CSW V2 user and so far I like the feel of Krupts last FFB settings post. Which of the settings for FFB controls kerb feel? That one in my opinion is to light for my taste testing with the BMW Z4 GT3. Still darn good feel and running with SIMvibe awesome just tested on Norsh...something ,something and I must say best feeling out of the other sims with this track. IMO !
My .02
I don't own a xbox, but how do you update your firmware for the tx Without plugging into pc? There was a new update released 2 or 3 months ago with a driver I would install.
overall I wouldn't worry about the thrustmaster profile changes its the settings ingame that will make the difference
Ok, so I followed bManic's settings TO THE LETTER. The FFB feels pretty good and the cars are very controlable, BUT... the game still suffers from a complete lack of vibration.
I only have Forza to compare this to, but in it if you overcook a turn you feel the front tires chatter and vibrate as they suffer traction loss. In pcars this sensation is absent and I don't think any amount of tweekng will produce it. I find it odd in all the countless settings none even have the word "vibration" in them.
I hope a future patch will fix this, but in the meantime I find myself driving more by sight than by feel.
Ok, so I followed bManic's settings TO THE LETTER. The FFB feels pretty good and the cars are very controlable, BUT... the game still suffers from a complete lack of vibration.
I only have Forza to compare this to, but in it if you overcook a turn you feel the front tires chatter and vibrate as they suffer traction loss. In pcars this sensation is absent and I don't think any amount of tweekng will produce it. I find it odd in all the countless settings none even have the word "vibration" in them.
I hope a future patch will fix this, but in the meantime I find myself driving more by sight than by feel.
Hey Foot I own both the xbox and pc version. I can tell you for a fact that the xbox settings are weaker. Even if you set the FFB scale at 20 on both the pc and the xbox, the xbox will feel weaker. What I found is that I took the pc setttings I was using in the car FFB menu and applied those to the xbox then added 10 to 20 to each setting (100 on pc = 110 on xbox)
Got the cars feeling a little close to the pc but still not nearly as strong.
Ok, so I followed bManic's settings TO THE LETTER. The FFB feels pretty good and the cars are very controlable, BUT... the game still suffers from a complete lack of vibration.
I only have Forza to compare this to, but in it if you overcook a turn you feel the front tires chatter and vibrate as they suffer traction loss. In pcars this sensation is absent and I don't think any amount of tweekng will produce it. I find it odd in all the countless settings none even have the word "vibration" in them.
I hope a future patch will fix this, but in the meantime I find myself driving more by sight than by feel.
Hey Foot I own both the xbox and pc version. I can tell you for a fact that the xbox settings are weaker. Even if you set the FFB scale at 20 on both the pc and the xbox, the xbox will feel weaker. What I found is that I took the pc setttings I was using in the car FFB menu and applied those to the xbox then added 10 to 20 to each setting (100 on pc = 110 on xbox)
Got the cars feeling a little close to the pc but still not nearly as strong.
I've been browsing the Project Cars forums and apparently SMS has acknowledged the problem, a patch is expected in early or mid June. I'm still enjoying the game in the meantime, just have to run alot of practice laps before qualifying so I know how fast turns can be taken. the odd thing about the current FFB is when you need it the most (high speed or high G turns) is when it's the weakest.
Forza implements fake canned effects into there ffb, pcars emulates the forces from the tires going through the steering rack.
There is a scrubbing effect that can be heard through the audio and wheel.....some mistaken the effects as road bumps. In a real car the tires will inform you of the grip levels but once you pass it's max grip will be lost and steering will go light as does pcars and all other racing simulators. So I highly doubt we will see that type of effect.....I would how ever like to feel a mild buzz effect in the wheel to simulate the engine vibration that you can feel through the wheel of a real car when driving
I would assume the vertical which I think is fz? In pcars unlike other games which give a kerb effect on all kerbs, only raised 3d kerbs have effects some are actually just painted road.....some added info ben, nick and Rene provided
I have both the PC and Xbox One Versions. I use my T500 with the PC version and my TX with the Xbox One version. I found a post from the Project CARS official forum from a guy that has perfected (IMO) the settings for the T500 on the PC. Here is the link to his thread, I am using his settings verbatim with my T500 on the PC and they feel perfect, the FFB is just like Assetto Corsa:
For Xbox One and the TX, I tried the settings and they felt good, but light. I have made some tweaks and here is what I have come up with. The FFB is much stronger than before and I can definitely feel what the car is doing much better.
In PCars control panel
Tire force 160 Per Wheel Movement 0.0 Per Wheel Movement squared 0.0 Wheel Position Smoothing 0.04 Deadzone removal range .05 Deadzone removal falloff .01 Linkage Scale 0.0 Linkage Stiffness 1.0 Linkage Damping 1.0 Relative Adjust Gain .98 Relative adjust Bleed .10 Relative adj clamp .96 Scoop Knee .70 Scoop Reduction .25 Soft Clipping (Half Input) 0.0 Soft Clipping (Full Output) 0.0
Under Vehicle Tuning Setup > Force Feedback > Spindle
Master Scale 40 Fx Scale 54 Fy Scale 54 Fz Scale 60 Mz Scale 90.01 (this is almost like spring center, it will determine how much resistance you get turning the front wheels)
All Smoothing set at 0.0
Arm Angle 1200
Under Vehicle Tuning Setup > Force Feedback > Body & SOP
Body Scale 0.01 Body Longitudinal Scale 0.01 Body Stiffness 100 Body Damping 100
Looking at that wheel setup it's similar to most the other ffb gurus setup, the only thing I would adjust from reading devs reports on how the sop features work is that they should be in sync with master scale fx, fx,fy as the sop effects are all from the rear so this setup has almost twice the amount of force and effects coming from the wheel. Mz is not really a spring it's your grip level you'll have a build up of grip to whatever number you set it to and once you reach it understeer effects will kick in resulting in a light wheel till grip is regained and should be set at 100
Master scale fy, fz should be the same as sop scale, sop lateral and sop differential to keep the effects balanced when cornering.
just my .02 :)
Iam sure a few of you are saying what the hell is clipping or wondering why some of the settings I've given might seem too light to your liking.....here's an educational video on ffb setup in layman's terms and will explain why you just don't simply set things to max :)
https://youtu.be/96pEg6QxM88
In project cars you can map a button to bring up your hud/telemetry in game the force ffb clipping tool is in the upper left with a line going through it. The key is to keep the line within the borders. If the line is completely straight when in a straight or touches the top with a straight line your clipping which means your wheel is exerting max power and no other effects can be produced during that time. What your looking for is a nice smooth like wave that almost touches the top/bottom when at a max turning radius. If your ffb is clipping 1/2 a turn you won't feel any effects like a bump or contact/curb that could upset a car and cause a loose of grip.....leaving you with wtf just happened moments the ffb suck lol
Kurupt man you are awesome! I went through the guide you posted a few replies up and watched the video from iracing. I had been wondering what exactly clipping was and that explained it to where even I could understand. Also I did not know that the wave area on the telementry screen was the FFB, that was some really usefull info.
With all that info provided I tried the Formula B settings on the Formula Rookie car and my TX wheel, best FFB settings I have had.
CSW V2 user and so far I like the feel of Krupts last FFB settings post. Which of the settings for FFB controls kerb feel? That one in my opinion is to light for my taste testing with the BMW Z4 GT3. Still darn good feel and running with SIMvibe awesome just tested on Norsh...something ,something and I must say best feeling out of the other sims with this track. IMO !
Ok, so I followed bManic's settings TO THE LETTER. The FFB feels pretty good and the cars are very controlable, BUT... the game still suffers from a complete lack of vibration.
I only have Forza to compare this to, but in it if you overcook a turn you feel the front tires chatter and vibrate as they suffer traction loss. In pcars this sensation is absent and I don't think any amount of tweekng will produce it. I find it odd in all the countless settings none even have the word "vibration" in them.
I hope a future patch will fix this, but in the meantime I find myself driving more by sight than by feel.
Hey Foot I own both the xbox and pc version. I can tell you for a fact that the xbox settings are weaker. Even if you set the FFB scale at 20 on both the pc and the xbox, the xbox will feel weaker. What I found is that I took the pc setttings I was using in the car FFB menu and applied those to the xbox then added 10 to 20 to each setting (100 on pc = 110 on xbox)
Got the cars feeling a little close to the pc but still not nearly as strong.
What FFB setting on PC adjusts Kerb feel?
I have both the PC and Xbox One Versions. I use my T500 with the PC version and my TX with the Xbox One version. I found a post from the Project CARS official forum from a guy that has perfected (IMO) the settings for the T500 on the PC. Here is the link to his thread, I am using his settings verbatim with my T500 on the PC and they feel perfect, the FFB is just like Assetto Corsa:
http://forum.projectcarsgame.com/showthread.php?22885-Settings-for-my-T5...
For Xbox One and the TX, I tried the settings and they felt good, but light. I have made some tweaks and here is what I have come up with. The FFB is much stronger than before and I can definitely feel what the car is doing much better.
In PCars control panel
Tire force 160
Per Wheel Movement 0.0
Per Wheel Movement squared 0.0
Wheel Position Smoothing 0.04
Deadzone removal range .05
Deadzone removal falloff .01
Linkage Scale 0.0
Linkage Stiffness 1.0
Linkage Damping 1.0
Relative Adjust Gain .98
Relative adjust Bleed .10
Relative adj clamp .96
Scoop Knee .70
Scoop Reduction .25
Soft Clipping (Half Input) 0.0
Soft Clipping (Full Output) 0.0
Under Vehicle Tuning Setup > Force Feedback > Spindle
Master Scale 40
Fx Scale 54
Fy Scale 54
Fz Scale 60
Mz Scale 90.01 (this is almost like spring center, it will determine how much resistance you get turning the front wheels)
All Smoothing set at 0.0
Arm Angle 1200
Under Vehicle Tuning Setup > Force Feedback > Body & SOP
Body Scale 0.01
Body Longitudinal Scale 0.01
Body Stiffness 100
Body Damping 100
SoP Scale 100
SoP Lateral Scale 70
SoP Differential Scale 100
SoP Damping 0.0
Kurupt man you are awesome! I went through the guide you posted a few replies up and watched the video from iracing. I had been wondering what exactly clipping was and that explained it to where even I could understand. Also I did not know that the wave area on the telementry screen was the FFB, that was some really usefull info.
With all that info provided I tried the Formula B settings on the Formula Rookie car and my TX wheel, best FFB settings I have had.
What did you come up with??..Been using the setting Zero posted..