Wow!
Just came across this video a few minutes ago.
Go to 12:49
He just experienced the exact thing I described in this thread.
The input demonstration he does at the beginning of the video to highlight latency has to be a contributor.
You don't immediately get a response to oversteer correction.
Thanks for posting this it answers alot of things!
I just started racing ACC this past week and for the most part really enjoying it.
First thing I noticed was the slides and lack of information through the ffb leaving you guessing on what to do.
Lift off over steer was another and I was finding myself doing the same as him after awhile.
Niels is using a high end DD wheel while I have TM TX so he's getting alot more detail in ffb.
I've struggled trying to find a good adhesive tire to road feel. The only time I've felt tire grip is under heavy braking.
On the TX the ffb in ACC feels more like bungy cord with bumps...always there tightens when entering a corner, tightens more throughout the corner, slightly lessen with understeer than releases once traction is lost leaving you guessing on what to do due to the lack of info.
In general I've found I've had to rely on audio and bass shakers/Simhud to make up for what the wheel is not telling me.
I've also noticed a few instances where the ffb or physics just don't register any feedback at all.
The little yellow and black sausage kerbs to prevent corner cutting and running wide. I can run two tires over them and not get any feedback...if I drive the entire car/4wheels visually and audio all hell breaks lose like I'd expect but the ffb only feels like a slightly stronger road bump and info through the wheel is telling me the car is hardly unsettled tho my eyes and ears are telling me differently.
In fairness I have experienced this on the madness engine aswell tho the effect is present in iracing, AMS & RF2.
Another instance @ zolder t3 I believe it is, the fast right with the sand trap to the left...I've run wide several times and put two wheels in the sand and the ffb tells me that I am still on tarmac, smooth no pulling or rough feeling....all 4 wheels in the trap and I start to get feedback telling me I am on rough terrain.
I've noticed this running wide at several tracks.
Also the outside curb coming out of the second last turn at nurburg gp running into the last turn.... visually I see a chambered cuub, when I drive up and along it there is no effect or intial force detailing it's chambered the ffb tells me it's still flat and I just hear the audio zing of flat curbs in the game.
The 60hrz could be part of the issue. I run in VR normally @90hrz in other games but Unreal engine is so graphically taxing and blurry that I've had to lower to 60hrz just to get some clarity and make it acceptable.
Few other things....
Is there a FFB clipping meter or tool/app?
How would I set a 5% dead zone on my csl elite load cell brake?
It seems to be sticking and triggering the brake meter in the first 2% input and I tend to rest my foot on it.
Where would I get the motion App he mentioned at the beginning of the video and would it work in VR?
Thrustmaster TX servo base with Sparco Rally rim
TM Profile
900 degrees
75/100/100/100/100
In-game settings
900 degrees
FFB 65-85% depending on car and really need a per car ffb setting added to the game or per car ffb multiplier
Min ffb 2%
Dynamic dampening 100%
Road bumps 10%