MUST HAVE wheel features

This is simply list of must have features for any wheel player:

  • wheel buttons binding, full custom not only presets
  • in game calibration
  • in HUD panel with pedal bars
  • force feedback setup options, not as much detailed as in pCARS, but few key options like: power gain, filter or smoothing, minimum force (starting point crucial for older Logitech wheels) etc
  • full in cockpit FOV regulation
  • same with seat positon (POV)
  • automatic DOR (degree of rotation) nobody wish to jump from 360’ to 720’ anytime changing car from sportscar to stock saloon

Help me add anything what is important for wheel players, thanks.

5 Likes

Yes yes and yes!!! I 100% agree with this list and if I may I will add some others…

  • Ability to adjust the settings in multiplayer in the lobby or before a race in single player.
  • Ability to remove the wheel from cockpit view (looks like an option from gameplay but not sure)
  • Bring over all the settings from Horizon 3 (probably a done deal)
  • Ability to assign a set degree of rotation to a specific car (drifters may benifit this)

I’ll need think of more :stuck_out_tongue:

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I just hope they’ve brang the FFB into the 21st century.

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@EpicEvan777 good one!

more from me:
-more than one input device would be great its painful to connect my Clubsport pedals into wheel base…same with shifter

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thought this was a thread about rims…nvm

If ISRTV’s test drive is to be believed, the physics feel basically the same as FM6 on the wheel. What a huge disappointment. I’m seeing the same weird oversteer issues that have plagued the last 2 FM titles. Forza Motorsport 7 First Drive E3 2017 with Wheel & Pedals at Mugello - Inside Sim Racing
Seriously though, how hard would you have to work the wheel on a semi truck to make it just oversteer spin without help? I can see understeer problems with those, but just looping it on turn in? Seems highly unlikely to me.

I really hope this isn’t the case. They have time to fix it and I hope they do.

They also need to sort the OS so we can use a USB handbrake. God knows why they don’t allow 2 usb peripherals at same time on xbox one!

WE MUST HAVE HANDBRAKE SUPPORT

Working force feedback is my main concern. Forza has been unplayable with a wheel since it was brought to the xboxone(since Forza 5). Also as a drifter being able to use my clubsport handbrake will also make or break it for me… and if the above is fixed then I’ll be excited.

I’m hoping there’s a setting to have the transmission type (clutch enable/disable, mostly) selected automatically based on the car used. Cars that are automatic only are simply automatic. Cars with paddle shifters have the clutch disabled.

Dirt Rally has this and I believe Project Cars. It’s a really trivial thing to program in…

+1 on automatic DOR

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I just want the ability to use my Fanatec CSW and ECCI pedals which are plugged into the PC separately. If I can do that, I will consider getting the game.

I played Forza 1 on the original Xbox with a wheel, Forza 2, 3 and 4 on the Xbox 360 with a wheel. Skipped Forza 5 and 6. I was excited about Forza Apex being on the PC. Then I found out I couldn’t use my wheel. Never mind.

I’m not even concerned if the FFB isn’t perfect. I have iRacing for a realistic racing simulation. All I’m expecting from Forza is a SimCade driving game to have some fun with. But I will NOT play a racing game with a controller. The only game I don’t mind using a controller to drive is GTA.

Let me break it down for you guys because Forza is not developed as a PC only full simulation.

  1. wheel buttons binding, full custom not only presets
    Of all the things on this list, this is the most likely to be included. Many Xbox games allow controller config changes.

  2. in game calibration
    By in game I assume you mean during the race? If so I highly doubt it.

  3. in HUD panel with pedal bars
    The in game telemetry gives you something like this but I doubt they will expound on it much.

  4. force feedback setup options, not as much detailed as in pCARS, but few key options like: power gain, filter or smoothing, minimum force (starting point crucial for older Logitech wheels) etc
    They say force feedback is improved but expect it to be very basic as in it exists. I would not expect extremely detailed options like you’d get with an iRacing type sim. To be honest I’ve never had a wheel with FFB so it doesn’t make a whole lot of difference to me.

  5. full in cockpit FOV regulation

  6. same with seat positon (POV)
    Forza is a MUCH more demanding graphical simulation than other games like iRacing or other PC sims. It also must work flawlessly at 60fps on consoles including the original Xbox One. The views I’m sure have been tested and calibrated for optimum graphical performance. They might add stock views if they work out performance-wise but I would not expect either of these until console power increases.

  7. automatic DOR (degree of rotation) nobody wish to jump from 360’ to 720’ anytime changing car from sportscar to stock saloon
    If I had to guess Forza will have the same for all cars as a compromise.

-k

Let me break it down for you:

Its on PC now, T10 IS a PC dev now, you are expected to have all the STANDARD PC features.

  1. If its not in, its a very bad joke.

  2. See 1, its expected.

  3. already exists.

  4. Its a must, either do it, or get slammed.

5/6: Currently doesnt have this because they have a render target to hit and doing so compromises the fps on consoles. You arent in kansas anymore and that doesnt fly. Strip the console version if you have to, not our problem.

  1. You dont know how wrong you are. Its the standard, the proper way. Not half ass it.
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Some of these things are wish list items and not likely the reality of how FM7 is most likely going to look. Don’t be shocked if some of these things are not in. From what I’ve seen FOV and POV settings will not be there. FFB is supposed to be improved but don’t expect iracing level customization. I’m not saying you can’t want something only these items will for most of them either be limited or not included the way you want then to. I’m hoping to use an old wheel when using the game on PC, controller with console, but I’ve never needed most of this stuff.

-k

About the POV and FOV. Yes setting the FOV and POV further back on could cause frame rate problems on the Xbox One but what about moving it forward? I don’t understand how that would compromise FPS as you’re rendering less of the cockpit.

If that can’t be done maybe adjusting the seat height in POV would be a good compromise. If they can push it backwards or forwards due to FPS how about letting players sit higher or lower in the car? Just a thought.

To feel connected to the road

shake or rumble during breaking

to feel of wheels spin through the wheel

Not to go dead during straights (currently has no feeling)

better translation of over-steer and under-steer

feel of low tire grip, tread & worn out tires

feel of weight transfer