Can you feel oversteer with force-feedback?

This might be a stupid question, but I have the G29 wheel with FF, but I don't feel it when car starts oversteering, I only see it when it's too late. Is my FF setup wrong or is it just normal in sim racing?
 
I can feel it on a TS-PC Racer, it is a pull to move the wheel to turn out of the corner and the force drops off as you hit the point of countersteering. I had a lot more issues detecting it on a T300 so I suspect its more subtle still on a G29.
 
This might be a stupid question, but I have the G29 wheel with FF, but I don't feel it when car starts oversteering, I only see it when it's too late. Is my FF setup wrong or is it just normal in sim racing?


Are you running the g29 out of the box?

 
I have a T300rs and have the same issue. And it was the first thing I noticed with Assetto Corsa compared to other sims when I bought it. By time I feel or see the oversteer it usually way to far gone to correct. It also seems to make it hard to hold a drift/slide because of this and the way tires work in Assetto Corsa. I don't use LUT even though I like the way it feels compared to the Gamma setting, over all the feedback seems too weak when I use it even with everything set at 100%. This might be different on a Logitech wheel though.

Turning up the minimum force setting seemed to help a bit I think I have it at 40%. And in the assetto_corsa.ini in Steam\steamapps\common\assettocorsa\system\cfg I also have:

[FF_EXPERIMENTAL]
ENABLE_GYRO=1
DAMPER_MIN_LEVEL=0.4 ; 0.1 feels less springy and way less sluggish than 1.0
DAMPER_GAIN=1.0 ; Set to 0 for Logitech g920

This seems to help a lot for me and my wheel.
 
Experimental gyro is not physically accurate and makes oversteer even more damped than when it's turned off, if possible you should use the corrected version that comes with CSP (see thread)

I don't normally take strong stands but the FFB settings in the post above mine are completely trash, you should not do any of that.
 
In real life you feel oversteer through the seat before you feel the wheel alignment change. But I still have no troubles in sim with drifting or catching slip by mere self aligning torque. You really gotta dial the ffb in yourself unless your wheel is popular, in which case there's probably a lut & cfg for it
 
One man's trash is another man's treasure I guess....like I said it seems to work for me but I'm always willing to learn. I don't use SOL, CSP or Content manager so IDK what they're like FFB wise. I should probably use CSP since some mod cars now use it for there tire physics too IIRC. I will try turning off the Experimental Gyro next time and give it a try though. And I doubt most things in these sims are "physically accurate" as they all take lots of liberties with physics to achieve a simulation of what the developers think is realistic based on the limitations of the games engine and how we feel things when driving. There are endless videos of the sometimes very curious physics our "sims" have on the internet. ;)

I also just found your thread @Stereo https://www.racedepartment.com/threads/read-more-ffb-tweaks.181245/ and it looks very interesting so I'll definitely be checking out CSP and giving it a try.

And thank you, to you and all the other modders who continue to improve and better Assetto Corsa :thumbsup:
 
It's just a matter of scale, 40% min force and 0.4 damper_min_level is significantly too large for any wheel. They probably cancel out but only after erasing a lot of the finer details of your ffb. Normally min force is 5%-15% depending on the wheel, and damper_min_level is 0 to 0.05 to cut back on rattling a bit.

AC really isn't taking liberties with physics at an engine level, of course it's simplified vs. a real car but in the ways that are industry standard. (like single contact point tires, as of 2014 very normal but in 2020 maybe a bit lacking) Most of the adjustment to feel is done on the per-car physics data level, where measured numbers aren't available.
 
I think the main thing I was trying to fix when I changed that stuff was the lack of any feel/weight in the very center of the wheel, the feedback was just way to light until maybe 45 degrees of rotation or so especially if I turned down FFB to avoid any clipping. The feedback (or I guess maybe the dampening?) felt more even across the whole steering range when I set up and used a LUT file but then overall FFB strength felt to light to me. So turning the Gyro on seemed to give the wheel some weight in the center and I still had decent FFB strength overall without clipping possibly giving me the illusion that it felt better. But like you said it is probably is masking some of if not a lot of the finer FFB details. Again thanks for your help @Stereo and sorry @fatal4you for taking your thread a little off topic :)
 
Are you running the g29 out of the box?


Thanks for that link. I can't describe what changed after I applied that setup but I managed to make a nice drift with that Alfa sedan like a car journalist. Pretty satisfied. :)
 
This might be a stupid question, but I have the G29 wheel with FF, but I don't feel it when car starts oversteering, I only see it when it's too late. Is my FF setup wrong or is it just normal in sim racing?
There are no stupid questions, only stupid answers. In this case there can be two different ones depending on what oversteer we are talking about:

If it's snap oversteer like when you pull the handbrake or exit a corner in 1st gear with high power/turbo car, then it's possible to feel increase in FFB as the car rotates, BUT that is not really that useful as vision is just as fast in catching stuff going wrong in a hurry.

The case where vision fails, slow oversteer, is probably more relevant here. But since in this case the front tyres are usually near the grip limit, there is very little to feel in the FFB as it happens. And by the point that you notice FFB strength dropping (reverse of the above) it's too late to make a quick recovery anyways.

FFB is a great tool for drifting and controlling oversteer but don't expect it to help sense when it starts, that one is down to vision and prediction of car behavior.
 
Back
Top