whilst they do help, a lot of it just ends up down the drain and i ultimately leg it. i've watched pretty much every how to drift vids on youtube. I'm on full fanatec gear, so it's definitely my crappy skills. i think it might be me lifting off throttle too much but i can't really pinpoint it cause there's so much crap going on during the drift. i also have this problem where sometimes in mid drift i get snap countersteer (i think that's what it is?). but i now know what causes it and sometimes i am able to save it. i still sometimes spin out initiating the drift. i can sort of hold a drift now, but screw up my exit most of the time. i have made some small progress since the start. i know this is suppose to be a difficult car to drift in this game, but i figured if i can drift this, i can drift anything. Everyone is different and will want different settings, I find it counterintuitive to try to follow someone else's settings, from my own personal experience.Any pro drifters around? been playing for several weeks and finding it a real learning curve. As for my FFB settings, I'd HIGHLY recommend the official guide, it is thorough and is the best place to start for figuring out your own settings. Hopefully this will be useful to some new users out there or those who are struggling to find this information. I originally did a 500 pass, and honestly I've not noticed any difference with the 1000 pass, but figured it can't hurt to have a more rigorous pass in place. csv file as well in the zip file for those who may want it. Here are those settings, for clarity:įor those who are interested/advanced users, I made this file using iRacing Force Feedback Test version 1.72, with Max Count set to 1000 and Step Time set to 500. This will create a Look Up Table (lut) file that Assetto Corsa can use to control the force feedback. As is stated in their official setup instructions, this curve does change based on driver settings and settings within G Hub, and I can confirm this as truth from testing. Run LUTGenerator and open the csv file that was just created by WheelCheck. THIS IS WITH DEFAULT LOGITECH G HUB SETTINGS. Looked in the files and took the one that looked most balanced, as the first check had a lot bigger FFB deadzone. So just editting that last part of the LUT above 30 or so to be linear to the top will probably fix the primary forces. Ive run four consecutive checks and they each differ a bit. Given the flaw in the wheelcheck and the usual process people use for generating a LUT typically what happens is all the weak forces get increased and the strong forces get reduced. Using a LUT, the game knows it has to output (for example) 1.2 Nm for the user to actually get that 1 Nm he was supposed to. Say a game wants to output a 1 Nm force, but the wheel actually outputs 0.8 Nm. Re-open the settings and go back to the Correction Curve, it should now show you this: Some say the wheel should be 'warm' when checking. It's a table of force feedback values - what the game sends and what the wheel actually outputs. Once you've done that, press Ctrl L, then press apply.Open the game, and go to Options -> Controls -> Force Feedback, scroll down and click the checkbox for 'Use Response Correction Curve'.Copy the t file to this location: C:\Users\'username'\AppData\Local\BeamNG.drive\'gameversion'\settings\inputmaps ( Note you MUST change 'username' to your Windows name and 'gameversion' to the current game version!).In particular, finding information for 'Correction Curve' can be incredibly tough. Hey all! New to the forums, thanks for having me! With Black Friday just around the corner, there are sure to be quite a few new wheel owners, and I know firsthand how daunting it can be for first time setup.
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