In the simbin gtr game, when the cars are understeering the steering wheel gets lighter.
In LFS I can't feel the car understeering... why is this? I'm sure it would be easy to implement in the game
Because in real life the effect is nowhere near as severe as other games show. I can tell if I'm understeer instantly. But it should have a tiny bit more, maybe 2 or 3%, lightness to it. It's all calculated from the forces that are acting on the steering column in game. GTR/GTL/rF use canned effects for 'oversteer', 'understeer' etc.
Once you get used to it I personally think that LFS's FFB is the best in the business (though nK's is close, and exceeds it in some areas as it a touch of noise in the system, though flatspots are overdone *strokes poor momo*)
Just give it time - it always takes a while to change physics engines. I know I tried to get used to rF, but the fact the cars just float, and the FFB didn't actually do the right thing until it was too late meant I couldn't. Same in GTR (though the devs later admitted the physics engine had major flaws in it, so I don't mind sucking at it now).
Give it a week or two (or decent usage) and you'll be finding it much better, I promise. There are a few threads around about controller setups - see if you can find one to make sure you're wheel is setup optimally. Also, larger castor angles will increase the range of forces felt (at the expense of other things like car behaviour) so try fiddling with that to see what works best for you.
Will try tomorrow. Never noticed this before, but than the point is to NOT lock up and I've been spending my energy learning this... If it actually happens I'll be REALLY nice to you for a whole day, deal?
Edit: That sounds like I don't like you, and will be nice just for a change. It wasn't meant to. I like you anyway, but I'll be extra really nice, and have a pro-Shotglass sig and stuff, and PM you little hearts.
When I started with the S2 license, I jumped in the FZR immediatly and had major difficulty with braking and not locking up my tires. Every corner I was locking up and it would always be the same spot as well. I couldn't go through a 5 lap race without blowing the left front from locking up repeatedly. I've never "felt" a flatspot in the tire through the FF. Though, that was patch Q. I don't know if you are talking previously or the new S/T patch.
Realistically, you would only feel flat spots as rotations in the steering column if the suspension setup had bump steer, which most race car engineers would go to considerable lengths to avoid.
Of course in reality, you would feel vibrations in the car through the steering wheel just because its part of the car, and you are holding it. But these would be vertical vibrations of the whole car, not rotation of the steering column.
What a lot of sims seem to do is take these car vibrations and turn them into rotations and send them to the FF. Which adds immersion, but is not technically correct.
Personally, I wouldnt mind if LFS included a slider FF option to 'add car vibration' to FF effects, but the purists would probably object.
This is precisely the reason why I can't stand rFactor, GTR, GTL, etc. You start to understeer by the tiniest fraction and the steering wheel goes as limp as a wet noodle. The canned effects in those games just don't give proper feedback, IMO.
I agree with the other people here that LFS and nK have far superior force feedback (though, i agree that flatspots in nK are way overdone). Sometimes you don't feel things because you shouldn't feel them. Lots of people go on and on about not feeling rumble strips in LFS. But when you're going flat over them, you shouldn't feel them. However; if you rub the side of the tire against the strips, you can feel them just fine. Because they're actually having an effect on the steering (and in effect, the steering column and wheel), you feel it.
yeah i can feel bumps and even when i drive over the rumble strips i can feel it, well... rumbling.
i also feel the wheel going slightly light when understeering.
im pretty sure you should get small vibrations
when you go over the leading edge of the flatspot the tyre should lift off ground for a second or at least have a lot less contact which should make the wheel a little lighter for a short bit
much less pronounced than the shaking of the whole car though so i guess it would get drowned out in a real car
its a small effect but its there
and according to colcob it shouldnt be much stronger anyway
In any of the slick equiped cars, it's dreadfully obvious at low speed. Even in the road cars, you can feel it to a lesser degree..
The effect seems to taper off with speed though.
Take your F08, put a flat spot on a FRONT tire, and then roll slowly in a straight line (about 40k and less). If you can't feel that, then something's wrong
Then something is wrong with your setup. I can take a video and post it if you want, you can SEE my wheel move when I perform the stated test. Is your wheel compensation set at 100%?
:doh:
Because your front wheels need to be able to rotate in order to steer... Note the basics of steering geometry! That's actually some proof of how well the LFS physics model works with the FFB. I noted in a different thread the same thing
Didn't test it yet. Was going to but Kev informed me my pb on the track I happened to be on whilst warming up was better than a WR so I went and claimed it. Now I'm off to bed. I'll do it tomorrow, then be really nice
A small correction to what I said earlier. I take the bf1 out, pick any spot on the tarmac, stop the car and then brake 100%. Then I turn my wheel (red momo) to either side full lock and let it go while still braking 100%, it just jiggles for about 50 degrees worth of wheel movement and it does it forever!
Anyone else get this?
About the flatspots. I read Scawens explanation about the wheel turn compensation and decided to put it to 1.00, then did some tests and actually felt the flatspots much better, at only a very low pace though. Earlier I confused them with the bumps on the track, the effect was so tame.
You need to turn your FF down or tune it more with the control panel or in game.. My DFP does not do this.. neither does my momo racing.. if I turn the FF up way too far it does though. The way LFS models this "Brake on at rest" full FF- vs "brake off at rest"- no FF is not right really. It is more of a bug, the difference would not be that great. Get in any real car with no power steering and try the same experiment.. If the car is not actually rolling, there is little difference.
Anyway, test with the car moving.. Try to turn the FF down to the point where the FF is not wobbling back and forth while moving in a straight line while you are actually holding on to the wheel.. you will actually feel more that way, and the wheel will still correct itself. The power in the FF builds up fast- these cars have no power steering.
Between the Momo control panel in windows (don't use the profiler) and the FF controls in LFS, there are many different things to try.