Force Feedback for Steering wheels

Laser scanned or not, laser scan ≠ Road feel. FFB calculations give you road feel, you can feel bumps now when the wheel is under load but not so much when your driving straight because all the FFB is being generated by lateral forces and mechanical/pnumatic trail (for obvious reasons driving in a straight line there are no lateral forces). For road feel in a straight line you need to do extra calculations that will consider longitudinal forces acting on the mechanical/pneumatic trail and more importantly on the scrub radius, this is kind of like a lateral trail distance that the tyre footprint has from the steering axis, some cars have positive scrub radius, some negative, some neutral/none. At the moment just pretend all cars to have 0 scrub radius and its alright :stuck_out_tongue:

No laser scan or highly inaccurate laser scan = lack of bumps = lack of road feel. Personally I dont care for road feel, not sure what people truly expect to feel from the road when driving in a straight line anyways… unless you hit a bump/hole at an odd angle rarely does it jerk the wheel. Driving down a smooth road similar to a real car i dont want to feel anything, no vibration no ffb etc. This is also why racing in cockpit using accurate fov is also important. This information should be given via visual cues not through ffb. Sure if you hit a curb and it wants to push your wheel back towards the track you should feel something like this but the rest is just added noise/ffb candy.

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Based on this reasoning, we can safely conclude that the cobblestone at Prague in FM7 was laser scanned. Great job Turn10! :slight_smile:

Yea I agree, they def scanned a fictitious fantasy track…

How does one go about laser scanning something that doesn’t exist? :slight_smile:

I guess you missed the irony in my post. My point was that, no, the fact that a road/track was not laser scanned, doesn’t necessarily mean that it won’t have bumps. It is absolutely possible to create bumps from scratch on the road physical mesh, that will affect physics and FFB.

I drive a car that has been praised for its “feel through the wheel” and I say this:

I don’t feel road surface through the steering wheel - I feel it through the chassis. My steering wheel does not vibrate when I drive this car, and I drive on some shocking twisty, bumpy and rutted Aussie back roads … for fun. But the whole body of the car vibrates so my feet feel it through the floor and my spine feels it through the seat.

The steering wheel transmits the load through the tyres, wheels and suspension and retains its purity.

I understand that for most (myself included), the steering wheel is the only force feedback device we have capable of transmitting information like road coarseness, but it’s definitely not realistic to have a vibrating steering wheel.

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Obviously not a vibrating gaming wheel, but in real life the steering CAN give the same information as a gaming wheel. Literally the same. And you can get enough info just from the wheel to do anything you need. What you feel in real life from the rest of the car is just a bonus.

Here’s the thing though, cars in video games steering feel is always different to real life because steering linkages and mechanics are never simulated. Ingame a rack and pinion steering system feels exactly the same as a ball joint steering system, in the real world they are two very very different things.

While I agree that most of the time there is very little to be felt when going in a straight line, I don’t think it is an unrealistic feel to have in. real life cars have things in place to remove these sensations like suspension geometries and power assist steering (most modern cars have dynamic systems too), so realistically it is a thing, it’s just cars have been designed and engineered to try avoid it.

It does add a layer to the driving experience though, I like it because it give some extra information, but some dont

So… a bit of an intro (i’ll try to be brief, bear with me) - i’m new to Forza series, i pre-ordered it because it looked like a fun open-world driving game 1st and racing game 2nd and it reminded me of all the good times in TDU - just driving around aimlessly with other people.

Now, i recently bought a G29 wheel (i used to have a Logitech MOMO Racing for a long, long time) and while playing the demo i did some experimentation. Recorded some of my more decent runs on the gamepad and then tried with a wheel. After some setting fiddling and reducing wheel rotation to 600 deg i manage to compete well enough (result-wise), however the force feedback is not quite as informative as i’d like and i’m still struggling with sim setting, i often find it difficut to counter the pendulum effect after straightening a drift.

Mind You, i’m no racing game expert, nor am i highly qualified at understanding what setting does what exactly when it comes to FFB settings in FH4. Could some kind soul explain the settings in a language that’s more simple-person friendly? Perhaps suggest settings for a G29 that would be a good start?

Just want to give my two cents on the FFB.

Aside from being a mile high step up from FH3, I’ve found it to be not too far behind Assetto Corsa in terms of drifting. The problems I have are that it’s too loose and feedback completely dies off if the front wheels lose traction i.e. tyres not angled enough while in a slide or turning inwards too much while trying to initiate.

Assetto Corsa has a gyro dampening setting which keeps the wheel in its correct place so that it doesn’t oscillate (rotation isn’t compromised while transitioning etc).

I can’t comment on the linearity of the ffb. I can only say that it’s a lot looser than I’m used to for smaller forces.

This is on a T300RS at all 100% in the control panel except for centering spring.

Overall I can drift the charger okay but when feedback just stops due to loss of grip at the front all hell breaks loose.

^^^This post.

Vibrations are garbage and you should turn them off.

Fast & light is how you want your wheel. Anything else is slow.

Atleast you got soft locking. Im following along to see what may happen in 8.

I have a butt kicker mounted to my seat on my rig and that makes a huge difference. You can feel the vibration in your seat this way. In FM7 you feel the rumble strips and it even tricks your brain as it is mounted in the center of my seat, however if I hit the rumble strips with my driver side it feels like the driver’s side of my seat rumbles! It’s like an illusion but an awesome one. It’s not perfect but if it died I would purchase another one that day😃

Blue, not 100% true. I keep going back to iracing, but iracing has different suspensions that feel different and this is in part because the ffb comes from the steering column and doesn’t add any of that fluff.

Zalmoxis, I am aware islets possible to add bumps to a fantasy track, my point was more referring to tracks like nurb (both ring and gp), like rock, Daytona. All very bumpy tracks which in forza these bumps are pretty much non existant. Me and blue have talked about this before and he thinks it could be the suspension/physics and not the tracks. Either way they aren’t noticable in places they should be.

Well if anybody wants to have some fun buy a street car, put race springs on it and adjust the bump and rebound to 1.5 front and rear. this will remove some of forza’s suspension magic that makes everything feel supper smooth.

Getting back to iracing, I haven’t driven a whole heap of cars on there (mx5, spec racer ford, v8 supercar) but all of them seem to have quite a lot of feedback from bumps on the road when driving straight. One of the major things that change from car to car is the overall FFB scale as iracing has some sort of method of replicating power steering, MX5 feels very light in comparison to a V8SC or spec racer ford for example.

Right, I have a G920, and no matter what I try in the settings, I have a MASSIVE deadzone in the wheel response in FH4. Like it won’t recognize input until I turn to almost 3 or 9 o’clock. I have played with everything in the advanced settings. DOR, FFB, Steering DZ, none of it changes this. Any ideas???

Go I to the advanced wheel settings ( go to wheel settings and press the X button on the Xbox One X) and adjust the linear setting that is on 50 as default. I believe lowering it will make the car more responsive in the center area and raising it will lessen the center but add responsiveness closer to the right and left full turns.
Lower increases center response but lowers the outer responsiveness
Higher decreases the center response but raises the outer response
Hope this helps.

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What is DOR by the way, keep seeing it mention here but never heard the term before, is it a Forza thing.

Race Assetto, Pcars Pcars 2 etc never heard the term before, is it something to do with the Number of degrees you have set your wheel to in its software.

When running the Demo never saw DOR option under the Advanced Settings in any case. (using my G25 running 900 degrees as usual)

I’m playing the game on a Thrustmaster TX and it feels great… until I have a tiny bit of oversteer; then the car becomes uncontrolable, as if the game is trying to steer for me. Did Playground forget to disable automatic steering assist (like how you don’t fully steer to the right, when moving the stick to the right on the controller) for steering wheels or something? Can anyone help me to get rid off the situation where my wheel is trying to break my wrists, when I have oversteer? The game makes my wheel turn to the left, while I’m sliding with the back end of the car going to the right and the wheels are turned to the right then as well. Yes, the game makes my steering wheel turn to the left, while the wheels in the game are pointed to the right, whilst sliding.

Current settings:

Steering deadzone: 0 - 100
Steering Linearity: 50
Vibration: Off
Force Feedback Scale: 80
Center Spring Scale: 0
Wheel Damper Scale: 0
Force Feedback Understeer: 50
Force Feedback Minimum Force: 100
Wheel Rotation Angle: 900

BTW: kudos to Playground though to map a button for the horn!

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I am Very disappointed. It is improved like 1% from FH3, still feels disconnected. Can’t feel what the car is doing, the FFB is either tears my arm out then completely stops existing. Feels like the alignment of the wheel means nothing, and the car is just going on a rail. I know they are completely seperate branches, but taking fm7’s driving physics and ffb would have been amazing.

T300RS
T3PA
TH8A

Hello,

I’m running with a Fanatec CSR wheel, and EmuWheel on a Win 10 PC. There are zero force feedback effects.
The same setup works great with Forza 7, and also Forza Horizon 3 (albeit the effects with Forza 7 are much better).

BTW tested without EmuWheel, and yes, the wheel got discovered correctly as a Fanatec CSR - also no FF effects

Is there a trick to get this enabled, or are FF effects not implemented (yet?)

Thanks