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Experimental Better Controller Rumble 1.0.3

Better vibration feedback while driving with controllers

  1. stefan750
    Features

    Instead of only being tied to the steering, the controller will vibrate when crashing, driving over bumps, or when the wheels are slipping.

    How to enable

    Go to Options > Controls > Force Feedback
    Select your steering axis and set the following settings:
    upload_2024-11-28_19-28-39.png

    The strength and smoothing values can be tweaked to your preference.

    NOTE: If a wheel or joystick device is detected, the mod will automatically disable itself for safety reasons and display a message in the top right.
    upload_2024-11-20_14-22-12.png

Recent Reviews

  1. mx2004
    mx2004
    1/5,
    Version: 1.0.3
    does nothing with a ps4 controller connected via usb
  2. AvanteHD
    AvanteHD
    5/5,
    Version: 1.0.3
    Following Crispy12's advice below, the mod feels pretty good even on my cheap off brand controller... as in better than before, but not perfect. Rating 5 for concept, and hopes of continued improvements.
  3. NGVS
    NGVS
    5/5,
    Version: 1.0.3
    This mod is in need of an update
  4. bossross711
    bossross711
    5/5,
    Version: 1.0.3
    This Mod is exactly what I have been waiting for Beam.NG and has worked perfectly for me. I had to do password recovery just for this review because it was what I thought the game was missing right now.
  5. Crispy12
    Crispy12
    4/5,
    Version: 1.0.3
    A tip for anyone using this mod: invert your FFB and max out both smoothing sliders in the settings(the mod actually works very well). One big oversite is the FFB is sending feedback of all 4 wheels. Not a problem but an xbox controller has one small motor and one large motor, so light impacts from the left wont be felt since its not enough to turn to big rotor and it makes the smaller rotor go crazy whenever a big impact comes from the right. Instead of impacts on all 4 wheels, just separate front and rear
  6. Cpt.flowers
    Cpt.flowers
    4/5,
    Version: 1.0.3
    1.03 Dec/22/2024 It's great but is inconsistent. Still a fantastic first step. It' sounds like it was more consistent on previous updates of BeamNG.

    I wrote an in-depth review, but I clicked outside the window, and it got deleted.
    This version will be blunter.
    The vibration force is tied to the FFB and every steering box has an FFB modifier so every car and every variant of a car with a different steering box could have a different vibration amount.
    I used the “FFB Graph” app to find the values listed below with FFB set to 80% and auto smoothing set to 100.
    Max slip vibration of some vehicles I tested.
    Base D-Series: 19.20%-PreRunner:7.20%-D35 Fleet:6.48%-D35(off road steering)4.32%
    Burenside:38.40%(same for quick ration)-Lowered Steering:28.80%
    Barstow:57.60%(same with quick ratio)-Drift Steering 60%

    Before I figured this out through testing, I tried editing the “controllerFFB.LUA”. Editing it didn’t work, but IMO “local slipDeadzone” should be set to 1 or 2 not the default 3.
    Vibration seems to be treated equally between all tires. This sounds good but some vehicles with uneven weight distributions have some irregular feeling vibrations. A Bolide has most of its weight and grip in the rear. If you lose the rear, you lose the whole car. Since the tire-slip is treated equally you might not feel enough vibration to warn you of your impending doom until it’s too late. You will, however, get plenty of vibration warning you when a front tire is locking up. There’s an app in BeamNG called “Weight distribution” which shows the weight on all the tires in real time. I am not a programmer and don’t know if it’s even possible, but perhaps there could be a way to route the vibration slip effect through that data to inform the player not just of how much the tires are slipping, but how much the tires with weight/grip are slipping.

    The app isn’t perfect, but what it gets right is incredible and I hope to either se development on it or for the developers to see how easy it would be to implement it (especially if it’s not being routed through the FFB settings.
  7. NGVS
    NGVS
    2/5,
    Version: 1.0.2
    The mod is not working well in the new version
    1. stefan750
      Author's Response
      The forces were too weak after the 0.34 update, should be fixed in the next mod version
  8. Bajnok
    Bajnok
    2/5,
    Version: 1.0.2
    this mod not working for me after the new update
  9. Deadnasty
    Deadnasty
    5/5,
    Version: 1.0.2
    worked great on the 0.33 update, still seems be to working on 0.34, I have an issue if the car is tuned too low the controller just vibrates constantly but I believe that is BeamNG related.
  10. Flyte!
    Flyte!
    2/5,
    Version: 1.0.2
    it doesnt work for me at all
    1. stefan750
      Author's Response
      Hi! Did you follow the instructions from the mod page to enable it?
      Also check the Options > Controls > Hardware page and make sure you don't have any device plugged in that reports itself as a joystick or wheel (virtual devices like vJoy count as well!)
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