#FFB give no info when braking and lose grip

1 messages · Page 1 of 1 (latest)

regal yarrow
#

FFB give no info when braking and lose grip.
why don't you fix these? do two laps on the acc and you'll understand

wooden ginkgo
#

when the wheels lock up?

silent raft
#

Would be helpful if you provide some more info. Which wheel, driver- and in-game settings, car track combo, ffb multiplier... Regarding your desired "fix": I have no idea, how it's done in ACC (I don't like GT3s, so never played it) but I assume, there's some fake FFB involved, the same way most other titles do it. Raceroom did the same until the FFB has been revamped. The FFB now is 100% physics-based. So everything you feel solely depends on what happens at your front tyre's contact patches and the resulting forces getting transferred to the steering column via the steering geometry. So reaching the limit of grip - be it under braking or cornering - might not be felt as strong as you'd expect it to be - but it surely can be felt. The former slip effect we had was atificial and misleading because the stronger you've set it, the earlier it kicked in, giving the impresion of understeer, way before the physical grip level was achieved. Long story short: If everything is setup correctly, you should percieve these forces. Depending on the wheel you use, it can be necessary to lower FFB linearity to emphasise weaker forces for example.

weak frigate
#

acc ffb is not a great example of ffb, feels more about memorizing the inputs instead car feeling, IMO

regal yarrow
#

No feedback when wheels slip or lock. Id like to have some info by FFB

#

Oli krauss Oh yes 100% physics based like the hit on steering wheel when shifting gears

weak frigate
#

you can disable this canned effect

#

it's a slider, you move it that direction <-

silent raft
#

As Lemke said, gear shift, engine vibration and bump amplification can be found under "Immersion" and can be completely switched off if you don't like them. Despite their classification, these are no "canned" effects btw. Gear jolt strenght depends on the load that's been sent through the drivetrain at the moment you shift (shift while coasting and you'll get next to zero output, shift while max torque is applied and you can feel that jolt). Similar to the engine vibration which takes into account how quickly revs rise or fall due to different engines or flywheels.
However, if you prefer to not provide any further information I asked for, perhaps this reading will help you find better settings:

https://forum.kw-studios.com/index.php?threads/ffb-guide-june-2021.17117/

https://forum.kw-studios.com/index.php?threads/from-old-to-new-ffb-tips-info.17116/

weak frigate
#

oh nice input! I tought they where canned

regal yarrow
#

@silent raft I am very familiar with the force feedback settings. I'm just wondering since these two artificial effects have been added, why hasn't the possibility of activating a vibration on the steering wheel when the wheels lost grip or blocked?

silent raft
# regal yarrow <@538327788688637953> I am very familiar with the force feedback settings. I'm ...

That's the slip effect we had before. I was a bit disappointed as well when they dropped it and it was discussed a lot of it should be reactivated. But since it really was misleading and unnatural exaggerated it didn't make it back into the ffb settings. Meanwhile I got used to the admittedly rather subtle information I get, when locking up or starting to understeer. But it's there for me (T300) and I'm also able to avoid lockups most of the time, at least it's perceivable when it happens. So what's your wheel and how have you set linearity for example?

weak frigate
#

yeah in the simucube it's also detectable on iminent spin and lock

#

even got used to play without TC