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Thrustmaster RGT FFB acting up

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Flex, Jan 24, 2016.

  1. Flex

    Flex
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    Joined:
    Aug 6, 2012
    Messages:
    22
    I've had that old thrustmaster RGT pro clutch for a long time and it worked quite well with some sim games on my old win7 computer. I recently got it out to test it on my new win10 machine and to play some Beamng with it. I downloaded the new drivers from thrustmaster and tried to play assetto corsa. I already got some strange things, and the wheel seems to be stuck to the left by the motors (perhaps a stupid configuration problem, whatever).
    NVM, I went on to Beamng. On first try, ffb was not detected. I could play and drive, inputs did work but no ffb hardware was detected. Second time, Beamng actually detected the ffb from my wheel and I ticked the box to enable it. Then when I launched freeroam, it crashed.

    Here's the log file

    Does anyone have the same wheel or similar problems with force feedback ?
     

    Attached Files:

  2. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Aug 6, 2012
    Messages:
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    We do not use torque3d.log file anymore, but beamng.log file. If you do not have any beamng.log file, that means you are using a very old version of BeamNG, so bugs like that are expected to happen.

    We have an RGT in the office which has been tested to work correctly in the latest versions, update beamng and try again :)
     
  3. Flex

    Flex
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    Aug 6, 2012
    Messages:
    22
    I actually have the last version of beamng, but I forgot that I had to post beamng.log instead of torque3d.log. Anyway it turned out to be a malfunctioning cable. Thanks for your help anyway ;)
     
  4. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    Ah glad to hear that :)
     
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