The FF is oh so improved with patch T. Shotglass hit one point well, lag time went to zero. In the past, I always felt the FF was behind what was actually happening in the game. Now, it seems dead on. As well, there's a lot more feeling of the road. South City is a good example as it's quite rough and with a good amount of bumps and elivation changes.
There's so many little details that come out now. If you go over a bump, you actually feel it. You can better feel the car's weight shift around. I got air born on SO Long Rev down the hill at the end of the back straight running the FZ. It felt like I was actually in the air, never experienced that before. Bounding over bumps, curb strips, or even the pull of the g-forces on the curve under the bridge right before the finish line. All those little things are actually there now. I was thouroughly amazed at the improvement.
Axus, I'd definately check your settings.
In Windows, I run Overall Effect Strength at 100% and both Spring and Dampener Effect forces are 100% as well.
The Spring and Dampener Effect levels are for effect types. It's not an adjustment for a spring rate and dampening level of the wheel. They're just two very general categories of effects. You put one down, you lose some of the FF effects associated with that category. You can of course fine tune these, but I just leave them at 100%. They affect LFS some but not a lot. I think other games may be more greatly affected by these settings.
Check(enable) Centering Spring effect but set it to 0% It's to get around a problem in the software. With it unchecked(disabled) there's a deadzone area at the wheels center that gets created. In this deadzone, there is zero FF effect. It's not greatly noticable, but it is there and can be annoying. Enabling this Centering Spring effect gets rid of this deadzone, so there's no FF empty spot at the wheel's center. Then you set it to 0% to effectively disable the effect. In real life, there are no centering springs. Car's naturally center through inclination and caster settings...exactly as they do in LFS as well. Just don't use it.
In LFS, I run Wheel Turn Compensation or Steer Center Reduction as it used to be called at 0. This is LINEAR movement. The higher you set that, the less linear and more progressive the wheel becomes. You get little in game steering around center on the wheel and a whole lot of in game steering near the extremes of the wheels turn range. Again, this can be toyed with for effect. You can gain a lot of precision for light turning angles by using this. However, I personally like it completely linear, so it stays 0 for me. I've played with it in the past. I actually used it for a FF joystick, as it was basically needed to make the joystick usable without MASSIVE oscilation. Joysticks don't have much mechanical dampening so the FF can really get out of hand easily. You either had almost no FF or basically uncontrolable around center. Steer Center Reduction allowed me to set a decent amount of FF strength AND have a joystick that was actually controlable around center. After I moved to a wheel, Momo Racing, I found this setting to be quite useless for that benifit, and it went to zero.
To control oscilations, I simply limit my overall FF strength in the game. At some point, I begin to get minor oscilations around center, more of just minor twitchiness really, nothing remotely violent like the FF joystick. I actually find I run my FF strength a good bit below this level as I find the wheel's FF effect overpowering above a certain point. I actually seem to be fighting the wheel's FF more than just feeling it. FF Strenght too high, and it turns into a wrestling match. As well, you seem to lose the variation between light and hard forces. All forces kind of become hard forces as most everything is transmited near the wheels maximum attainable force.
For setting in game FF strength, you kind of have to find that point where you get a good amount of FF feel but not to a point where it's overpowering. And, you need it to still be light enough as to differenciate light effects from hard effects. The wheel itself is only mechanically capable of so much force. To can't get higher, so you remain lighter to create a fuller range of strength levels. As well, you'll find yourself changing FF strenghth as you change to different cars. A "proper" FF strength with a GT will be different than with a Formula car or LX car. For example, the LX force feedback is very light compared to the GT Turbo. I usually up my FF strength to about double that of my GT Turbo level, just to create a similar amount of overall force in the wheel.
Anyways, play with the settings. The FF in the game is really quite impressive. It was good before, but with patch T, is very, very good.