Wheel users… Turn 10 needs to add road feel going straight and more oversteer… that would dramatically help!! Also, when the car looses traction it has to be more like the controller that your able to correct the car by counter steering.
So you want the car to be more uncontrollable but then want it to be more controllable when you lose control because you just asked for it to be more uncontrollable?
That’s not what he’s saying, and I totally agree. Feeling small bumps or vibration in the wheel while going over pavement is not losing control–it’s helping achieve it. This gives you the feeling of actually driving, giving you feedback through the sense of feel as to what to do with the car. It’s not just proper resistance on the wheel when turning it. Think how you drive in real life. You have audio, visual, and touch to know what to do with your car. Every road on Forza 7 is smooth, there is no vibration or bumps at all. I hate posting this, but turn10 needs to know.
We’re all very proud of you adding content and making the most beautiful console game that shows off the power of the xbox one X; however, Forza 7 is a credit to your graphics and marketing teams. I was really hoping you guys would beat out PC2 and you have in some areas, but not where it counts for most of us loyal fans that are seemingly outgrowing the series.
Imo this has nothing to do with ffb, this has to do with the underlying game. The “laser scanned” tracks in forza do not use high resolution. All bumps and undulations in the scan are smoothed except for the biggest ones (curbs and last corner at sebring). So unless they have artificially input bumps (cobblestones at prague) than the bumps do not exist. If the bumps dont exist why would the ffb pick them up?
Have you ever driven some of the ripped forza tracks on Assetto Corsa? Even non laser scanned tracks are pretty bumpy, I recon the laser scanned tracks are fairly accurate in this regard. Imo the FFB doesn’t pick them up because the low end forces are not strong enough and don’t come through the wheel
The physics are calculated at a set rate, in forzas case it’s 360 times per second. Changing the surface of the track is not going to change that.
No I stayed away from ac. With that said, that doesnt make sense. Noone else has trouble getting a little bit of feeling in the wheel from the road.
Yes i understand that but if there is no changes to process than the calculations are easier and things are more stable. I am willing to bet if you unlock the frames on pc and have a monitor up, that the frame rates are going to be much lower in the cobblestone section of prague than on a paved section if they had one.
Then what’s the point of laser scanning? I’d rather have more tracks than have this laser scanning business just so they can advertise that the tracks are so accurate. You can do aerial drone flybys and get a close enough mapping of the track. A guy I work with did this when he worked in Colorado and Texas for a time. He explained how the software works and it’s automated to some degree.
I think he means more oversteer feeling, not more oversteer in general. At the moment with the FFB Minimum Force bugged, we have to chose between understeer feel and
oversteer feel.
You have a demo in front of you and the only cars available to drive have snap oversteer, a truck with understeer, and a GTR that has always had physics that felt a bit dead. Why not wait to make those assumptions until you have a full car list or you can actually mess with them?
Face it, it will never be like how most wheel users would like it or expect it to be like. The whole physics engine would need changing and that will never happen.
Its an arcade game like need for speed and mariokart. Nothing wrong with that just pretending not to be gives people false hopes.
That’s not what I m saying here! I’m not saying T10 is best but rather I need to re-evaluate other games for possible improvement.
What I am saying is that Blue and Aaron ( T10Driver) posted some notes explaining what the adjustments did. In most games and especially PC1 everything was labeled but in engineer terms and I had no idea what it was and what it did…hard to set the game up properly this way and that was why after several days of trying many things I parked the game and never came back! AC felt good but can it now feel even better??? I will revisit and see in th near future now that I know how good FFB can feel.
With the notes Blue posted I was able to get a mechanical picture of what I was adjusting, what to look for, and a better idea what it should feel like knowing what is causing the FFB feeling. This help has give. me the best FFB I have felt from a wheel and I have had wheels since the 360. It took me about 6 hours to dial it in. Settings are everything and my past settings are likely off, making this the best feeling so far…may change once I re-adjust the other racing games I have now that I know how good it can feel. The other games should be close, equal, or better. This I will decide for myself at a later date though.
DUST, I should have check the forum earlier and not wasted the 8 hr I spent basically coming to the same concision. I rarely drive with a death grip on the wheel and with Wheel Damper at ZERO it becomes unstable (oscillatory divergent) the minute you relax your grip. It is actually quite entertaining to watch to the car spin out the instant you let go of the wheel. I found that I need the “Wheel Damper” setting above 20 for it to be stable and around 60 before the osculations damp within less then two cycles. At 20 it is manageable but but as soon as you start pushing the car the combination of driver input and the FFB osculation results in stepping over the grip limit. As with FM5 & FM6 I can control the osculations (with much difficulty) but as soon as I get the damper setting high enough it starts actually being enjoyable and unlike any previous Forza.
I might try the stock wheel as I have the Ferrari GTE F458 Wheel Add-On and do recall that I did notice less “wiggling” in FM6 when my first one broke and I ran the stock wheel for a few months. I have always wondered if my experience may be partially related to the non-stock wheel with more inertia.
What is interesting is this quote
I find this hard to believe because in the DEMO it is night an day between Normal an Simulation Steering with the Thrustmaster TX. I did some experimentation and found that it took more damping to control the FFB oscillations with Simulation. Simulation required a “Wheel Damper” setting of 90 to get the same response as Normal steering with a damper setting of 20. Normal/20 qualitatively felt and drove like Simulation/90 except the high damper setting made the wheel extremely heavy and hindered my ability to quickly counter when the Porsche snapped oversteer. Normal steering also reduced the turn-in and resulted in missed apexes until I learned to compensate with some lead (quick exaggerated initial input that was removed once the car initiated the turn). I’m inclined to believe that the input layers are bypassed with the wheel but there is still something going on. Could it be that Simulation has a more direct route though the code and less input lag? That could cause a phase shift of the input which could be perceived as delayed turn-in and could also result in a reduction in the phase coupling with the FFB which might explain what I am experiencing. With FM6 I never really noticed a difference between Normal and Simulation and would go months without noticing my kids had changed it but with the DEMO it is undeniably different.
Anyway my favorite setting for the record (Much better FFB than any previous Forza)
Thrustmaster TX with Ferrari GTE F458 Wheel Add-On
XBOX ONE
NORMAL STEERING!!
DOR: 900
All deadzones 0 - 100, clutch N/A.
Vibration: 60 (turned down the volume)
FFB Scale: 45 (turned down the volume)
Steering Sens: ??? (I don’t have this setting - PC?)
Steering Lin: 50
FFB Understeer: 5 (min)
FFB Min force: 80 (min)
Wheel Damper: 70 (no more FFB wiggle)
Center spring:0
So is anyone else seeing this or has my wheel just been defective since I first plugged it into FM5?
Crash
Just want to agree with the idea that we also really need more road feel in the FFB. Not a single dip or bump is felt through the wheel unless you knock into a curb.
Awesome job Dust! You were fast.
I was going over all 46 pages in this thread as I thought it was in here…nope different thread…found it on page 2 post #46 in the Wheel Settings for the FM7 Demo thread. ( I don’t know how to link or copy other thread posts into this one though )
BTW…I think the one he was looking for was the first post Blue has in your links above. Just a link or 2 below the T500 wheel diagram.
*****that page blue posted was huge in me setting up my wheel properly but it took some time.