Hey guys,
there are a few questions I have in mind for quite some time and I figured, I should simply ask them on RD.
I myself am using a T300 integrale (G25 before that and lower class Thrustamster wheels even before that) for a long time now and back then I was sure, I will update to DD at some point, when the prices are at a similar level. Around 500 euros would be my budget... As that is still not the case for a set with a wheel and pedals, I'm still waiting and might be lucky to get a used set at some point.
I never used a DD wheel and my question is:
1. How do DD wheels handle the around center deadzones (low forces) compared to a T300?
Usually any wheel is a bit lighter around the center which can be compensated by upping the min forces in a game. That on the other hand sometimes lead to an over
exaggeration of bumps, oscillation and strange jumps in ffb linearity after the min-force region (depends on game and car). It is always a fiddling around to make this important part of the steering smooth and believable. Do DD wheels have any special feature for that? Or is it the same problem all over again?
2. Is the ffb to blame?
Is the ffb code (that the hole industry is working with) still up for the task or should this be modernised? I mean, ffb is always working with 2 forces. Pull clockwise and pull counterclockwise. Specially when driving straight, that usually brings oscillation into the wheel. Is there no other way of doing this? Or is that the difference to a DD wheel? Does a DD wheel simply put out a force and doesn't push or pull to create that force? Because if not, it should have the same problems, right?
Can't wait for your answers!
Cheers Kenny
there are a few questions I have in mind for quite some time and I figured, I should simply ask them on RD.
I myself am using a T300 integrale (G25 before that and lower class Thrustamster wheels even before that) for a long time now and back then I was sure, I will update to DD at some point, when the prices are at a similar level. Around 500 euros would be my budget... As that is still not the case for a set with a wheel and pedals, I'm still waiting and might be lucky to get a used set at some point.
I never used a DD wheel and my question is:
1. How do DD wheels handle the around center deadzones (low forces) compared to a T300?
Usually any wheel is a bit lighter around the center which can be compensated by upping the min forces in a game. That on the other hand sometimes lead to an over
exaggeration of bumps, oscillation and strange jumps in ffb linearity after the min-force region (depends on game and car). It is always a fiddling around to make this important part of the steering smooth and believable. Do DD wheels have any special feature for that? Or is it the same problem all over again?
2. Is the ffb to blame?
Is the ffb code (that the hole industry is working with) still up for the task or should this be modernised? I mean, ffb is always working with 2 forces. Pull clockwise and pull counterclockwise. Specially when driving straight, that usually brings oscillation into the wheel. Is there no other way of doing this? Or is that the difference to a DD wheel? Does a DD wheel simply put out a force and doesn't push or pull to create that force? Because if not, it should have the same problems, right?
Can't wait for your answers!
Cheers Kenny
Last edited: