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Lets Discuss FFB, Bugs, Fixes, Workarounds.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by BadmanTru 2, Apr 6, 2025.

  1. BadmanTru 2

    BadmanTru 2
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    Joined:
    Feb 23, 2017
    Messages:
    174
    What this thread will be used for.
    - Bugs
    - Fixes
    -Workarounds
    -Tuning Settings


    I was instructed by Stenyak to create a thread related to a discussion we had on the discord.

    Some quick information
    Apart of a discord with a large amount of wheel users from logitechs, to sim magic full dd setup. These are the issues we have encountered so far.

    .34 version
    - Complaints of oscillation "sawing" motion when at a full lock (mostly during drifting)
    - Work around, minimal caster angle on setups.
    - Lack of detailed feel (run high strength but deal with noise (use smoothing to cancel out noise)

    .35 update
    - Better overall feel, more detailed, able to hold lock to lock steering without loosing ffb detail.
    - smoother torque corves on the ffb scaling.

    .35.1-.35.2 update
    - now feels similar to .34
    - Fixes : Spoke to Stenyak, seems there was a previous bug that was present that made the HZ rate if selected on Auto would set at 2000hz, which is no good. Stenyak recommend 500hz or less, I believe it depends on your average fps.

    notes : I have learned in latest.
    Lower Caster prevents the oscillation
    Lower Hz creates performance with smoother torque curves and no longer spikes.

    ALWAYS REMEMBER TO DISABLE SPRING AND DAMPER IN YOUR SETTINGS
    THE GAME WILL ALWAYS DO THIS FOR YOU.

    upload_2025-4-6_2-8-4.png


    WORK AROUNDS :
    I like this work around, it allows the increase usage of the Slide Accel Force. I have over 20 years racing/ sim racing and enjoy the heavier feel during slides and a faster wheel speed.

    https://www.beamng.com/threads/more-immersive-ffb.102617/


    I will leave this thread here for those with work around fixes.
     
    • Like Like x 1
  2. stenyak

    stenyak
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    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,031
    Thanks for writing this here. As I mentioned in discord, fyi the next hotfix v0.35.4 should include a fix for these issues. After that is released, if you find issues, anyone affected can reply back here, I'll be monitoring the thread :)
     
  3. BadmanTru 2

    BadmanTru 2
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    Joined:
    Feb 23, 2017
    Messages:
    174

    With the recent Tire Model Announcement, will this be accompanied by a force feedback (FFB) redesign as well?

    Is there a possibility of forming a more direct line of collaboration between the controller/FFB developers and experienced users for testing and feedback? It would be incredibly beneficial to include some of us sim racing veterans—especially those with real-world drifting and racing experience—in the development cycle for FFB tuning.

    As mentioned in my original post, many of us are still struggling with key FFB issues such as:

    • Loss of detail during slip angle transitions

    • Lack of defined grip-to-understeer feel

    • Unstable FFB at full lock, especially during drifting
    I’ve continued testing using only the vanilla game, and here’s what I’ve observed:

    To reduce FFB spiking during drifting, I have to lower the overall force feedback strength to the point where the wheel becomes almost weightless. While this does help reduce oscillation and clean up the FFB signal (as seen on the FFB graph), it comes at the cost of all transitional feedback and weight sensation—which are critical for maintaining control and immersion.

    This issue spans across a wide range of hardware I’ve used—including the Logitech DFGT, G25, G27, G29, Thrustmaster T300, and SimMagic wheels—so it’s not isolated to any one platform.

    We’ve had a few discussions on Discord in the past, and I’d be more than willing to assist further if there's any opportunity for structured input or beta testing of upcoming FFB or tire model changes.
     
  4. stenyak

    stenyak
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    Programmer
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    2,031
    Again thanks for the feedback. In general, we are aware of general points of improvements for our FFB system (for example, I drift and race IRL, as well as having been simracing for more than 2 decades - others in the team are also drifters, or frequent track days, or simrace). The main obstacle here is figuring out how to get to the desired results without resorting to cheating with predefined effects.

    To give one example, just so you understand better: the lack of understeer feel is not something we can fix by bumping up "understeer effect", since our steering rack has no clue what is the concept of "understeer", and our FFB system feeds directly from raw steering rack forces. And we prefer to not begin the route of "understeer effect", "oversteer effect", "peak grip effect", "burnout effect" and similar concepts.

    We want to continue treating FFB as a direct measurement of torque from the virtual steering rack, and instead improve the physics simulation of the entire vehicle, with the goal of having that final element of the pipeline - the steering rack - output better forces.

    In some cases the vagueness is 100% intentional. For example, our steering rack in the Bruckell Nine is designed with some play in the internal gearing simulation, which intentionally simulates these steering play issues in cars from that early era of automotive engineering. Other vehicles are boats with also intentionally vague steering response (newer cars from "only" 30-60 years ago, buses, trucks, etc). While in other cases we're trying our very best to get the most responsive possible FFB we can possibly engineer through our physics, through our suspension designs, and through better FFB algorithms (that do not resort to predefined "effects").

    The unstable FFB at full lock is also known, and so far we have been unable to find a solution that is cross-manufacturer compatible. We could take a shortcut and develop a solution that depends on Logitech SDK, and which only would work on Logitech wheels when you choose to use the Logitech backend of FFB drivers. But we prefer to dedicate the time to doing a solution that works across the board, treating all users as first class citizens. The full lock oscillation is also only one of the many priorities we have (we do not have one person dedicated exclusively to FFB, this is something that me and a couple other devs have time to work on from time to time, but not on a constant basis, so we need to pick our battles very carefully for a greater benefit to as many users as possible).

    And oscillations is something that heavily depend on the latency from input to physics to output (output as in ffb, not as in screen refresh). We have some ideas on how to reduce oscillations, some of which have been progressively implemented, and others that are still on our ToDo to try when we have time for it.

    All that being said, sometimes improvements may be trivial to do due to bugs we didn't notice, or maybe unconventional tweaks to FFB settings that we may not have tried, enabling or disabling special behaviours from manufacturer drivers, or other "out of the box" approaches. So any potential hint is very welcome, for example your report about worse FFB in that recent update was key to figuring out we had a bug :)
     
    • Like Like x 2
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