Thanks Bozak , An another point fixed. For others have you seen something else ? , Did you enjoy driving this unpretentious car a little ? I have a another projet in mind , I can't wait to move on to this one
hi guys, here is a new version with some corrections, waiting for your feedback, have fun https://uploadnow.io/f/3Rq6kZ6
(i haven't my steering wheel until this weekend) just tried with AI no more errors when loading new version seems ok
Feels great just needs double force feedback strength. 10nm produces only 3,5nm and 19nm produces around 7nm which feels way better, but I never drive with 19nm on my wheel, 10-11nm on a direct drive should be adequate for most cars. Steering axis is not 100% aligned, the graphical steeringwheel wobbles. I really love your attention to graphical details in your textures. Do love this car, its fun to drive.
Hello @bears , find the skin template, a little unpretentious thing, I hope you can use it skin template -> https://uploadnow.io/f/Ry9bRFz @ThomasJohansen , I have fixed the steering rotation. Concerning the FFB, I take you point I will try to propose some thing I hope it will go in the right way.
Hello Find few file update to put in the Mod dev https://uploadnow.io/f/rGS9HHY normally I have fixed the steering wheel rotation and try to push the FFB ( if you see not impact , I'm at my limit of my knowledge
my T500 has no feedback with this value ‘NominalMaxSteeringTorque=15’ if I change to low values the FFB starts to show. I don't know much about mods, but I have a question do you need the value ‘SteeringTorqueMult=2.0’? I see that the Skippy doesn't have that concept.
Try lower Values for NominalMaxSteeringTorque until you get a satisfying FFB Strength. If you can't get one, the Steering Geometry has to be modified. It can be a bit irritating that lower Values result in stronger FFB, but it is like it is.
Thanks redapg for all theses advice. at today , I have not a good steering wheel to test and set correctly the FFB. from my side, one question, we have a way to see in live the FFB force generated ?
In the main Editor Menu in DevMode, there is the Option "Toggle Force Feedback Menu". That should do the Job (i've never used it).
@pixsim I forgot: CTRL+V is labeled as "Force feedback tuning display" and appears in the Message Box, but i don't know if it's useful and shows a reliable Value.
As Chris says, ‘ctrl+v’ indicates values related to the steering wheel. I reduce the value of ‘NominalMaxSteeringTorque’ in steps of -5 and the resistance of the flywheel but in the graph above the curve is also increasing (I don't know if this has to do with clipping) from ‘NominalMaxSteeringTorque=5’ it is already out of the black lines limit. For my T500 the value 6 is correct, lower values I start to notice a heavier steering and also a higher counterforce when drawing the curves. p.s.: the yellow line ‘gearshift’ registers all the clicks of the assigned pushbuttons even if you are in top gear, if you keep pressing it, it continues to draw the gears.
What also can have an Influence, is the DevMode itself. When i use the Default Build (opted out), i get a MUCH too strong FFB, so that i have to set the FFB Multiplier to 0.03. Because of that, i normally use the Build "previous - moddev....".
it may be that the ‘controller.json’ files and the configuration values in the ‘Controller’ folder corresponding to the flywheel are not the same?. p.s.: I usually replace them with the values & use in the game .
No. I use the same Profile for my Steering Wheel since Years. And i'm not the only one, that has Problems with the DevMode FFB in the default Build and also S397 knows about it, so they've added the Build with the former DevMode to the Beta Options.
hello last version, thanks to Nicola59 for the physic update and thomas for betatesting https://uploadnow.io/f/2ZFZjwm