FFB linear force?

Discussion in 'Technical & Support' started by Marcelo Mandaji, Jan 23, 2018.

  1. Marcelo Mandaji

    Marcelo Mandaji Registered

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    hi,

    im coming from another sim and i wonder if rFactor2 has an option to set FFB to have linear force.

    is it possible?
     
  2. Lazza

    Lazza Registered

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    It is linear by default.
     
  3. Marcelo Mandaji

    Marcelo Mandaji Registered

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    Ok, weird because I'm feeling it getting stronger while I'm turning the wheel.
     
  4. GrimDad

    GrimDad Registered

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    Last edited: Jan 23, 2018
  5. Lazza

    Lazza Registered

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    Hmm.. maybe we are talking about different linear force. The forces will get stronger as you turn the wheel, because the tyres want to be straight (simplifying). If you want a constant centering force you're probably better off doing that in the wheel software.
     
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  6. RaceNut

    RaceNut Registered

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    It seems there are two separate aspects of FFB being confused; one is FF-linearity and the other being SAT (Self-aligning torque). The game-FFB output signal may be linear on a graph but, the wheel output may not necessarily be linear. Forces generated from the game-physics are not linear by design; if they were, we might only get a constant centering-spring force, no details, no SAT, no under-steer feeling, etc.
     
  7. davehenrie

    davehenrie Registered

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    If you come from the iRacing world, the menu for linearity does not work in the same way as ISI/S397 based sims. Full linearity on GPL based products required the steering slider to be moved full right. To achieve similar results in rF2, you need to place the slider, located below the wheel calibration graph, to dead center. Moving a little to the right speeds up initial turn-in. Moving to the left slows down that first motion off center.
     

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