Edit: question before my jibberish;
Has anyone been able to receive and record the FFB graphs from GT? Otherwise, everything stated by some is utter bullcrap. We have no clue as to what the signal is made up from, if its then filtered, compressed, de-essed, pseudo stereo widened, inverted, hard panned, ... You get my drift.
Regarding "there is no right or wrong when it comes to ffb",
Sure, whatever floats your boat. But!
It depends on many things, and VERY much on what size and weight your rim is.
Ive got a tx racing base with a light, plastic 28cm rim and a 35cm "heavy", nardi knockoff. The difference is like night and day, its completely different. No ffb setting on earth will make up for the change in feel. Its a matter of not only torque, but about speed and acceleration.
I guess most ppl who have a wheel enjoy thinking they are doing "real driving", but without a way to simulate sustained G force, its pretty much down to shaking and tilting your bum in more or less sophisticated ways, and, twisting your wrists more or less.
It is perfectly possible to model, calculate and transmit the EXACT steering force per car and tire and setup and blabla whatever developer puts in their physics model, into your hands. Its just a matter of interpretation. I suspect GT has interpreted in a completely novel way, since it behaves like nothing else hahaha. Maybe GT try to simulate Gforces into the wheel? Judging by some of the experts here, i understand GT ffb is broken by their own definition, as in, everything over 5 torque is clipping and 10 sens is like a 3630 on a daftpunk song.
Seems really strange to me that they make such a **** ffb that it will clip under its own output. Im imagining coupling a 4x12 to a walkman, and it clips lololololol. I mean if they are serious about simulation i guess those two small settings should be explained in deep detail since they are the only things connecting the game even vaguely to simulating anything. Thats not ranting on gt but on every sim too.
The limiting factor in simulating real force before dd wheels was the torque. It still is, because 8nm is right about what a road car can output to your hands, not close to a formula car, that could be more like 30nm....!
We now could have proper force by car type ,susp geo, tyre, and rim size and weight.
So, its a matter of perspective, you want to be A+/Superduper hero of the earth in your favourite simracing socks not breaking a sweat, you might want to turn everything down and drive with your fingers. Maybe put the rotation to 480deg (cheating lol).
Or, you are like me, have very limited time, want something to rip your palms from your wrists and have as close to 1:1 force when you get the chance to sit down and "drive".
Ill admit that ive tried both, and neither option is great on my base, for me. I feel id want quicker response, faster overall rotational speed and torque ofc.
And then, i think it should be completely feasible in the future, once more and more DD bases come along, to have a calculation per rim dia and weight in order to transfer the intended ffb as close to 1:1 as possible.
Idk just my thoughts, i know some guys ive raced with swear by some wheel or another, and in 9/10 times its always because of the pack mentality, the circle jerk, the schumacher within and the last time you won a race.
A real wheel calibration should be done with accelerometers in the future... Hmm.... How long....