FFB 1.12 Update

  • Thread starter DRambo
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Jeez, it's almost heart attack, I bought new T300 RS last Monday and tries GT6 and no problem. Then next day I got download for update. ....

I feel doesn't right and I thought my new wheel have problem make me start worried until I saw this thread....thanks god it's not my wheel problem....it's must be update of GT6...I'll try right setting for play GT6.

Hopefully in future they will fix the right FFB.
 
i'm still wondering whether people who like this update drive mostly racecars and people who dislike it drive mostly roadcars. as i've said before, the FFB is actually improved for racecars where before this update most effects where drowned out by the huge centering force which made driving racecars such a terrible experience before that i generally avaided them as much as i could. i still have most of the racecar championships unfinished in career mode.

however, as far as roadcars are concerned there is so little FFB now, that its not just the lack of strength that is the problem, but the detail is also so weak that all my feeling for the cars weight transfer is gone. before i could flick cars from a left hand drift into a right hand one with ease and use just throttle control to maintain a drift while the wheel centered itself. now the force is so weak that its impossible to do that.

besides there is a pronounced FFB-deadzone which means that whenever i steer quickly from one side to the other i first feel nothing and then suddenly hit a strong resistance after about 45-90°. how are you supposed to be precise with the steering when you its not even a linear or progressive effect?! that effect definately wasn't there before and i can't get rid of it through the settings.


i wish people who say that we just need to figure out the right settings or that we simply had the FFB set too high before and now its just more realistic would just read our posts, because thats not the case. FFB is just as strong with racecars now so strength isn't the issue, but something is definately wrong with the roadcars.

i just hope its some kind of bug or negligence and its not supposed to be that way. its impossible to simulate the wide difference between racecars and roadcars with the limited torque range of simracing wheels, but that doesn't mean they should water down the roadcars feeling so much just so that there is a difference between roadcars and racecars. its more important that you have an appropriate feeling for what is going on in both kinds so it would be better if they both were equally strong.
 
I use g25 and after the update the first thing i noticed it has got way to weak for me i was used to the old "10" ... now when i set both settings to 10 it is still too weak for me ... however i must admit it the response itself feels alot better ... atleast on the new track ... however its too light ... i wish they could keep the new ffb system and just make it stronger ...
 
Hotfix just released:

I can confirm it's heavier. Not quite as heavy as pre 1.12, but you can feel the resistance. I'd say 10 is equivalent to 5 pre-update now. Epic turnaround time on PD's part 👍👍👍 If this is Codemasters we'll be waiting a month for the patch :lol:

I've also finished testing controller sensitivity and wheel rotation:
Controller sensitivity doesn't do much. There's a little change but it's not meaningful. Best to leave it at zero to keep the steering ratio 1:1.
Wheel rotation makes the most impact. 670 or 450 degree seems the way to go now. 240 is too twitchy.
Adding camber also helps increase the "feel" when loading the wheel through long turns.

**IN SUMMARY**
For Logitech wheels, to increase resistance as much as possible:
- Set Max Torque & Feedback Sensitivity to 10
- Set Rotation to 670 or 450 (depending how twitchy you like your inputs) (see here if you don't know how: https://www.gtplanet.net/forum/threads/g27-g25-dfgt-undocumented-wheel-lock-settings-guide.286646/)
- Leave Controller Sensitivity at 0
- Try increasing your car's Camber settings

It's not as it was before, but at least it's drivable now. Hopefully PD will refine things again over future patches 👍
 
I can confirm it's heavier. Not quite as heavy as pre 1.12, but you can feel the resistance. I'd say 10 is equivalent to 5 pre-update now. Epic turnaround time on PD's part 👍👍👍 If this is Codemasters we'll be waiting a month for the patch :lol:

I've also finished testing controller sensitivity and wheel rotation:
Controller sensitivity doesn't do much. There's a little change but it's not meaningful. Best to leave it at zero to keep the steering ratio 1:1.
Wheel rotation makes the most impact. 670 or 450 degree seems the way to go now. 240 is too twitchy.
Adding camber also helps increase the "feel" when loading the wheel through long turns.

**IN SUMMARY**
For Logitech wheels, to increase resistance as much as possible:
- Set Max Torque & Feedback Sensitivity to 10
- Set Rotation to 670 or 450 (depending how twitchy you like your inputs) (see here if you don't know how: https://www.gtplanet.net/forum/threads/g27-g25-dfgt-undocumented-wheel-lock-settings-guide.286646/)
- Leave Controller Sensitivity at 0
- Try increasing your car's Camber settings

It's not as it was before, but at least it's drivable now. Hopefully PD will refine things again over future patches 👍

This is good news.

partying.gif
 
Looking forward to trying this update. Please check me on this, but I think the 'Controller Sensitivity' setting applies only to the DS3 per the in-game setting description.
 
Looking forward to trying this update. Please check me on this, but I think the 'Controller Sensitivity' setting applies only to the DS3 per the in-game setting description.

There's always been debate about this. Some think it has a minor effect for wheel users, my experiments suggest there might be a minor effect but it's nothing drastic.


And it's back to dead FFB.Heavier?yes,lively and intuitive?no.

As long as it's a little heavier than it was, I'll be happy. Compared to proper sims it's always been dead-feeling, but at least it had the weight. 👍
 
Last night I max'd the settings on the T500RS, and it does feel a little lighter than before (typically on the old settings I had it at about 7).. I like the additional sensitivity in the feel, and for road cars I think it works well, for race cars it does seem perhaps a little light. Either way, I think I caught more potential spins on Sierra in one day than in months of previous play.

Maybe todays update will have given a little more weight to the Thrustmaster as well.

Personally I don't think controller sensitivity makes any difference to the wheel. The game smoothes inputs made with a DS3, and delivers lock at a rate it thinks is suitable... sensitivity setting just changes this rate IMHO - which doesn't apply to the wheel (I guess if you changed the max rotation to abouit 45° and then played with the sensitivity setting it might show something up)
 
Such a relief that the horrible, weightless feeling in our wheels was unintentional and that PD jumped on it so quickly. I hope other Fanatec users can report on this quick update, because I'm anxious to play again when I get the chance.
 
Looking forward to trying this update. Please check me on this, but I think the 'Controller Sensitivity' setting applies only to the DS3 per the in-game setting description.

That's what the description says, but it does have a very very subtle effect. It's more noticeable in the Formula & Red Bull cars since they're so darty. Setting it to -2 dampens the initial turn in a teeny tiny bit, and vice versa for 7. It just makes it more comfortable to drive when you're chasing those last few tenths. On road cars for 99.99% of players there's virtually no effect. After the latest update though the effect seems to be a little more pronounced. Still nothing drastic, and 0 is still the best setting IMO.

And it's back to dead FFB.Heavier?yes,lively and intuitive?no.

Try changing the rotation as per my post. It makes a world of difference.
 
Looking forward to try the new patch. At first, I thought this issue was typical GTP over-reaction and whining, but when I tried it myself, I definitely felt the FFB was much weaker than it should be.
 
Either way, I think I caught more potential spins on Sierra in one day than in months of previous play.

IMO that was one of the worst things about the new FFB, it was way too easy to catch/correct mistakes. It should take some skill to save a spin, not just a simple correction. Sure, this makes it more fun for people with lesser skill, but it dampens the fun for skilled players. Also, I was driving a couple FF's yesterday and noticed that I could steer out of my understeer, meaning that when the car started to understeer I could just turn the wheel more and instead of getting more understeer I got more grip. That's not right. Hopefully the ninja addressed this to some extent.

Such a relief that the horrible, weightless feeling in our wheels was unintentional and that PD jumped on it so quickly. I hope other Fanatec users can report on this quick update, because I'm anxious to play again when I get the chance.

Same, I'm at work for another 8 hours so I'm anxious to hear more reports about how the ninja has fixed the wheel weight (I too am on a Fanatec). 👍
 
Wooooooo Hooooooooo !!!!!

I didn't have a real problem with the new feel of the game but having just applied the hot fix things are so much better.

Running a DFGT at Torque 8 Sensitivity 8 and loving it :cheers::cheers::cheers::cheers::gtpflag:

Steve
 
I love the FFB update on T500RS. Preliminary settings on 4/8. I love how lively it feels which is comparable to Assetto Corsa. Feels so much more in control of the car.
 
they fixed it? :cheers::bowdown::gtplanet::gtpflag:👍👍👍👍👍 please someone gimme some setting to try later on at home for the DFGT i was driving at 5/8
 
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they fixed it? :cheers::bowdown::gtplanet::gtpflag:👍👍👍👍👍 please someone gimme some setting to try later on at home for the DFGT i was driging at 5/

See above :) I've not been through the settings comprehensively but that might be a good starting point ;)

Steve
 
IMO that was one of the worst things about the new FFB, it was way too easy to catch/correct mistakes. It should take some skill to save a spin, not just a simple correction. Sure, this makes it more fun for people with lesser skill, but it dampens the fun for skilled players.

I'm not sure about "way" too easy. I've persevered now with my wheel for 9 months, and it's getting more and more frustrating not being able to push as hard with the wheel as I used to with the DS3 - sure the DS3 does remove a lot of the required skill (hence drifting is 20× easier on the DS3), but at the same time not being able to counter a spin/slide because of a lack of correct sensory stimulus available isn't just not fun, it's almost a deal breaker - similar in a way to trying to drive with the sound muted, and still hoping to nail every gear shift.

Also, I was driving a couple FF's yesterday and noticed that I could steer out of my understeer, meaning that when the car started to understeer I could just turn the wheel more and instead of getting more understeer I got more grip. That's not right. Hopefully the ninja addressed this to some extent.

It's not right, but I think it's been the case for sometime. I posted about it somewhere not long after I got the data-logger went live, I couldn't figure out why others were using more lock and maintaining more speed - when all I was getting was understeer, others commented on how it was an aspect of GT that wasn't modeled correctly and that counter-intuitively the solution was just to give it more lock.
 
Also, I was driving a couple FF's yesterday and noticed that I could steer out of my understeer, meaning that when the car started to understeer I could just turn the wheel more and instead of getting more understeer I got more grip. That's not right. Hopefully the ninja addressed this to some extent.
IMO FF's are messed up from corner entry to exit. The only place they are accurate is in a straight line.:lol: Driving them just seems too arcade and I don't enjoy that feeling so I put them in the back of my garage for the most part although in a moment of weakness I did try to tune a couple of them for my garage early on in the game:D. When you drive the Abarth in AC, you'll see just how fun FF's can be.:cheers:
 
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