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drifting with a ffb steering!

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by LeSpecialist01, Mar 28, 2018.

  1. Dani_KOM

    Dani_KOM
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    May i ask, what do you mean by high fps?
    I'm guessing you mean over 60, but I'm not sure
     
  2. terasect

    terasect
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    He means higher is better period. 60 is better than 30, 120 is better than 60, etc. But at some point you won't notice it being better. Fidelity follows fps.
     
  3. Goosah

    Goosah
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    BeamNG Team

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    Yeah between 60-100 the ffb gets a lot better, beyond that is not as noticeable.
     
  4. Dani_KOM

    Dani_KOM
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    Too bad my pc can't handle more than 70 ish
    --- Post updated ---
    On high, obviously :)
     
  5. terasect

    terasect
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    Another thing that effects your driving will be anything that adds latency, in this case I'm talking about the added latency caused by things like v-sync, anti aliasing, ssao, dof, too high reflection settings, etc. Anything post processing really. You can tell by moving your wheel back and forth while stationary, if it lags behind or follows very closely.
     
  6. Dani_KOM

    Dani_KOM
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    Well, I mean, if I twist my wheel a little and let it go, it's going to go back and forth because latency
    --- Post updated ---
    Also, where can I see the difference between light rays off, and on?
     
  7. Velstydez

    Velstydez
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    I've been for more than 10 years into sim drifting, mostly LFS and Assetto, and I like to drift anything that is not supposed to drift that is RWD. I usually only tweak suspension very slightly and don't need huge steering lock or anything. What I'm saying is I do not need a drift build to drift. I usually drift a pretty much stock sierra with an open diff in the rain and my daily which is a citroen xsara picasso. And I can drift them fine (as long as its slippery). And in both, the steering will correct itself very fast provided you have some inertia going, I only need to catch it as it countersteers itself. Same goes for Live For Speed and Assetto, I only need to catch the wheel after I initiate a drift. I have a pretty good idea of how to set up my G27 for my usual sims, I have centering and damping at 0, and I have played with the settings in Beam. I also know my car setups well, and some cars do drift better than others, some of them I can drift pretty nice, like the ETK S Series, surprisingly, or the Grand Marshall, with some minor tweaks. But it just doesn't feel right... And it's a shame, because I really love BeamNG otherwise...
     
    #27 Velstydez, Apr 4, 2018
    Last edited: Apr 4, 2018
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  8. terasect

    terasect
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    That should not happen at all and has nothing to do with latency, something is not right with your settings methinks.
    The wheel should never do that in any car or game, it should stay where you pulled it if the car is stationary.
    I was talking about something different, the delay between your wheel in real life vs. the one you see ingame.

    Games like LFS and Assetto have it easy. They are bricks with wheels, they can get away with faking it easy with the right math and programming. BeamNG on the other hand is simulating an entire car, every part(suspension, flex, steering rack, etc.), not even close to as simple to get it 'realistic'. I am sure the developers won't let us down and it will eventually far surpass those games, seeing as it is still in development. It feels like there is a counterforce/resistance that limits this behavior in beam and/or the weight/momentum of the steering rack is not quite right yet and turning up the force only makes it worse. Or perhaps there is an issue in the road > wheel > rack > ffb physics/math that isn't quite right yet. It is hardly a shame considering they have a lot of game yet to develop, they have to prioritize, you cannot expect any one feature to be magically 100% RIGHT NOW.

    And fyi, street drifting is not the same as the professional stuff. You won't get steep angle drifts with stock steering. I am sure most of these guys wanna be like the pros, not joe blow in his pick'em'up truck, thats easy.
     
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  9. Velstydez

    Velstydez
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    That does make sense. And yes, I guess a lot is still left to develop, I just hope they are aware of it (the devs). And again yes, I know the difference between pro and amateur drifting, but I don't know who you mean by "most of these guys". I'll stick with my almost stock car / truck / bus drifting. I guess I'll enjoy the crash physics every time I fail a drift for the time being xD.
     
  10. Dani_KOM

    Dani_KOM
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    What I think is happening to my wheel is that it sends a signal to the game, the game then sends a bit of a longer signal and due to the latency the two get into a infinite battle of trying to stop the wheel. What I mean is that when it does this the two wheels are opposite of each other, so as a result my wheel goes to the right with the ffb signal from the in-game wheel going to the left and when the game realizes that, it sends another ffb signal to the wheel, so it starts going to the left, I really hope you understand this.
     
  11. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

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    This is already the case. To be more specific, the current behaviour is the following:
    - If in-game steering wheel turns less than user's steering wheel, the user steering wheel is limited (movement is translated perfectly 1:1 through the useful range, and maxxed out / ignored in the remainder range).
    - If in-game steering wheel turns more than user's steering wheel, the first half of user steering wheel angle is translated perfectly 1:1 (this is where the vast majority of driving occurs under racing situations, and where ffb is most important), the second half is progressively accelerated to allow the user to use the full steering range of the virtual vehicle (this is typically used only for maneouvering).
    - If the user chooses to edit Options > Controls > Steering > Edit binding > Angle set to "0", then the game stops attempting to match both steering wheels 1:1, the whole steering range is mapped with a simple linear relation.

    Latency from user input to forcefeedback-induced steering happens in most moderately realistic ffb sims, and can create vibrations of various magnitudes. It's not uncommon for games to "hack" the ffb system, artificially lowering the force feedback at low speed, to try to combat this input/output problem.
     
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  12. Dani_KOM

    Dani_KOM
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    Ok, I didn't know that, I always had it on 0 degrees, thanks.
    --- Post updated ---
    I know this is off-topic, but it would be nice if the radiator and the fuel tank were moved to the engine "tab" (group) in the parts customization.
     
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