Force feedback damper request (mimics real life FFB, ELIMINATES OSCILLATIONS)

Discussion in 'Ideas and Suggestions' started by redpocl, Jan 23, 2023.

  1. redpocl

    redpocl
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    Could devs please add a damper setting to the force feedback options? Found an old thread with an attached video which describes the problem perfectly:
    Reducing the force feedback at low speeds is an awful solution and there would be no need for it had the game had a proper damper setting for FFB.
    Another bonus to using it is that it completely eliminates annoying wheel oscillations without having to reduce overall FFB strength.

    Hope the devs hear this one, cheers!
     
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  2. Leo Zieger

    Leo Zieger
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    But isn't that exactly what the smoothing settings already do?
     
  3. redpocl

    redpocl
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    No, it smooths out the spikes in force feedback. You can use the FFB UI app to see the effects of it. In my experience it only makes wheel oscillations worse.

    Damper simulates mechanical friction and makes FFB feel a lot more real. It can be set as a constant, and some sims even simulate it increasing as more down-force and G-force is applied to the vehicle (these forces naturally increase friction of steering mechanisms).

    Have a look at the video attached above. It compares behavior of real steering wheel, then a simulator with damper enabled, and finally BeamNG, which acts very rubber-bandy.
     
    #3 redpocl, Jan 23, 2023
    Last edited: Jan 23, 2023
  4. Wheelwright

    Wheelwright
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    Damping settings should already exist in your FFB software, for example they exist in Moza Pit House. That being said, despite wasting many hours, I am still unable to configure force feedback correctly in BeamNG (I have Moza ES wheel).
    I see two main problems:
    1) I have to lower force feedback intensity almost to nothing to prevent violent and unrealistic wheel shaking, but this also makes crashing into barriers and other such events disappointingly weak
    2) the wheel stiffens-up when turning into a corner which makes precise driving difficult, also related: when I lose traction the wheel also becomes stiff, which makes recovery difficult
    So based on several days of experimentation and research I think I will return my FFB wheel
     
  5. Brother_Dave

    Brother_Dave
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    @redpocl I think this question is the same ive been thinking about from time to time in BeamNG. I just feel like something isnt there. What ive been thinking might sort it, which sort of sounds like what you are describing;
    Adding a force/constant to the ffb, increasing value with tire slip having the ffb increase the closer to max tire force before slipping it comes. Havent spent much time reading up on it but that would mean one might be ably to feel the max sideways force on the tire (all four tires that is, just the front wheels wouldnt do much for drifting for example) that can be achieved. I think that is what im missing right now, causing me to not be able to drive as close to the limit as possible.

    Im going to go ahead and assume i might be wrong, that its already there and the problem is on my end but i do still have that feeling that something is missing ffb-wise :)
     
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