FFB 1.12 Update

  • Thread starter DRambo
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I see people talking about tweaking the amount of rotation on their wheels...
That's not available on DFGT, right? (At least I couldn't find it anywhere)

And... how much does that tweak effect the feeling of the wheel related with FFB ?

I really don't knwo why people are doing this. It is completely unrealistic and will just teach you to drive incorrectly, if that matters to you.

With a 900deg wheel, it's not like you're doing hand over hand steering... for drifters, I could see using 200deg, but for time trialists and regular racers, if you are turning more than say 60deg in either direction, you're overworking your tires and entire car, and will just keep going straight anyway! :D
 
I see people talking about tweaking the amount of rotation on their wheels...
That's not available on DFGT, right? (At least I couldn't find it anywhere)

And... how much does that tweak effect the feeling of the wheel related with FFB ?

Check out the link here, some people with DFGT's get it to work some dont it seems. Changing the wheels rotation really changes the feel of the wheel which has everything to do with rotation and very little to do with FFB or deadzones as many have postulated.




I started a suggestion thread for Wheel Weight Adjustment, if anyone wants to support it click the link!
 
I think some people don't understand how powerful the strength of ffb should be to turn the steering wheel.

any modern car with power steering above 30 miles an hour are a cinch to steer. Above 60 it gets a bit lighter still.

Bless those who used ffb 8+ previously, did you really think driving a car took as much effort as parking a non power assisted Miata? Lol.

That really has nothing to do with why I, personally, preferred a heavy wheel. With a heavy wheel you could get a sense of weight transfer that is otherwise absent from this type of simulation. The heavier the wheel got, the more lateral weight was being transferred. When this update came out that feeling went away and it became impossible to have any sense of weight transfer, which is a rather important element when it comes to performance driving. IMO, feeling weight transfer is far more important than feeling bumps or curbs.

Sounds like the ninja has fixed this issue though, which is great news as it should now allow people to have a light wheel or a heavy wheel, depending on their preference. 👍
 
I really don't knwo why people are doing this. It is completely unrealistic and will just teach you to drive incorrectly, if that matters to you.

With a 900deg wheel, it's not like you're doing hand over hand steering... for drifters, I could see using 200deg, but for time trialists and regular racers, if you are turning more than say 60deg in either direction, you're overworking your tires and entire car, and will just keep going straight anyway! :D

I was wondering the very same thing. 400 or 600 seems Arcade for racing and time trials.

Drifting its got to be a good thing, DFGT drifting is harder than with a DS3 for me. I guess my DFGT is stuck at 900
 
DFGT user. Todays ninja hotfix has definelty improved the wheel weight. Not back to how it was pre patch, but a definite improvement after yesterdays update.

The thing I dont get is. How did the 1.12 update (with the wheel weight issues) make it out of the factory in first place? Did no one at PD test it, or are well all beta testers for them?
 
DFGT user. Todays ninja hotfix has definelty improved the wheel weight. Not back to how it was pre patch, but a definite improvement after yesterdays update.

The thing I dont get is. How did the 1.12 update (with the wheel weight issues) make it out of the factory in first place? Did no one at PD test it, or are well all beta testers for them?

Ah, was just going to inquire about any hot fixes. As a fellow DFGT user, yesterday's update was a nightmare; great new content, but I couldn't feel anything anymore! Typical PD haha! I will report back later on how it compares to the original update... 👍
 
The thing I dont get is. How did the 1.12 update (with the wheel weight issues) make it out of the factory in first place? Did no one at PD test it, or are well all beta testers for them?

Well, I can't say for sure as I don't work in programming. But I do work in printing and do all the prepress work, there have been plenty of times where I've worked on a file to get it exactly right and remove all possible issues/problems. I proof it and examine it and everything looks as it should so I release it to burn plates, and then something goes screwy in the rip that I couldn't have seen before that process. It drives me crazy but when dealing with computers things don't always work like you think they should and there are thousands upon millions of things that can go wrong no matter how carefully you plan/prep. I know that's not an exact correlation, but whenever these things happen with GT I often think of my work and how things can go wrong no matter how careful you are.

That being said, I can't see why they don't send the patch through the final channels and have one of their employees install it on a normal PS3 to make sure everything is working as it should before releasing it to the public. But I can see how that would greatly slow down the process.
 
So 4/8 for FFB torque/sensitivity for G25 it is. Gave it another run today, and shaved of 3 seconds of the Mount Panorama :bowdown: with FT-1 VGT. from place 8xxx to place 8xx in 30 minutes and still didn't drive a satisfying lap. Sooooo much adrenalin :eek::eek::eek: forgot to save the replay :)
 
That being said, I can't see why they don't send the patch through the final channels and have one of their employees install it on a normal PS3 to make sure everything is working as it should before releasing it to the public. But I can see how that would greatly slow down the process.
And test it with every available peripheral, stereo setup, both disc and download versions etc.. etc.. Yeah, not likely. They really can't do much else but get it to a point where they think it's good, and use the many players for feedback and act quickly on any bugs as they have done in the past couple of days.
 
My experience of what each button does:
- FF Max Torque
this seems to linearly increase the gain on the actual force effects (steering weight while cornering, bumps, rumble strips)
- FF Sensitivity
This seems to add what PC sims call "damping" and "centering spring" combined. Using more than 2-3 of this setting causes oscillation on straights. So it smooths out the effects felt off bumps, gives the wheel some general "weight" to turning the wheel. Note: PC sims would have 3 separate sliders for this (filter, damping, center spring).

For the T500RS I ended up with:
- Max Torque of between 3-5 depending on the car and how much of a work out I wanted. A setting of 4 in a GT3 car was already pretty ferocious. 5 felt like plenty for drifting.
- Sensitivity of between 1-2 depending on whether I wanted a bit of damping. For FF cars the damping just feels odd so 1 was good. For something like a GT3 car it helps to smooth out the bumps so I was using 2.

One tip: don't immediately add FFS if you want heavier wheel weight, first try some fast tight corners, and see how the FFMT setting already generates heavy forces trying to return the wheel to center when such real forces exist. Effectively FFS is how much simulated power-assisted steering you want (1 being most assisted, 10 being least assisted).
 
And test it with every available peripheral, stereo setup, both disc and download versions etc.. etc.. Yeah, not likely. They really can't do much else but get it to a point where they think it's good, and use the many players for feedback and act quickly on any bugs as they have done in the past couple of days.

Agreed. They have millions of testers out there that will find things in a matter of hours that would take their small (in comparison) team days or weeks to discover, and this allows them to address the issues much quicker. It does make some people feel like "beta testers" but this is the world we live in now and ultimately it's probably a much more efficient method. I'd rather have them let us find the issues so they can address it quicker than having to wait longer for content to be released (:lol:) or for problems to be addressed
 
You can always turn down the Max Tq. I agree most people want it to be too strong for what is useful in the game. Try 8 instead, though we don't have the same wheel, I admit ;)

Hah, I haven't even gone higher than 5 since the update - I don't think the max torque setting would be very drivable with this wheel! You really have to keep in mind that the T500RS is much stronger than the other wheels - it can literally break your fingers if you're not careful.
 
@332i

Nice get over it speech. To bad you were a little late there. They made it better through a hotfix. So at least they realized they made a mistake.

The part about "there have been updates to FFB before"... your point? None of which have taken pretty much all of the FFB away. So I fail to see your point.

Anyway. At least they patched it.
 
Can't wait to try it after the hotfix. I was one of the biggest complainers as older wheels seemed to be affected the most (Driving Force Pro)..
 
So did PD realese a hotfix fixing the FFB? That's what I'm seeing now.


I think it still lacks the range of wheel weight we used to have (overall I'm happy though), but this is what they say about the hot fix on their website:

Sep 17, 2014
Gran Turismo 6 Hotfixes
GT6 Update Info

The following issues have been addressed:

- With certain cars, the [Force Feedback Max. Torque] value found in the [Steering Characteristics] page within the [Steering Controller] category of the [Options] screen in the [MENU] (accessible by pressing the START button) was not working as intended.

- An in-game warning screen has been added to inform players that the game may freeze while watching the Replay in Open Lobby or Quick Match.

We ask for your patience while we are addressing the above issue, and we apologise for any inconvenience caused.

Link here
 
That really has nothing to do with why I, personally, preferred a heavy wheel. With a heavy wheel you could get a sense of weight transfer that is otherwise absent from this type of simulation. The heavier the wheel got, the more lateral weight was being transferred. When this update came out that feeling went away and it became impossible to have any sense of weight transfer, which is a rather important element when it comes to performance driving. IMO, feeling weight transfer is far more important than feeling bumps or curbs.

Sounds like the ninja has fixed this issue though, which is great news as it should now allow people to have a light wheel or a heavy wheel, depending on their preference. 👍

I wholeheartedly disagree about weight transfer, post update.

You don't feel the weight itself, but you feel the information about the transfer, transfered to your hands/arms/brain. That sensation of being aware of weight transfer has been magnified considerably. You don't need to "feel" the weight, per se. I think you have the wrong idea bout how that should feel, and how much GT should feel exactly like real life. The FFB is meant to translate what the car is doing, not make you feel like you really are forcing the car through every situation by means of force alone. It's the tactile information that is key.
 
Hah, I haven't even gone higher than 5 since the update - I don't think the max torque setting would be very drivable with this wheel! You really have to keep in mind that the T500RS is much stronger than the other wheels - it can literally break your fingers if you're not careful.

Yes, that max torque setting is probably going to be lower for the higher end wheels, in order to keep your wrists for what they were really meant for ;)
 
This part is confusing me. Since when could we watch a replay from the Lobby? I thought you had to go to the gallery and load up one of your saved replays?

It confuses me as well. Maybe their referring to the "Watch Race" mode?
 
I hope it doesn't affect my wheel badly. I liked the way it felt after 1.12. Since it's tied to the G series wheels, I have a feeling it'll be dead again.
 
I can confirm that after the hotfix things became corrected. It's not as "hard" it was on v1.11, but it's now way better than it was yesterday.

As I suspected - and the speed with which PD acted on this issue proves it - the correction should be pretty easy to implement being that all that was needed was to tweak with the range of numeric values between minimum and maximum FFB settings, and not the programming itself.

Congratulations on this one PD :)
 
Hotfix has worked for me too. Only tried the X-Bow Street so far, but imo it feels better that it has ever been. We still have the weight of the wheel (thanks to the Hotfix), but now the curbs & bumps in the road have more definition. Whoever it was at PD that tweaked the FFB has done a fantastic job!


:D
 
This part is confusing me. Since when could we watch a replay from the Lobby? I thought you had to go to the gallery and load up one of your saved replays?

Yeah that is confusing, maybe they mean that when the replay is saved and watched later it may freeze or they could just be refering to watching the race while its going.
 
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It confuses me as well. Maybe their referring to the "Watch Race" mode?

Yeah that is confusing, maybe they mean that when the replay is saved and watched later it may freeze or they could just be refering to watching the race while it going.

These have been my best guesses too, but I don't know for sure. I'm leaning towards the first option, "watch race" is just being mistranslated as "replay".
 
I can confirm that after the hotfix things became corrected. It's not as "hard" it was on v1.11, but it's now way better than it was yesterday.

As I suspected - and the speed with which PD acted on this issue proves it - the correction should be pretty easy to implement being that all that was needed was to tweak with the range of numeric values between minimum and maximum FFB settings, and not the programming itself.

Congratulations on this one PD :)
i'll wait to test myself to celebrate but yes, gotta give kudos to PD for the quick reaction 👍
 
Man this sucks. I like the way FFB was when update was out. Now it's harder for me to drift. This is really annoying. Dam so sad.
 
I just had a bunch of races with the M4, and while I started with a setting of 5/1, I soon turned that down to 2/1. Why? Because when I went into a corner a bit too hard, getting a lot of understeer, the force of the wheel was so hard that I could barely turn it :eek:

Now, this is with the T500RS, but I am interested if others experience hard understeer similarly?
It was actually a really good surprise how well the wheel kept to its entry angle once the understeer set in, it was REALLY strong.
 
I just had a bunch of races with the M4, and while I started with a setting of 5/1, I soon turned that down to 2/1. Why? Because when I went into a corner a bit too hard, getting a lot of understeer, the force of the wheel was so hard that I could barely turn it :eek:

Now, this is with the T500RS, but I am interested if others experience hard understeer similarly?
It was actually a really good surprise how well the wheel kept to its entry angle once the understeer set in, it was REALLY strong.
Yeah, I'm down to 3/1 (torque/sensitivity) for most road cars now. Same feelings as you around understeer.

I actually used 2/1 on the VGT Bathurst race, since 3/1 was pretty brutal: wheel bucking around like crazy. 3/2 (i.e. sensitivity on 2) with that VGT car actually gave me oscillation on straights, so 1 was the only viable setting.
 
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