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.
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In the upcoming weeks mod approvals could be slower than normal.
Thank you for your patience.

Experimental Better Controller Rumble 1.0.3
Better vibration feedback while driving with controllers
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AvanteHD
- 5/5,
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bossross711
- 5/5,
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.
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Crispy12
- 4/5,
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
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Cpt.flowers
- 4/5,
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. -
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Deadnasty
- 5/5,
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.
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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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ASFD5
- 4/5,
much better than default rumble, but two suggestions I'd love to see:
1. Slight rumble when the car is being turned on
2. (this may be a bit of a stretch) and also rumbling when the engine is running or revving -
lilexjecto
- 5/5,
perfection, it would be better if it would support trigger rumble on xbox series controllers
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bummer
- 5/5,
As of the time of writing this review it breaks walking mode and the trailers. Spent nearly two hours trying to figure out what mod was causing it. But if you don't mind that, its a mod that we all needed.
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Author's Response
The update that fixes that issue is already submitted for review, but since it is the weekend right now I guess it will release on monday.
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doDeca_Hedral
- 5/5,
Simply perfection. Maybe expand the available options to the player if possible? Looks like everyone has their own FFB preferences and it might get overwhelming responding to all of them. As it is, I absolutely love it.
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prestoncool101 2
- 4/5,
pretty good but it causes the walking mode to break and some simple traffic vehicles to break to
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Author's Response
Whoops it looks like the engine rev limiter rumble update broke vehicles without an engine, will be fixed in the next update.
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nawa
- 5/5,
It's pretty good even in the current state (much better than what vanilla game offers) so I'll still rate this five starts but I do have some feedback.
I think the wheelspin FFB is too strong even in 1.0.1, and the other types of feedback are too weak. Making the values configurable would probably be the best, though I'm sure you have plans for that yourself.
The feedback for going over bumps is unnoticeable or barely noticeable, try the Suspension section in Gridmap to see what I mean. And I think there should be some fake feedback when you're driving on tiled/stone roads as well.-
Author's Response
I will reduce the wheel slip rumble in the next update.
The rumble for bumps currently only takes into account the forces on the body of the vehicle, so if the car has good supension you won't feel anything.
I could add rumble effects for wheel/ground forces as well.
A config menu is planned for the future as well.
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Jacob Deem
- 4/5,
Honestly, I've wanted rumble capability in BeamNG for so long. I am so glad I found this mod. The only two thing's a can say that are somewhat negative is that I had to set a "new" force feedback configuration (As in just redoing my Xbox remote configuration) which wasn't bad at all, and I wish the trigger vibration motor's were in use. Like if I slammed the brakes and locked them up my left trigger would vibrate a lot to tell me that I lock them up like it does in Forza Horizon 5, or if my engine is at redline my right trigger might vibrate a little and if it over rev or blew up it would vibrate a lot. Otherwise this is a pretty awesome mod and the execution is great.
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Author's Response
Trigger vibration is probably not possible without an external program at the moment due to the way the force feedback is handled in the game.
But I'll continue to look into it.
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Pemz09
- 3/5,
There is not that much of vibration going on. Feels like playing without FFB.
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Author's Response
The vibration for crashes and bumps is a bit dialed down at the moment because measuring the forces on the vehicle body can be a bit unstable, and I didn't want the rumble motors to be on all the time.
I might add settings to change that in the future.
In the meantime you can try to increase the strength in the force feedback settings.
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