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Force feedback

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Mattjsmithone, Dec 6, 2014.

  1. Mattjsmithone

    Mattjsmithone
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    So I loaded the beta version onto my computer , I use a Logitech g25 racing wheel and when I opened a map the forge feedback was the wrong way around. The game wanted to constantly turn the wheel to the left instead of the spring moving it to the middle. Does anyone know how to solve this?:mad:
     
  2. Slammington

    Slammington
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    Opt out of the unstable build, that's the only solution I can think of....
     
  3. Mattjsmithone

    Mattjsmithone
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    Is there a way to turn off the force feedback? Just because I like the new maps the unstable build brings to the game. :)
    I've taken a look at the input maps , and they don't contain a setting for it.
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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  5. Mattjsmithone

    Mattjsmithone
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  6. SixSixSevenSeven

    SixSixSevenSeven
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    vehicles kinda get dropped a little as they spawn in, probably causes the judder, I'd say best solution is to hit f7 after changing vehicle to reset spawn position (unless you've hit control-r to reset in place somewhere in which case f7 will override that) as vehicles sometimes gain a little altitude when being respawned and maybe let go of the wheel when spawning :p
     
  7. Mattjsmithone

    Mattjsmithone
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    Aha ok Thanks for listening to me!! :) :)
     
  8. Goosah

    Goosah
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    BeamNG Team

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    Ffb can be tuned in the same lua file. It's still in development so it has some issues. Make sure your force strength is 100 in your Logitech game profile, no more.
     
  9. Mattjsmithone

    Mattjsmithone
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  10. Esquisita

    Esquisita
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    Sorry for bumping thread but is there a way to enable force feedback in non experimental game?
     
  11. SixSixSevenSeven

    SixSixSevenSeven
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    Considering it had to be specifically programmed into experimental, thats a no.
     
  12. KarlRyker

    KarlRyker
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    I haven't told anyone about this yet, but when I use force feedback I get weird and really annoying lag. When I don't have it on it runs fine.

    Genius Twinwheel F1
     
  13. iheartmods

    iheartmods
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    @above: Oh my god, you're using the cheapest of the cheap of a wheel. No surprise if you're having bugs. Invest in a Logitech Driving Force GT at least if you can.
     
  14. KarlRyker

    KarlRyker
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    The force feedback works fine on F1 2012 and Euro Truck Sim 2 though, it's just this game where it has the problems
     
  15. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    According to Genius website, that steering wheel model does not have Force Feedback, it has Vibration Feedback instead. These are distinct things:
    - Force Feedback wheels have one or more servo motors, that can steer the wheel with complete freedom.
    - Vibration Feedback wheels usually contain some sort of vibrating device (like your cellphone, and some gamepads), but cannot perform arbitrary movements.

    BeamNG does not currently use "Vibration" effects, it only uses "Forces". This is the most straight-forward way to do it (because the physics engine is good enough to provide reliable information about forces) and is also the most realistic way. This is also how early Assetto Corsa versions, Richard Burns Rally, and a couple other simulators do it.

    The reason ETS2 or F1-2012 work for you, is because they specifically implement vibration effects. Maybe because the regular force feedback was not good enough, due to their physics engines; or maybe because it made economic sense to budget the extra hours needed to support vibration feedback wheels, instead of implementing other features; or maybe they got it for free, if they reused a game engine that already had it (I don't really know :)...
     
  16. KarlRyker

    KarlRyker
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    Thank you for explaining the difference, it didn't seem to make very much sense. Also F1 2012 has vibration and force feedback but I don't think it labels them separately. I think that's where my confusion comes from. Is there a way of BeamNG detecting if it's vibration and not force feedback, that way it doesn't start with feedback on?
     
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