Wheel Control Enhancement

I first used a force feedback wheel on FM5 and it was a fun experience. Been playing and enjoying PCARS and I have to say the wheel feedback is leaps and bounds above FM5. From the way the cars feel, react, turn in, etc.

Been looking into all the new info from E3 and most of it is on content (which is expected). Anyone know if the studio is working to improve the ffb controls for FM6?

I wish they would look at Project Cars and fix the Force Feedback

What wheel do you use?

TX

Same here but one more question, what wheel rotation do you use when you’re driving in both games?

PCARS I keep the rotation to the preset for each car type.

FM depends what car. F1 and LMP I’ll go 400. And about 540 for everything else.

Well I drive 270 for every car, it changes the force feedback and makes it easier to transition through corners, especially in the f1 car. Have you tried 270?

You guys are calibrating your wheels wrong for pCars

set your Degrees of rotation to 900 on the wheel. The game will map the correct steering ratio to the wheel.

If the car uses 270 in real life, then the wheel will soft lock to 270. Having it set to anything other than 900 DOR will not give you 1:1 mapping.
if you need more steering after this, adjust the steering ratio in the tuning options for the car itself.

Forza unfortunately doesnt use 900 degrees properly. the hardlock appears to be 180 as that is what controllers are. Thats why you can run low DOR in forza and not spin out everywhere from twitchiness, I myself ran 180DoR in forza with my wheel for ALL cars, cause you can.

Unfortunately for FM to treat wheels like proper sims, they will have to rewrite their FFB, just like codemasters has done for Dirt Rally.

Expect the same flat FFB.

^^This. However, you also need to make sure that you’re calibrating the wheel correctly in the settings. When calibrating the wheel, first turn it one way, all the way until it locks. Then, for step #2, turn the wheel back the other way until the steering lock number is 900-degrees. Hold the wheel and press finish.

For a long time I was calibrating the wheel wrong and nothing felt right. Use the steps above and you guys that didn’t like PCars will have your minds blown. :wink:

On Forza games - low DOR rules. :wink:

I do calibrate my wheel like that. I agree that Project Cars is better at high DOR but at low DOR Forza 5 is better.

Except it completely defeats the purpose of having a wheel when you never have to turn it more than 10 degrees…never mind fighting the on/off nature of the ffb just off center in fm5.

If you’re going for realism - then low DOR sucks. If you’re going for fastest lap times - low DOR rules. :wink:

sounds like T10 need to add a deadzone removal range into the wheel config options.

/s?

nope. If there is no ffb at the center, but is when you move slightly off center, then the wheel has a deadzone and a deadzone removal range will fix that.

It has nothing to do with DOR. The feedback is so artificial and linear. Changing the turning limits doesn’t change that.

270 DOR in forza? Yeah it’s great, turn the wheel 30 degrees and easily zip through the tightest hair pins and chicanes in the game, simply breathe on it for the fast sweepers…using a wheel in fm5 was awful, however with how dampened the controller is in forza it will always be faster than using a wheel anyway

Agreed with OP, it really needs a massive improvement in the FFB department.

PCars manages to sell rather poor physics as superior-to-Forza to wheel users, just because their FFB is miles ahead of Forza.
And Assetto on PC is in another league once again.

Forza plays better with a gamepad than any other sim I know, its incredible how well they communicate the physics of the cars there. With a wheel though (I use the TX too) you somehow get nearly no feedback. Cant have everything, but I love Forza`s physics, so it would be great to see them translate to a wheel properly.

Also, degrees of rotation really shouldn`t be on the user but be set correctly car by car, ideally with options for offsets or overwrites.