Teamspeak

DONATIONS

Video Channel

Who is online?
In total there are 3 users online :: 0 Registered, 0 Hidden and 3 Guests

None

[ View the whole list ]


Most users ever online was 30 on 2nd May 2017, 00:31
July 2017
MonTueWedThuFriSatSun
     12
3456789
10111213141516
17181920212223
24252627282930
31      

Calendar Calendar

Shadowracingrsa
Latest topics
» DTM ROUND 7 KANSAI
3rd October 2016, 06:49 by Kevin

» CART EXTREME TEST RACE
28th September 2016, 10:23 by Kevin

» 2016 DTM Round 5 Magny-Cours
22nd September 2016, 05:49 by Kevin

» 2016 DTM Round 4 SPA - 1 September 2016
12th September 2016, 08:31 by Kevin

» RACE NIGHT
4th September 2016, 11:41 by Kevin

» FORMULA REIZA 2016 WINNER
27th August 2016, 07:57 by Kevin

» v1.00 ISSUE WITH WINDOWS 7 64BIT
26th August 2016, 11:36 by Kevin

» REIZA FINAL ROUND MONACO
21st August 2016, 09:36 by Kevin

» 2016 DTM Round 3 Silverstone - 18-08-2016
18th August 2016, 21:59 by Sweet Thunder


Force Feedback

View previous topic View next topic Go down

Force Feedback

Post by Davy on 29th August 2014, 14:54

People often ask about the settings in Logitech Profiler.  This is a quote from Neils at Home of Reiza Studios.

Neils at Home wrote:This would be a normal logitech setup:

Overall Effect Strength = 100%
Spring Effect Strength = 0%
Damper Effect Strength = 0%
Enable Centering spring = 0% (ticked or unticked doesn't matter)
Steering Wheel Deg of Rot = depends on the car you're driving.


Ideally you'd go for no clipping but the G2x type wheels are very weak in FFB. With GSC we kinda deliberatly added clipping as it would just feel better to the majority of players. Others are free to tweak the realfeel max force value for a seemingly weaker FFB without clipping. Smile

The full thread is here:

http://www.racedepartment.com/threads/like-your-ffb-strong-think-again.30763/

Wheel Pulling Hard to Left or Right

Christo wrote:On some mods the FFB must be reversed and in some not.
In the game go to OPTIONS then to CONTROL;
 The Force Feedback strength has a slider ranging from -100 to +100.
If you experience the wheel wanting to turn from side to side and you got a - (negative) value, change it to a + (positive) value. So if you had -54 change it to +54 or the other way around.
Also set your FORCE FEEDBACK EFFECTS to LOW in order to get realfeel to work properly.

Thanks Christo

Davy

Posts : 34
Points : 62
Reputation : 6
Join date : 2014-08-14

View user profile

Back to top Go down

Re: Force Feedback

Post by KyuKyu on 17th September 2014, 20:25

I have never come to grips with the RealFeel plugin, ever since Rfactor (might be just me Suspect ). I feel the car floating around on the straights and then I only realize I am spinning when I have already turned 180° lol!
If there is anybody else in the world (in this league would suffice Razz ) who feels the same, it is possible to deactivate the realfeel plugin from the Realfeelplugin.ini in the home directory (just edit "RealFeelIsOn=False" in the first line).
Besides, it is possible to edit the "standard" FFB settings just as it was in GTR2, so if you had some settings you used to like, you can just copy/paste them from the FFB section of the .plr file of gtr2 to the FFB section of the controller.ini in GSC.

Personally, I find the following settings really good (remember to deactivate realfeel before). It's largely a matter of personal taste probably, but you can always backup your original files and give them a try if you want.
NB: if your wheel pulls outside with those settings, just invert the FFB magnitude ingame.

[ Force Feedback ]
FFB Device Type="3" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.80690" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.07000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force prediction="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="100.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or so should reduce jerkiness, 100 disables)
FFB steer force neutral range="0.03000" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)
FFB steer force neutral function="1.00000" // Function to apply near neutral force location, in order to tune out FFB "deadzone" but keeping oscillations in check: 0.0=original, 1.0=new
FFB steer force exponent="0.75000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip function="0.55000" // Range 0.0 to 1.0 (previous hardcoded value was 1.0) - lower values will make steering force decrease LATER as front tire grip is lost - try 0.3
FFB steer force grip weight="0.27500" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
FFB steer force grip factor="1.00000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.
FFB steer front grip fract="0.00000" // Range 0.0 to 1.0 (previous hardcoded value was 0.0), additional effect of front grip loss on steering force
FFB steer update threshold="0.00000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
FFB steer friction coefficient="-0.15000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
FFB steer damper coefficient="0.20000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB throttle vibe freq mult="0.40000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.02000" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.09000" // Magnitude of brake vibration at 0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.50000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="1.00000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble strip wave type="2" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-0.75000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.00750" // Amount of change required to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.90000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring

KyuKyu

Posts : 120
Points : 154
Reputation : 24
Join date : 2014-08-15

View user profile

Back to top Go down

Re: Force Feedback

Post by Not Racing on 17th September 2014, 21:23

Tx Kyu wil give that a try on the weekend to see if it gives me more feel.

Not Racing

Posts : 621
Points : 711
Reputation : 38
Join date : 2014-08-13

View user profile

Back to top Go down

Re: Force Feedback

Post by KyuKyu on 18th September 2014, 08:02

You were already too fast in that williams, I suggest you deactivate your FFB lol!

KyuKyu

Posts : 120
Points : 154
Reputation : 24
Join date : 2014-08-15

View user profile

Back to top Go down

Re: Force Feedback

Post by Not Racing on 27th September 2014, 14:33

KyuKyu wrote:You were already too fast in that williams, I suggest you deactivate your FFB lol!

Not fast enough. bounce

Not Racing

Posts : 621
Points : 711
Reputation : 38
Join date : 2014-08-13

View user profile

Back to top Go down

Re: Force Feedback

Post by Not Racing on 29th September 2014, 08:01

I have disabled the realfeel. ;D

Have more feel at high speed, less at low speed. Feels pretty good.

Not Racing

Posts : 621
Points : 711
Reputation : 38
Join date : 2014-08-13

View user profile

Back to top Go down

Re: Force Feedback

Post by ilu2404 on 31st December 2014, 09:34

Thx for this great stuff. I'm still not happy with the FFB, disabled realfeel as well, but took the values I've got in GTR2 which works much better already. Just missing a bit feeling on the throttle and under braking, but the other stuff is much better already.

_________________
Call me Uli Wagner
Witten, Germany

ilu2404

Posts : 36
Points : 50
Reputation : 6
Join date : 2014-12-28
Age : 30
Location : Witten, Germany

View user profile

Back to top Go down

Re: Force Feedback

Post by Reinhard Berger on 31st December 2014, 13:32

hello,

i do have a little problem.
i am new to GSC and i am not so used to the files, so perhaps someone can help me.

i did download a FIAGT2004 mod (slim GTR2 game), all is good, cars looks beautifull, much better then the conversation? (taken cars from grid, or other newer games, where the cockpit often looks like cartoon, same as in rf1/GTR2 mods. too) i did tested too, like GT3 mods i did find in web.
the cars drive beautifull too, so for perhasp best GSC GT cars mod. i could be (if there are not bugs).

but my problem is the FFB, in S7 (forgot which) and in freisinger RSR which i did test, the FFB was ok if i did leave garage, but after any seconds the wheel was soft and no FFB, i did test this any times and always the same it was,
i did test with normal double left click start the game, with admin start game, i did already justage my wheel and FFB settings to my like, but nothing helped, in 575 always FFB.
it looks any cars do FFB be out suddently??

i am not sure, where i must search in files to see, if there is for a single car something wrong with FFB effect??? i only did watched the HDV file to see and there i did see FFB setting 1.2 (which should be 20% stronger then orginal i think), this looks ok for me, but i do not know where perhaps should search for make this problem away?????

if i can manage to do this ffb problem away, i will test this cars longer, as there is no better car handling in GT cars as it is in GTR2, and this car GTR2 cars from files and how 575 did drive,
would be great to drive this cars with all the advantages GSC have against GTR2, but i must know how to not loose FFB.

perhaps someone knows this problem do away??

thanks and
servus

....my english is not very good, perhaps you must image what i will know (sometimes afte any time i did read old letters in forum i did ask myself, wtf i did write!!!!)

_________________
2 0 1 5 - - -S G T 5 0 0 - - -   C H A M P I O N
avatar
Reinhard Berger

Posts : 80
Points : 87
Reputation : 5
Join date : 2014-12-25

View user profile

Back to top Go down

Re: Force Feedback

Post by Kevin on 31st December 2014, 14:49

Christo will help you with this as soon as he comes on the forum. He is very good with the FFB settings.

_________________
Kevin Pheiffer

Formula Reiza Season 1 . . . 4th
DTM CHAMPIONSHIP 2014...4th
2015 Formula Reiza Team Championship.....2nd
avatar
Kevin
Admin

Posts : 1716
Points : 2784
Reputation : 165
Join date : 2014-01-13
Age : 60
Location : Hermanus, South Africa

View user profile http://shadowracingrsa.africamotion.net

Back to top Go down

Re: Force Feedback

Post by Duffyc87 on 21st February 2015, 17:01

Hi guys

I'm new here so don't want to step on any toes or seem to know it all, but from reading this thread it seems some of you guys don't understand exactly how realfeel works. Which is no suprise as Reiza provide no explanation at all. Realfeel is a large part of what make this game so great and i'd say your missing out if you simply turned it off.

I'v found the best way to use realfeel is to firstly make a few changes in the file.
Change Speachenabled to True so you will have some idea what changes your making once in the game.
Change Vehiledelimetersize to 99 to avoid conflicts between cars.

Next set you wheel controller. Not sure of exact setting for logitech but for my T500 i use: Overall 60%, Constant 100%, Periodic 100%, sping 0% and Damper 50-100%.

Then set the ingame FFB to 100%

You can then adjust each car individually first time you drive it using these shortcuts

I mostly only use '7' and '9' for strength, and smoothing if track bumps are too strong. Realfeel mix always 100% and i rarely use 'response'(damper).

A new entry is saved for each car you drive so you can have differnt setting for each.

I hope this helps explain realfeel a bit better and can help aome people out.

Duffyc87

Posts : 5
Points : 11
Reputation : 4
Join date : 2015-02-20

View user profile

Back to top Go down

Re: Force Feedback

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum