Anyone else waiting for a patch...

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Well I use SPR and DPR at -3.
FF pre patch I used around 40. I have now booted it up to 60 as the torque alignment when spinning out helps to correct. Basically the wheel should physically move into the skid to help correct (still hard though)

Drift 4 this makes it go light when counter steering but not too much.

I have now dedicated my wheel settings to Forza so I have 4 setups pre set.
Only changes are Sens. At 900,720,540 and 360. Basically for old muscle car types, high end sports cars, LMPs etc. find what suits you for different cars.

Feels great on GT2. Not sure about CSR.

Hope that helps. Oh and practise. World tour mode has now become a bit of a challenge. 8^)

Any others with settings please chime in.
 
Having done some playing around, I am finding the 271-900 steering spot on.

I'm not really feeling any major non-linearity around centre myself, I get the sense the telemetry graphic for the wheel isn't showing us exactly what we want, or the non-linearity is just not noticeable.

I also see that the <= 270 degree mode still has some oscillations going on, as well as speed sensitivity, and I was initially a little dismayed, wondering why it hadn't been cleaned up, but then I found a way to get <= 270 ranges also mapped 1:1, if you switch to a preset on the wheel set >270, you get the 'please reconnect your controller', which puts it into 1:1 mode, then just switch back to a preset with SENS set to <= 270 and it's then mapped 1:1.. but it's totally undriveable, clearly you need non-linearity etc with small steering ranges to make it remotely feel controllable!..

I'm messing around now trying 450/560/720/900 and seeing if I can find some compromise between having enough response to catch a slide, and feeling really smooth..

Oddly, I would say that even though we've been given lets say as close as you can to 1:1 steering, it's ten times harder then any other game I've tried.. Why do I get the sense that we actually need some non-linearities to compensate for the actual lack of feeling in the virtual world, and other games do have plenty of non-linearity, but just tidy up their telemetry to make you think it's 1:1?
 
Had anyone set assisted steering? Is it the same as before?
Gonna get mullered online.
 
This will be a long, meandering post.

Right out of the gate, the pedals weren't recognized, so I had to turn the wheel off, back on, and re-tune the damn settings again...though luckily, it was basically just the ABS that I had to change (humorously, the AI car behind me just kept driving into me as I sat there pushing the pedal in over and over again in my frustration, instead of just backing up and going around me). And for some reason, the wheel vibration is making the shifter knob loudly vibrate. So, I thought that maybe I had my bolts too tight, loosened them, and it's still vibrating loudly.

Anyway, trying again with 900 degrees. The first thing I did was leave everything else at 0 and leave the FF at 100 instead of my usual 70. It didn't seem to help counter-steer any and made normal turning difficult. During rewind, the wheel snaps back with FF up instead of just slowly spinning back around. Dropping that back to 70, I tried just LIN at 20, just to get a reminder of what that was like. It definitely helps with counter-steer, but the wheel feels odd, like there's added wobble; so, I tried adding dead zone (despite the fact that I know Forza already has dead zone added). That was horrible as the wheel then felt too limp. LIN up to 30 didn't make a difference, so I just turned the dead zone back to 0. Next, I tried DRI at -3, didn't like it, so I turned it up to 3.

I then noticed my clutch was squeaking, so I figured I had to tighten the nuts, because that's what I had to do when my gas pedal started squeaking, but it wasn't that; so, maybe I need some WD-40, but I'm not sure where to put it. AND, the tape keeping the shifter knob from sliding off the rods came off, so I had to pull it all off and now I'm reapplying it. Really, I just want to play my stupid game...it just shouldn't be this difficult.

I'm sure I'll update again...assuming I don't get so annoyed that I just give up.
 
Thanks Spaghetti -I'll try those settings later.

Crazy -interesting stuff, I agree with you about it being the hardest driving experience. I do believe I can master it though, but it will take a while. I feel that I've gained more accuracy, but the sweet spot between hero and looser is now much narrower.

I'm happy not to be a leaderboard superstar as long as the driving is challenging and fun -I dread to think what I'd be like online racing!
 
Maybe not go as low as 360 degree lol.
900, 720, 540 seem ok.
What may be jarring is that the onscreen wheel gets twitchier as you lessen degrees.

Still need some running with different cars.
 
Well your suggestion worked like a charm. Thanks! I had the wheel at 540'.

What's the thinking with turning the spring and damper setting down as low as possible?
 
Not sure -3 is as low as poss. Just the exact opposite of +3.
0= off methinks.

Just feels responsive to me.
 
Well I had to do some alterations to my steering settings, here they are.

SEN 900 (production, etc) 720 (GT) 540 (LMP)
FF 90
SHO 70
DRI 001
ABS 100 (personal preference)
LIN 10 (This was one of the key changes, helps the car sort out small slides)
DEA 0
SPR -2
DPR -3

I lowered my drift setting and turned up the FF for the most part, it gives more feel as to when I'm near the limit, loving the new steering though, it's much more challenging but if I get it right it's much more smoother.
 
it's much more challenging but if I get it right it's much more smoother.

So true. It feels right that throwing a high performance car about is really hard to do. Thanks for sharing your settings, I'll try 'em tomorrow...
 
Any issues you guys are having counter-steering can honestly be attributed to driver error. If you've driven any other racing sim with a 900 degree wheel you'd know that this feels right. Yes, it's hard, that's the point. If you want it to be easier turn on the assist. At least in Forza the FFB and physics are good enough that it feels natural when you get used to it, unlike Shift 2 and a few other crappy games.



If you wanna get really technical about it it was turning a very small steering input into a very big one. That's what I would call 'steering for you.' It changes your steering input.

First you say "Nobody was claiming it was 'counter-steering for you' " And now you outright say it, LOL
Mine didn't steer for me. It just switched the sensitivity all the steering was still on me. Funny, how a glitch ended up mirroring speed sensitive steering which real cars have.

As for feeling right, something is amiss. I did a bunch of donuts and slides in the WS6 and the counter-steer is definitely off. I own a WS6 so I know this.
 
I hope they don't change it for controller peeps. It's been great there as well, when I have resorted to using it (at a friends instead of at home with my wheel). Not to much understeer here.
 
Actually mr Buttsneeze. The 3 settings are assisted, normal and simulation.
Normal is quite good. I know psychologically it's bad for anyone to turn down a setting but for Online it's great. Doesn't feel assisted to me and my counter steering reacts nice. Can't save em all but good enough.

Simulation will get you mullered in a public lobby.
 
Actually mr Buttsneeze. The 3 settings are assisted, normal and simulation.
Normal is quite good. I know psychologically it's bad for anyone to turn down a setting but for Online it's great. Doesn't feel assisted to me and my counter steering reacts nice. Can't save em all but good enough.

Simulation will get you mullered in a public lobby.

Yeah I'm going to have to say in a pub lobby if everyone isn't using sim then you'd probably better off leaving it off. Guy give you the old Hollywood bum rush and he keeps going while you wait for triple A.
 
Dunno what everyone's complaining about. I've been driving lots of high power RWD cars and haven't spun once since the first couple times after the patch came out. You just have to react quickly. Anyone who's driven a real car hard or played proper racing sims with a 900 degree wheel will feel right at home.


And yeah, normal is assisted, so feel free to put that on if you don't know how to counter steer properly.
 
Well it seems most of you would rather complain that the simulation is too hard than just put it on normal and keep playing the game.

Man you gotta chill. Nobody is complaining. We're just letting people know what the patch has brung. It's cool having updated physics and/or steering sim. BUT people need to be warned that the experience is different than before and until they get a handle on things they may need to do things differently, especially in public races.
 
Late to the party as usual!! I just tried the game with the patch, and Yes the patch makes a big Difference to the Sim. Tricky at first but actually more realistic I think (or maybe my cars just that unstable at the edge lol). So I think it's good, I can relate to the mullered comment in Pub's because I don't think the discipline is there to avoid contact. And the new Geometry coupled with impact wrecks any chance of recovery in a short 2/3 lap race (no different from real life).

So I say force everyone on to simulation and all race lobby's move to minimum of 15 but preferably 30 lap races :lol::lol::lol:


Seriously though... How about fixing some of the basic triple screen Issues.
If I'm in triple screen mode and I apply a paint to a car the sim locks up!, ghosts only display on the main screen, and your painted car is a different colour on the left and right screens from the centre screen ( I don't mean the bora). Given that they showcase the game in triple screen mode you'd expect it to work properly in that mode!

So at mid term I'd have to say it's a B on the report card! Must try harder, shows promise but with more focus on the detail could achieve more. :D
 
Even the things that buttsneeze pointed out look a bit arrogant for most of you, the fact is, that we played with an countersteering assist till the new patch. When you countersteered the game would jump into 270°-mode and it was really easy to safe the car from spinning.

The steering is nearly perfectly behaving now. Countersteering needs more input, which is realistic.

You also find that the steering in a Ferrari is far more sensitive and faster than a VW.

I also had my problems in the beginning, but you just have to adapt to it or use assists. It definetly feels more like IRacing and other pc-sims from a steering point of view.
 
All I can say is I've never had more fun in a racing game. The muscle cars are unbelievably fun to drift, and when you catch a bit of oversteer in a RWD car racing normally it's sooo satisfying to correct it perfectly and save it.
 
Mine didn't steer for me. It just switched the sensitivity all the steering was still on me. Funny, how a glitch ended up mirroring speed sensitive steering which real cars have.

As for feeling right, something is amiss. I did a bunch of donuts and slides in the WS6 and the counter-steer is definitely off. I own a WS6 so I know this.
So according to you, in fixing a bug that Turn 10 acknowledged and precisely identified, and after extensive testing, they've "created" a problem where there was "none" before.

:lol:

It feels right that throwing a high performance car about is really hard to do.
Countersteering needs more input, which is realistic.
I'm curious about this, as it may influence my decision to pick up an Xbox-compatible wheel in the future.

One of the reasons I never use a wheel with console sims is because the force feedback has never lived up to the golden standard (IMO) set by Live for Speed for the PC. My Logitech is not compatible with the 360 anyway, but even my favorite PS2 racer, Enthusia, was a chore with the wheel. My primary issue with the FFB in that game was a lack of force support in countersteering. You had to fight the wheel to dial in countersteer soon enough, and as a longtime RWD driver, I know this was wrong. The right effect was there (wheel countersteering on its own as the front wheels trace the path they're given), but it was too slow to kick in.

So my question to you gents is, does countersteer require more effort now, or just more steering angle? What happens with the wheel if you throw a car into a slide and pull your hands away?
 
With the new patch having been freshly released, I searched through all the storage (having just recently moved house). Dragged out my fanatec wheel and fired it up with fm4. I had promised myself I wouldnt play with the wheel until the 900 deg bug was fixed. With a background in Iracing, LFS, Rfactor and various simbin titles, Im both extremely suprised, and impressed with the new physics/tyre model on the revised 900 deg mapping. Well Done T10!
 
So my question to you gents is, does countersteer require more effort now, or just more steering angle? What happens with the wheel if you throw a car into a slide and pull your hands away?

More angle, but not actual effort.

I have been a logitech user for many years and we all know there's a problem with it not rotating quick enough, with the GT2 I can't say the issue is 100% solved, while unlike the logitech where you have to fight the motor it still doesn't auto correct quick enough , i'll say it does about 70% of the job itself with the best setting, you still have to manually dial some in.

unless one day we get hydraulic gaming wheels, this is an issue we will have to live with.
 
JJ wheels like the frex are what we are after. Its a shame we will never have anything like that on the xbox though! That said though, Wolfe if you make use of the fanatecs "drift" settings, It specifically exists to remove all dampening on really fast movements to aid in very quickly catching snap oversteer ect. As JJ said, the wheel does about 70% of the work for you, switch on the drift setting and after a few laps what you feel is about as natural as you will get on a sim. The FFB is easily comparable to LFS. You certainly arent fighting the ffb to catch slides at all.Hope This has helped
 
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