PC1 Logitech G29 Discussions, Plus Support and Settings

wanted to post here what i had contributed on the official pCARS forum, left the forum, because of the rude, hate and harassment messages/ PM i was getting, but did not want my work to be lost, spent hours and hours on finding out what is what on G29's and want to help other G29 users. if you have questions, feel free to post here and ask.

attachment.php


updated settings/ configuration on JULY 28th - also ZERO CLIPPING!!! see in bold color, updated changes.

Edit Assignments (if you want, maybe you can skip to save time)
  1. Calibrate Wheel
  2. Calibrate Pedals
  3. Configuration
  4. Calibrate Force Feedback
  5. Calibrate Pedals
  6. Calibrate Wheel
  7. Exit (Save Settings)
    tickyes.png
G29 – settings (NOTE: just soft clipping values are changed, REST ARE DEFAULT VALUES!!!):
Configuration:
Steering Deadzone - 1
Steering Sensitivity - 50
Throttle Deadzone - 6
Throttle Sensitivity - 50
Brake Deadzone - 6
Brake Sensitivity - 35
Clutch Deadzone - 6
Clutch Sensitivity - 35
Speed Sensitivity - 0
Controller Filter Sensitivity - 0
Damper Saturation - 0
Force Feedback - 100
RPM/ Gear Display - YES
Controller Input Mode - 3
Advanced (Off, can't see bottom 3x options, they are not showing)

Calibrate Force Feedback:
Tire Force - 100
Per Wheel Movement - 0.00
Per Wheel Movement Squared - 0.00
Wheel Position Smoothing - 0.04
Deadzone Removal Range - 0.12
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(basically have to go all the way right or all the way left then come back to get the values)
Deadzone Removal Falloff - 0.06
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(only DRF allows increments possible of 0.00 [??? no idea why] and increments of 0.01)

Linkage Scale - 0.00
Linkage Stiffness - 1.00
Linkage Dampening - 1.00
Relative Adjust Gain – 0.98
Relative Adjust Bleed - 0.10
Relative Adjust Clamp - 0.96
Scoop Knee - 0.54
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(thx to @skoader - worked also like a charm, not sure what it does, but the feeling is better)
Scoop Reduction - 0.16
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(thx to @skoader - worked also like a charm, not sure what it does, but the feeling is better)

Soft Clipping (Half Input) - 4.00
tickyes.png
(basically have to go all the way right or all the way left then come back to get the values)
Soft Clipping (Full Output) - 8.19
tickyes.png
(here 8.00 is not possible on CONSOLE...fine increments to available, huge jumps only possible...)I did all my tests with BMW Z4 GT3 vehicle, with Jack Spade Classic settings.
  • ZERO CLIPPING/ NO CLIPPING at all!
  • of course, only BMW Z4 GT3 tested, but have to test with various cars and etc.
    • but so far across a good amount of GP and International tracks, I had NO CLIPPING at all.

so feel free to test it out and post what you think or if you had other issues or recommend other settings, questions, comments and more, hopefully to help each other out and new G29 owners.

I will be moving all my know-how over here and help everyone, will be doing the same with my new Fanatec CSW V2 + CSP V2 setup and post it here.

in the meanwhile, this is the link there, you can read and learn (G29 thread).

http://forum.projectcarsgame.com/showthread.php?35635-G29-Discussions-Plus-Support-and-Settings
also very helpful:

http://forum.projectcarsgame.com/sh...ler-FFB-values-Google-sheet-amp-FCM-Universal
and the guys there "poirqc" and "skoader" absolute blast of guys, helpful and really grateful to their work, without them, I would have not been able to dial in my G29 and understand everything. (as much as we could/ can!)
 
FFB Guide

Input Signals

The four front tire input signals are the component parts of the whole tire induced torque coming
through the rack. So if these are all scaled to the same thing (by convention 1.0), this is the
same as straight rack torque.
The two rear tire signals are to enable the Seats of Pants concept. Neither of these go through
rack geometry though, as there is no rear rack and steering wheel. These just go straight to the
seat.
Finally, the G force signal is to enable the Gut physical simulation concept.

Tire Force

This is simply an overall multiplier on all of the input tire forces. Note that G forces, the input to Gut, are not
scaled with this parameter. Note that the other FFB parameter in the Controller section is the
same as the scaling in the driver. Reducing that does not help saturation, it simply reduces
force.

Spindle

SpindleMasterScale

This is a multiplier on all of the front tire forces. This was added to allow the following four scale
to default to 1, and be more intuitively like “weights”.

SpindleFxScale
SpindleFyScale
SpindleFzScale
SpindleMzScale

Individual scales on the components going through the spindle/rack. To get pure rack forces,
leave these all at the same value. 1.0 is a convenient value for this, and use SpindleMasterScale
to dial overall spindle force.

SpindleFxLoPass
SpindleFyLoPass
SpindleFzLoPass
SpindleMzLoPass

Individual smoothing on the components going through the spindle/rack. Typically Fx requires
more smoothing than the others. 0.0 is no smoothing. 1.0 is normalized to “really smooth but
still some useful signal”. Values above 1.0 are valid.

SpindleArm

SpindleArm is the angle, in degrees, of the attachment of the tie rod to the spindle. Zero degrees
means the tie rod is attached directly aft of the axis. That particular distance, how far aft, is not
critical, because that just amounts to scale, which we adjust based on squeezing into the device
range anyway. The angle though matters a lot in how the forces feel when the steering wheel is
not straight.
90 degrees is then with the tie rod directly inboard of the axis, which physically would result in the
inability to steer. Realistic values I'd guess are between 0 and 45..

Seat of Pants

The basic idea of “Seat of Pants” is to present information from what is happening at the rear of
the car through force feedback. There are two physical forces that are used. The rear side
loads and the rear vertical loads.

SoPScale

Overall scaling of Seat of Pants

SoPLateral

Scaling of the rear side load effect.

SoPDifferential

Scaling of the rear vertical load effect, which is actually the difference between right and left
vertical loads.

SoPLoPass

Smoothing of the Seat of Pants signal. 0.0 is no smoothing. 1.0 is normalized to “really smooth
but still some useful signal”. Values above 1.0 are valid.

Relative Torque Adjust

The idea here is to present torque to the wheel based
on the change in torque through time instead of as absolute torque. This means that with
reasonable parameters, the wheel will never fully saturate. But unlike soft clipping (which can
also prevent saturation), the high end torques do not get as heavily squeezed.
There is one side effect to tune out though, and that is the wheel losing center over time. If all
torque was completely via “Relative Torque Adjust”, centered torque would move around as the
wheel goes through previously saturating torques. To prevent this, we use the bleed value to
“bleed” absolute torque back into the mix.

RelativeGain

This is the scaling on the amount of calculated torque change that is applied. 1.0 is the intuitively
correct value. 0.0 turns this component off.

RelativeBleed

This is a time value for bleeding absolute torque back in. 1.0s is a good starting point.

RelativeClamp

This is the force to wheel value (so in the 0.0 to 1.0 range) where the non absolute running
magnitude is clamped. This does not clamp the overall value, and torques can still go above
this, but it does exert a strong clamping effect. 1.0 is a good starting point for this. Values
greater than 1.0 can make sense if soft clipping is also used. Values less than 1.0 makes sense
to give some headroom for spikes to be a little more symmetrical around the clamp.
Note that with this component on, and with clamp at 1.0 or less, and not too much bleed, there is
no full saturation. What this means is that what was too much force before now becomes more
force effects felt near full force. But this too can become too much, as that can start to
overpower the more subtle unsaturated force range. So you still need to dial overall force (via
Tire Force and the scales), but that scaling can become an interesting control, not just
something to avoid saturation with.

Gut Simulation

This is a simulation of the G forces on the body of the driver. Basically, G forces move the body
around via a physical simulation, and the result of that simulation is translated to force feedback.

GutScale

Magnitude of the gut simulation in FFB. 1.0 is normalized to “significant but not overpowering”.

GutLongScale

Magnitude of longitudinal effect applied. This is a scaling of the baseline lateral effect. At 0.0, the
gut effect will be all based on lateral G’s. With non zero GutLongScale, under braking G’s, the
lateral effect will increase, and under acceleration G’s the lateral effect will decrease.

GutMass

This is the mass of the simulated “gut”, which should not be the whole human body. It should be
some lesser portion, roughly being the effective amount of mass not “locked down” rigid by the
seat and seatbelts. This is a very fuzzy concept, so the number is really just a very rough
ballpark number. This is fine, because the simulation is not overly sensitive to this number. It
matters, but it is not extremely critical.
The default is 50 kg.

Arm Simulation

The arm simulation simulates that the wheel is driven by a non rigid linkage, namely the driver’s
arms, as well as play and mass in the linkages themselves.. However, this is done purely with
force feedback. The position of the the controller still directly dictates the location of the
simulation wheel.
This simulation also serves as the main global smoothing stage.

ArmScale

Ratio of incoming signal to pass through the arm simulation. 0.0 if off. 1.0 is application of all
incoming signal.

ArmMass

Mass of “arms”, with respect to simulation. This does not necessarily mean the average mass
of two human arms. This is the effective mass with respect to the degree of freedom that is the
wheel/controller.

ArmStiffness

Spring*like stiffness of the “arms”. Stiffer settings will pass through higher frequency
information. Softer settings will smooth more.

ArmDamping

This is a multiplier on critical damping of whatever mass and stiffness is set. Therefore, 1.0
means exactly critically damped.

Soft Clipping

This compresses all force within range of the wheel, although the stronger the force, the more it
is squeezed into the higher force range. In some ways this is like Log Scaling, but Soft Clipping
guarantees all signal will squeeze into the range, however compressed. On the other hand,
approaching linear behavior is not implicit with soft clipping, as it can be with log scaling.

SoftClip

The “half signal” for setting the soft clipper. The value set here is the input signal that will
become 0.5 as an output signal. Setting this to 0.0 turns the soft clipping off. Setting this to 0.5
is maybe the closest approximation to linear while on, but is not linear. Setting this to 1.0 will
match the derivative/slope of the output at zero input (so if you want the lowest forces to feel
similar, and compress everything else). Therefore, less than 1.0 will amplify some lower force,
and reduce larger forces. Greater than 1.0 will reduce all forces.

SoftClipUnity

Straight soft clipping will never reach full 1.0 magnitude, which means for lots of soft clipping
scenarios, the full force of the wheel is never quite used, possibly to a noticeable level.
SoftClipUnity sets the expected maximum force that will hit the soft clipper, and rescales such
that that force outputs at 1.0 (full force of wheel). This means saturation may be reintroduced if
this is set too low, but it is useful to fine tune output, especially when the soft clipper is used
more for non*linear response than for anti*saturation. Setting this to 0.0 turns the unity re*scaling
off.

Scoop

This is a new component, and is directly in response to some devices going flat in
response at higher force levels. This is somewhat the opposite non*linear tool as the soft
clipper, but is shaped differently, to better fit the nature of devices (and be easier to control).
So what scoop does is reduce lower forces more and high forces less, thereby increasing the
slope of force where some devices reduce the slope of force. Since devices seem to do this in
two more or less linear regimes, with a knee in between, this is how this component works (in
the opposite direction).

ScoopKnee

The input force level where the knee is at. If this is 0.0, this component is turned off.
ScoopReduction
The input force reduction below the knee. Above the knee, the force slope is increased such that
at 1.0 input force, the output force is 1.0.

Tighten Center

Note that the name of this can be confusing. This has nothing to do with tightening the wheel
about geometric top center. The “center” for this component means “zero force”, and has
nothing to do with wheel position.
The primary purpose of this is to remove wheel deadzones, but it can also be a shaping tool.

TightenCenterRange

This is the input force below which the output force is increased to remove a deadzone. Put
more simply, this is the size of the deadzone you are trying to remove.

TightenCenterFalloff

This controls how sharply the output force approaches zero force as the input force goes below
TightenCenterRange.

Damping

One use of damping can be to counter inherent drag in a device by using negative BaseDrag.
However, often devices do not have linear inherent drag, so setting BaseDrag such that there is
little to no device resistance at slow wheel speed will result in accelerating forces at higher wheel
speeds. This can be fixed by also having some positive BaseDragSqr.
A technique to set damping to cancel most device drag is to turn off ALL forces, Slow
Speed Force, and TireForce) and adjust BaseDrag and BaseDragSqr such that the wheel stays
the same speed or slows down ever so slightly (until it hits a stop) when you give it a good push
at different rates. It seems better to have a tiny bit of drag left than to have the wheel accelerate
on its own at any speed.

BaseDrag

This is resistance on the wheel as a function of wheel angular velocity.

BaseDragSqr

This is resistance on the wheel as a function of wheel angular velocity squared.

BaseDragLoPass

This is smoothing of the angular velocity for drag calculations. Raw position data on some
devices can be noisy. Note that increasing smoothing can have a secondary apparent effect of
increasing the effect of drag.
 
this was with pCARS patch ver.3.0

@all Logitech G29 users, here are the DEFAULT Settings for the wheel with patch 3.0.
Logitech G29 – Default Settings – PS4
Controls - Configuration
Steering Deadzone = 1
Steering Sensitivity = 50
Throttle Deadzone = 6
Throttle Sensitivity = 50
Brake Deadzone = 6
Brake Sensitivity = 35
Clutch Deadzone = 6
Clutch Sensitivity = 35
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.04
Deadzone Removal Range = 0.00
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.70
Scoop Reduction = 0.15
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.40
Low Speed Spring Coefficient = 1.0
Low Speed Spring Saturation = 1.0
Steering Gain = 3.00

Logitech G29 – Fine Tuned Settings – PS4 (August 21st, 2015), give it a try and let me know, am tweaking some more and find tuning some more!
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 35
Clutch Deadzone = 0
Clutch Sensitivity = 35
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.02
Deadzone Removal Range = 0.00
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.58
Scoop Reduction = 0.16
Soft Clipping (Half Input) = 1.70
Soft Clipping (Full Input) = 3.40

Menu Spring Strength = 0.40
Low Speed Spring Coefficient = 1.0
Low Speed Spring Saturation = 1.0
Steering Gain = 2.00

(my apologies, forgot the below)
tested on GT3, BMW Z4 and Jack Spade Classic 2.0 settings. Tested on Monza, Sonoma Short, Hockenheim GP, Road America and Dubai International.
(also not finished fine tuning I am sure will post 1-3 other settings so you guys can test it out and maybe better depending on preferences, but am finding out SO MUCH about FFB!)

to be continued...
 
Logitech G29 – Fine Tuned Settings – PS4 (August 24th, 2015) - all in ORANGE COLOR are the changes made, rest are default.
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 35
Clutch Deadzone = 0
Clutch Sensitivity = 35
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 107
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.02
Deadzone Removal Range = 0.00
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.78
Relative Adjust Bleed = 0.40
Relative Adjust Clamp = 0.76
Scoop Knee = 0.50
Scoop Reduction = 0.12

Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.15
Low Speed Spring Coefficient = 1.0
Low Speed Spring Saturation = 1.0
Steering Gain = 1.00

Tested with Jack Spade Classic 2.0 FFB, in BMW Z4 GT3 on Road America, Sonoma Short, Dubai International, Monza and Hockenheim GP - no clipping and no other issues.
Let me know what you guys think, hope it helps someone.
 
so here is what i found out with my G29, after new Wheelcheck.exe logging and checking, also using "poirqc" thread with Linear FFB sheet. (can be found here: http://forum.projectcarsgame.com/sho...heet-Universal)

honestly, am not sure how far and what i have come to find out so far and what the learning curve is. but I am hoping with many G29 users, we can all dial in more and more.

1) so here is the wheelcheck.exe "minforce" check.
around July 2015:
attachment.php


around September 2015:
attachment.php


2)then using the "Step Log 2 (linear force test)"
came up with this below, after copying and pasting all 4x CSV's into the sheet. (this is the sheet you can use, you have to create a copy)
attachment.php

I will upload my 4x CSV files in a zip too later and also provide the graph and settings with changes that i did on the work sheet call PROJECT CARS in above Linear FFB file, to get a more linear line accordingly, adjusting DRR, DRF, SCOOP KNEE, SCOOP REDUCTION and STEERING GAIN. although according to the instructions, which i followed, also left DRF at 0.00 (which is not possible, because Project CARS on PS4 resets the value no matter what you do to 0.01) and as per instructions left and stayed with STEERING GAIN at 1.00.

more to come later, since i am trying to find out how the below impact or influence the settings.
Per Wheel Movement (PWM):
Per Wheel Movement Squared (PWMS):
Wheel Position Smoothing (WPS):
Relative Adjust Gain (RAG):
Relative Adjust Bleed (RAB):
Relative Adjust Clamp (RAC):
Soft Clipping Half Input (SCHI):
Soft Clipping Full Input (SCFI)
Low Speed Coefficient (LSC):
Low Speed Saturation (LSS):

additionally, trying to figure out exactly and finding explanations, understanding and examples of how to:

  • what makes one feel weight transfer of vehicle side to side feedback
  • brake to acceleration & acceleration to brake feedback
  • locking up tires front or rear tires feedback
  • understeer feedback, or rear stepping out (oversteer) feedback
  • how and what brings kurbs, bumps and other road feels into play, feedback.
  • how does one dial in these "vehicle" feedback

one thing, I have noticed, while trying to play with various values and etc., on the PS4, when you lower Tire Force (TF) to around 75 (maybe 65-80 will work too...) you get much better response and feedback from the settings you are trying to dial in and/ or play with, at least that is what I noticed. I have been testing with Jack Spade 2.0 Classic and 66%, the new Jack Spade 2.2 settings somehow, with additional "Smoothing" values, just makes at least my wheel or for me feel completely limp/ numb, as if the car is hovering over the road and no road feelings at all anymore, so I will be sticking to 2.0 Classic and 66%, but eventually want to go to 66% on GT3 vehicles I am only testing with, to get the weight transfer feedback...(at least I hope so!)
 
posted here: http://forum.projectcarsgame.com/sh...and-Settings&p=1110047&viewfull=1#post1110047

Logitech G29 – Fine Tuned Settings – PS4 (September 4th, 2015)
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 40
Clutch Deadzone = 0
Clutch Sensitivity = 40
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.03
Deadzone Removal Range = 0.18
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.88
Relative Adjust Bleed = 0.30
Relative Adjust Clamp = 0.86
Scoop Knee = 0.49
Scoop Reduction = 0.21
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.25
Low Speed Spring Coefficient = 1.00
Low Speed Spring Saturation = 0.75
Steering Gain = 1.00
  • Jack Spade Classic Ver.2.2: all same, except:
    • Fz Scale=130
    • SoP Lateral Scale=100
all tested with BMW Z4 GT3 --- on Watkins Glen GP, Road America, Hockenheim GP, Monza and Dubai Autodrome International
tickyes.png

let me know what you guys think!
 
another good post with details to G29: http://forum.projectcarsgame.com/sh...and-Settings&p=1111216&viewfull=1#post1111216

Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 1st Setting/ Test:
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 40
Clutch Deadzone = 0
Clutch Sensitivity = 40
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.04
Deadzone Removal Range = 0.15
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.54
Scoop Reduction = 0.28
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.25
Low Speed Spring Coefficient = 1.00
Low Speed Spring Saturation = 0.75
Steering Gain = 1.00


Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 2nd Setting/ Test:
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 40
Clutch Deadzone = 0
Clutch Sensitivity = 40
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.04
Deadzone Removal Range = 0.13
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.55
Scoop Reduction = 0.27
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.25
Low Speed Spring Coefficient = 1.00
Low Speed Spring Saturation = 0.75
Steering Gain = 1.00
 
wanted to post here what i had contributed on the official pCARS forum, left the forum, because of the rude, hate and harassment messages/ PM i was getting

Did you ever report any of the PM's? Good information regardless, but I took a look and never saw a report from you on abusive PM's (you can hit the "Report Post" function on PM's as well and it sends the contents to the Moderators).
 
hi there, tried some of them and not much happened, there are the same guys who are on that forum and give sh** to people, and continue to do so without mods saying anything, at least posts are not deleted, nor any warnings fired off, IMHO at least. and they still continue there with their activities, so I did think it is a waste of time, and i rather post my findings and discussions/ comms somewhere where people are actively part of it and don't shut people down for choice of hardware, platform or opinions. (since forums are a platform for discussions, but always in a respectful way...)

PS: i have more to post on the G29, but have to figure out how to do so easiest way, since i have it all in word document, maybe convert to PDF or so. will figure it out next days, have some family stuff going on for now.
 
Well, I am a mod over there (Mahjik). I would be interest in what was the specific abuse was.. People will disagree and argue, as that's just human nature. However, if there was abuse going on, I (we) would like to investigate.
 
hi Mahjik, good to heat from you and thanks for your replies here, appreciate your follow up. There are so many there, who are absolutely thinking they are invincible "online" way of thinking, just my way of putting it, i don't have my account anymore with PM's, but i am sure i can dig around the pCARS forum and find the names, i was never a mod there, but i was keeping track of some people there who would pop up with very obvious posts, and it goes through their posts/ profile like a red string...same pattern. some of the names i remember, ChrisK, TrevorAustin, mister dog and some more...on PS4 and PC. just find it disappointing, or was disappointed, but am glad i am out, and found RD forum, AC forum, and some other forums I found which are great, actually people contributing, adding value and mods actually shooting out public warnings and closing accounts where users can't post for certain period of time, they can read and all, but can't post. anyways, my 2c to all that. no reason to do anything IMO though, just shows/ reflects the ignorance and quality of social skills people have or in those cases don't have.

PS: same goes for few WMD members, who think they are above all others with their condescending posts and remarks...
 
another good post with details to G29: http://forum.projectcarsgame.com/sh...and-Settings&p=1111216&viewfull=1#post1111216

Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 1st Setting/ Test:
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 40
Clutch Deadzone = 0
Clutch Sensitivity = 40
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.04
Deadzone Removal Range = 0.15
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.54
Scoop Reduction = 0.28
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.25
Low Speed Spring Coefficient = 1.00
Low Speed Spring Saturation = 0.75
Steering Gain = 1.00


Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 2nd Setting/ Test:
Controls - Configuration
Steering Deadzone = 0
Steering Sensitivity = 50
Throttle Deadzone = 0
Throttle Sensitivity = 50
Brake Deadzone = 0
Brake Sensitivity = 40
Clutch Deadzone = 0
Clutch Sensitivity = 40
Speed Sensitivity = 0
Controller Filter Sensitivity = 0
Damper Saturation = 0
Force Feedback = 100
RPM/ Gear Display = Yes
Controller Input Mode = 3
Advanced = Off

FFB Calibration
Tire Force = 100
Per Wheel Movement = 0.00
Per Wheel Movement = 0.00
Wheel Position Smoothing = 0.04
Deadzone Removal Range = 0.13
Deadzone Removal Falloff = 0.01
Linkage Scale = 0.00
Linkage Stiffness = 1.00
Linkage Damping = 1.00
Relative Adjust Gain = 0.98
Relative Adjust Bleed = 0.10
Relative Adjust Clamp = 0.96
Scoop Knee = 0.55
Scoop Reduction = 0.27
Soft Clipping (Half Input) = 0.00
Soft Clipping (Full Input) = 0.00
Menu Spring Strength = 0.25
Low Speed Spring Coefficient = 1.00
Low Speed Spring Saturation = 0.75
Steering Gain = 1.00
thanks for sharing your settings. will give a try and i'll let you know how it went. im always looking for the best experience.
 
I know it's an old post but recently i bought myself a G920 (because i own a One too) and am experiencing strange problems while driving and assume it has something to do with the "clipping" i read about. When i configure the base settings (and as a lot of other people, my pedals are received false too... Brake is throttle and so on?) it drives fine for a few minutes at slow pace. As soon as i give it all the steering wheel starts to "slide" to the left, that is, when centered in game the steering wheel is off 45 degrees to the left! It will be gone when i unplug the wheel and reset the whole thing, also in game. Can you help me out?
 
Thanks for you settings mate.I may give these a try with my trusty G27. I've never been able to get the FFB exactly to my liking,so I'm still looking for the holy grail.I tend to be hot and cold with Pcars,so my experiments with FFB get cut short.
 
Here is what one of the guys uses in the official forums, he knows his stuff:

Tire Force 75

Per Wheel Movement -0.02
Per Wheel Movement Squared 0.01
Wheel Smoothing 0.02

Deadzone Removal Range 0.15
Deadzone Removal Falloff 0.008

Linkage Scale 0.0 (Linkages disabled with scale at 0)
Linkage Stiffness 0.0
Linkage Damping 0.0

Relative Adjust Gain 1.42
Relative Adjust Bleed 0.10
Relative Adjust Clamp 0.85

Scoop Knee 0.50
Scoop Reduction 0.49

Soft Clipping (half input)0.0
Soft Clipping (full input)0.0

Menu Spring Strength 0.14 //I lowered MSS, LSSC and LSSS so that i don't force the wheel when i'm stopped. Those settings are for speeds below 10 Mph.
Low Speed Spring Coeficient 0.20
Low Speed Spring Saturation 0.20
Steering Gain 1.04

I suggest finding your deadzone first with a program called FCM. It will also give you suggested scoops, but trust this guys settings more. If you need it stronger/lighter, adjust Steering Gain very slightly, it makes a big difference.

NOTE: These settings are used in conjuction with JackSpade's latest tweaker files (per car ffb settings), I personally use Folder 1 called Classic. Another option is Folder 7, it is the same as Folder 1 but it reduces Fz (vertical) forces so that the Logitech gears don't rattle too much on some of the nasty kerbs.
 
Well, thanks for the kind words!

I will say that i mostly played with the globals, driving road(Ruf yellowbird) and old cars. I never drove the formulas. Rarely the GT3.

The setting you posted worked well with Jack's 2.9 versions. However, i felt there was too much rattling, when using the settings above, with his 3.0 versions. I was able to lowered Relative Adjust Gain to deals with that. I also felt less RAG(RAG "spice" everything torque change related) was needed since his latest files gave a more direct feel to the drive. In the last post of my G27 thread, i posted where i'm right now.

However, i'm still not 100% sure to post them on the first post. I would say either version would only need minor tweaking if you find anything wrong.

Cheers!
 
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