Simple; post the wheel settings you use on here and don't forget to mention which wheel you are using.
(I'll contribute when my CSR returns from Germany after repairs)
Simple; post the wheel settings you use on here and don't forget to mention which wheel you are using.
(I'll contribute when my CSR returns from Germany after repairs)
Its found under options and extras - options - controls - advanced options. Multiturn is the last option in that menu.Where can I set multi-turn? Can't find it.
Sorry I'm not sure where to find it on pc version. The interior wheel setting just turns the steering wheel in interior view on or off.I'm afraid I don't have it on PC. Or is it interior steering wheel? View attachment 229005
I agreeSome are worse than others (Ravenwest or whoever your rival is) but if you get fully alongside they generally give you room. It's when you stick your nose 3 feet in front of their rear bumper they'll just turn into you. Race them like you'd race in real life and keep an eye out for your rivals and Ravenwest and they generally act like real drivers.
Sry to Rez an old thread but I couldn't find an answer on the web.
I'm having an issue where the higher I set the steering strength the grittier the steering feels. Almost like there's sand in the gears. It goes away if I turn the strength down but that causes the wheel to feel lifeless.
Using g27 at 540 rotation.
Thanks in advance for any help
That's how it is with Codemasters FFB unfortunately. You can try lowering wheel strength and increasing wheel weight to compensate, but it just makes the wheel have more resistance (not necessarily useful FFB). Vibration strength is the shake when going over curbs so I don't think that's your problem either. I have mine set at 50% for all 3 settings. Coming off from GT it does feel lifeless at first, but you get used to it 👍
A question.
Steering/throttle/brake saturation in many games States the 1:1 Is at 50% and by increasing this, or decreasing this will speed up or slow down the effect. Titles such as shift/shift 2/ pcars behave this way. Are these games the same?
Is there an official description of what each setting does, this (I believe) was a big factor as to why shift was viewed as having a bad or floaty feeling. Many set saturation to 100% which in fact was adding a 50% increase in saturation. It wasn't until sms finally explained that for wheels 50% saturation was indeed 1:1 that the game became much more playable/predictable in its driving ability.
Other games follow the same methodology, but I can't find an official description from CM regarding these options? I'd like to know as I'm going to create a list of CSW v2 settings for as many games as possible that are set to the perfect 1:1 ratio and that give the best overall feeling (if possible)
So in grid, does setting 100% saturation equate to how SMS and EA apply it, or is it "different" if so, how? And then does that mean only negative values will apply as its impossible to go over 100 too create a positive value?
Do CM have any official documentation on their controller settings, as I can't find a precise/concise explanation.
I see, so this game uses 100% as 1:1 and can't add positive values.
F1 uses 0% as 1:1 and can't add negative values
Shift, shift 2, Pcars use 50% as 1:1 and allow the user to strengthen or weaken the effect... I think it's already confusing
I'm going to try and get a repository of 1:1 settings gir each game specifically for the CSWv2 for everyone to reference. It might be useful to someone
It's difficult when these games are so significantly different with how they treat the wheel. It would be good to see a more universal approach. Open wheel drivers
I'll get on it this week, I've already dialled in a few just trying to get them as accurate as I can.
Cheers fir the info, at least I can start at 100% for that setting and move on the next
Hear hear.Yup
F1 Codemasters use 0% Saturation as 1:1
This was posted on their old forum board and I'm sure is on here too in the f1 section. Thats why I'm surprised that all these games (some from the same developers) don't have a more universal approach?
It should get standardised and quickly!
F1 uses 0% as 1:1 and can't add negative values
Anybody have wheel settings for the T300rs on Ps3 ?
I'll try it again tonight, but I thought the last time I played f1 2014 that 50% was 1:1 lol. The on screen wheel at 50% seemed to turn the same amount as I was, at the stock 0% setting, I hardly had to turn at all, and the steering was far too twitchy. I'll check again tonight.
On GAS I use 100% saturation with 6 linearity for normal cars, and 40% saturation with 0 linearity for open wheelers. I never use any deadzone on any game. Hate deadzones. This is with a dfgt.
Yup
F1 Codemasters use 0% Saturation as 1:1
This was posted on their old forum board and I'm sure is on here too in the f1 section. Thats why I'm surprised that all these games (some from the same developers) don't have a more universal approach?
It should get standardised and quickly!
Hi guy's I have T300 eneyone got settings for it ☺
I've just got this game for PS3 and am experiencing the following issues:
1- the feedback (TM T500rs) sometimes seems to not want to centre the wheel, when going straight. It pushes away from the centre for a while and then goes back to normal, causing me to build up a bit of wiggle.
2- when using my Sony pulse headset, the sound occasionally cuts out and immediately comes back it's really annoying. It's not my headset as I've tested it out elsewhere and it's fine.
Any ideas?
This happened to anyone else?