Every time when you get the car control (i.e. standing or rolling starts, pit exit, pause menu) the FFB is not enabled or sending anything to the wheel, and therefore the wheel is completely bland.
Then you go from 0 to 100 feeling in the same moment you get the control of the car, which is not ideal. You can even have the wheel on a completely bad position and not realize until the FFB comes alive.
For instance in some pit exits you have to figure out the angle the wheel would be and the force the wheel would apply. Those are particularly annoying if the pit exit is in the middile of a turn.
Could the game do the same with the FFB as it does with the telemetry (my wheel show the revs, gear, etc.) before you control the car?
Default FFB settings would constantly throw my car away at a rolling start for practice and qualifying.
It doesn’t happen often now since I changed my FFB settings anyway. No idea who thought this was a good idea.
Usally the problem was as you described, the wheel was on 0 feedback with a high chance for being off center every so slightly. Once feedback kicked in the wheel would just wildly jerk in one direction and back causing snap oversteer caused by a sudden load change.
So what if the settings you prefer for your particular wheel and preference will cause this to happen? You are stuck.
I am serious I COULD NOT take rolling starts on certain tracks with certain cars the car would immediately get out of control once the countdown ended.
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Please devs, could you allocate some priority on this topic? This shouldn’t be a big problem as the wheel is already receiving data for gears, revs… having some FFB before car control is passed to the player, will improve significantly standing and rolling starts, pit exits, etc.