to exchange the batteries? Or will vibration just wear off the batteries until they are empty?
- There are tracks (e.g. Best Milk Farm, which we really love) with a consistently rough ground, thus the gamepads constantly rumble. While I understand that some kind of vibration in sync with rough spots of a track is wanted, I wonder if there could be a solution to have vibrations paused when almost all parts of a track are rough? Else, one has to toggle vibration on/off every time when selecting a non-rough/rough track.
- When hitting other cars or obstacles (like walls), there is no vibration. Is this intended, maybe to save batteries? I would understand it well, but wonder if maybe vibration could be fired at least when colliding very hard. The same goes for being hit by a missile, being blown up by the bomb, or even when landing after a fall from a certain height.
Gamepad vibration
Gamepad vibration
Dear Huki and other devs/ contributors, I have some questions about gamepad vibration (not force feedback, which is something different):
