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Steering wheel locks are double what they should be.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by KillerMemz, Sep 16, 2020.

  1. KillerMemz

    KillerMemz
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    Exactly as the title says.
    Tested by inputting both my wheel's actual DoR on the bindings menu (900), as well as doubling it (1800).
    Tested vehicles so far are the Ibishu Pessima LX V6 (A) and the Gavril D15 V8 4WD (A).
    I've driven the vehicles that they are based off of, so I know that the wheel locks should be 540 and 720, respectively, with internal steering ratios of 1080 and 1440.
    With the actual DoR of my wheel set, both vehicles' ingame steering wheels line up until my wheel is turned about 450, then start moving faster as described in https://documentation.beamng.com/hardware/steering_wheel_setup.html
    With doubled DoR, both vehicles lock at 540 and 720, as they should, but the ingame wheel does not line up with the real wheel's position.
    I believe that the bugfix for this should be as simple as a divide by 2 function when calculating wheel rotation off of steering ratio.
     
  2. KillerMemz

    KillerMemz
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    I have tested more vehicles using more different setups, and steering ratios keep lining up correctly using my wheel set at 1800; I tested some quick ratio race and rally steering, and they were as sensitive as they should be, with turning ratios of around 270* and 360*, lining up with steering ratios of 5.4 and 7.2.
    It also seems I am unable to edit my original post, so I'll correct an error in my terminology; I was measuring steering ratios using the same measurement as wheel rotation. I actually meant to say that the steering ratios are 10.8:1 and 14.4:1, not 1080* and 1440*.
     
  3. KillerMemz

    KillerMemz
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    I have been doing more testing regarding this issue, and it is still very much present as of my testing on the latest version of BeamNG.Drive. I am sad that I was unable to gain any traction on this issue, but I would love it if I could get some other people to test this with me and confirm or deny that this issue exists.

    Testing is simple. Set up your wheel with 1:N (no, 1:1 hybrid) and the degrees of rotation. Take a vehicle ingame, preferably one in which you're familiar with one of the vehicles that it is based on (As how the roundbody Pessima is based between a Honda Accord, Toyota Corolla, and a few other vehicles of similar body style), open the FFB app, and steer to the left or right until the FFB app says you've turned to full lock, then turn the other direction until it locks. How far did you turn the wheel to get to that point? Did the 1:N (I meant the 1:1 hybrid's second half acceleration) take effect? How far does the IRL vehicle's wheel turn, lock to lock?

    Please, if anyone has the time to test this, I would love to know whether or not I'm sane, or losing my mind over sweet nothings in a sim game.
    As mentioned in the original post, the intermediary fix I originally concieved still works, and given I now have a 1080° wheel, I have the game set to believe it has a range of 2160°. I have tested a significantly
    larger number of vehicles and configurations compared to before, including being able to drive (and test the steering lock of) more IRL counterparts, and all testing keeps resulting in the same conclusion.
     
    #3 KillerMemz, May 4, 2021
    Last edited: May 7, 2021
  4. stenyak

    stenyak
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    If you want the virtual steering wheel to mimic the USB steering wheel, you need to choose a 1:1 lock type, and then set the lock angle as configured in your device drivers (a typical value is 900 for many mid-range steering wheels, but this will vary from one device to another).
    Choosing the 1:N lock type means that the angle is completely ignored. 1:N will simply ensure that the max lock of the virtual steering wheel is reachable no matter what. So if you're driving a truck with 2000 degrees of lock, but your USB wheel provides only 540 degrees, you will still be able to maneuver the truck.

    Note: the text hints displayed on screen have a bug and display at the wrong time, which will be confusing; they will be fixed in a future update.
     
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  5. KillerMemz

    KillerMemz
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    I am aware of how 1:N (1:1 hybrid) works compared to 1:1, when you reach half the lock of your wheel, it accelerates the input in order to reach the full lock of a vehicle if it has a steering ratio that is higher than what the wheel is capable of.
    The issue exists in 1:1 as well, but as you mentioned, it is 1:1 all the way to the lock of the wheel, even if that's not the lock of the in game vehicle. I am not referring to the wheel displayed inside the cockpit in the slightest; I am referring to how the actual steering of the vehicle is being handled. When the ratio is set correctly, the wheel ingame matches visually, but the vehicle has twice the ratio it should have, making it sluggish to steer. When I double it, the vehicle steers properly, even if the ingame wheel is visually not aligned with my hardware.
     
    #5 KillerMemz, May 4, 2021
    Last edited: May 7, 2021
  6. stenyak

    stenyak
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    I haven't had time to verify the rest of your post, but I will do next week (hopefully!).

    For now, seeing the current menus are still hard to understand (e.g. 1:N does not accelerate after half lock - it is a constant-speed mapping across the entire range), I've revamped the documentation to reflect the current intended behaviour.

    Hopefully it's more clear now, please take a look, and let me know if anything is still not clear: https://documentation.beamng.com/support/hardware/steering_wheel_setup/#steering-binding
     
  7. KillerMemz

    KillerMemz
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    Oh! I was completely misremembering my settings, I am using 1:1 hybrid but for some reason, I suppose my memory decided that 1:N was theboption that used that function. I will edit my previous posts to clarify this, I am sorry. You can verify this using my support ID I made in an attempt to report the issue via email, 101521.
     
  8. stenyak

    stenyak
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    BeamNG Team

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    I have triple-checked the current behaviour, and it is all working correctly on my side. I have tested with a cheap wheel with only 500 degrees of lock, a logitech with 900 degrees, and a direct drive with a huge 2160 degrees of lock. They all work correctly.

    In the support ID that you sent, I have noticed that you are using an incorrect configuration. Your beamng.drive configuration shows you selected a lock angle of 1800 degrees for the TMX (which can only do 900 degrees or so), and an angle of 2160 degrees for the T300RS (which can only do 1080 degrees).

    You must correct the in-game configuration to reflect what the thrustmaster drivers have been set to. Which is likely to be 900deg and 1080deg respectively (unless you intentionally chose to cap the Thrustmaster drivers at lower angles, in which case, you must set up BeamNG.drive with those exact angles too).
     
  9. KillerMemz

    KillerMemz
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    This is intentional/deliberate on my part, as a countermeasure to the issue I'm trying to convey in this post.
    I understand that the vehicles may be set up like this in game, but all of the vehicles' real counterparts (the vehicles or vehicle categories they're based on/in) have only half of the turning radius compared to ingame. The issue doesn't show up visually, but it shows up mechanically, in that most consumer steering wheels are unable to reach the full lock of many of the vehicles ingame, as well as a general sluggishness when it comes to turning.
     
  10. Diamondback

    Diamondback
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    BeamNG Team

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    We are a bit unclear about what exactly the issue is you are seeing. Can you maybe make a video filming your steering wheel as well as the screen and explain what you think is wrong?
     
  11. KillerMemz

    KillerMemz
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    The only way I feel I could properly convey my issue, would be to record me turning the wheels lock to lock in various IRL vehicles, and compare those to the equivalent lock to lock of the ingame cars that are based upon said real life cars. I'm currently not in a situation where I can do that, unfortunately. Even my own vehicle is halfway across my country, and I'm not currently capable of obtaining it. If I do get the chance, I will make sure to do that.
    As it stands, I shall keep to my current "fix" of doubling the ratio the game thinks the wheel is running, as all of the vehicles I'm able to compare to real life equivalents have lock to lock and steering sensitivity that line up perfectly to said equivalents. Perhaps somebody else in a more capable situation than I could make a few videos demonstrating the lock to lock of real life vehicles, and the ingame counterparts.
     
  12. Diamondback

    Diamondback
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    Ok, looking forward to an eventual video. :)
     
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  13. KillerMemz

    KillerMemz
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    Given Project Cars 2 and Forza 7 both have some selection of regular street cars, I can see about trying to record what my lock-to-lock is with appropriate vehicles in those titles, although with Forza 7 it may be difficult due to the ingame wheel only turning 90 degrees before it stops rotating, perhaps I can use an external cam giving a view of one of the front wheels or something, idk.
    Unfortunately, Forza 7 has the best selection of street vehicles out of the titles I have, so I'll have to use it if I can.
    I have to redownload it to even see if I can get a good camera angle that shows lock to lock though, so I'll get back to you on that.
    I'll probably have to set my phone up on a tripod in front of the wheel and find a good angle with that as well, to record it.
     
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  14. KillerMemz

    KillerMemz
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    Update on trying to use Forza: It does not simulate steering ratios of different vehicles, all vehicles, regardless of homologation or type, seem to have roughly a 740 degree lock-to-lock.
    That leaves the very limited selection of street cars available in Project Cars 2 to test, because I know that title simulates steering ratios properly.
    [Edit] Project Cars 2 is worse than I thought, it has no vehicles that I can use for the purpose. I suppose it's back to square one with at minimum getting my own vehicle back to record that, as well as possibly recording some of the lock-to-locks of my family's other vehicles I can access while I'm there.
    That's gonna be a ways away.
     
    #14 KillerMemz, Jun 15, 2021
    Last edited: Jun 15, 2021
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