Naturally it should be grippiest widest tires possible and other tires should have less force, if aiming for full realism, but maybe you need to set it for per vehicle and per tires to get full resolution and maximum possible FFB with different vehicles and tires. It does not matter if other forces go over the limit, as long as you get full resolution of how tires feel. Then again, if you drive around in a skidpad (or at WCUSA race track, it has bit higher grip at the corners) so that you get maximum force to steering arm and set that to be 2.5Nm, I would think that you are all set. Or then setting it to 2.5Nm is not actually giving you 2.5Nm from wheel. Need to amp up the value so huge crash results stronger torque requested and received.Ĭlick to expand.Hmm, if your wheel's max is 2.1Nm, then it can't give you more than 2.5Nm, it can give you feeling of being stronger, but if measured it still will be equally strong, but instead you are saturating FFB so it is 2.5Nm with smaller impulse and does not increase from that, even it might feel so. The problem with setting the max strength to 2.5 Nm is when you crash hard, the torque that your steering wheel is only 2.5 Nm. I believe this is the way to go so we can experience almost full range of FFB (albeit very weak one). Then lowering the FFB strength value so the game only requested around 2.5 Nm where it gets really rough when I go fast. I drive faster (more than 60 mp/h) and find some rough terrain or bumpy roads and see the graph. Then this is where it gets hard to adjust the high speed strength FFB. I reduced the steering slow speed FFB strength up to the point where the game only requested 2.5 Nm of torque maximum (I steered like crazy lock to lock when standing still) and the driver is only receiving 2.5 Nm of torque. Then I idled my car, and steer lock to lock. Well, I tried the method that I posted above.įirst, I enabled the Force Feedback Graph, then set the limit to 2.5 (Nm).
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