I think it would help to know exactly how FFB is generated - maybe some developer types can add something here, I have memories of inspecting FFB commands live possibly using a DirectX SDK which showed clearly that only 1 or 2 mechanisms were in use, but more knowledge of how they're modified by the CP settings would be very useful. There's a lot of confusion around this setting so it's worth spelling it out again.įor the CP settings, and in reference to your more recent post above, this is extremely subjective. Hope I don't end up sounding like and idiot, so sorry if I waste your time.Īlso, just to say rFactor2 is just the best!!Ĭlick to expand.I thought you did get it, but then you said it was odd. Well, hope you give this a try, and I don't really remember having come across some of the findings I am sharing here with this post. Have to say this settings also applly pretty well to Asseto Corsa, but I dont play that anymore. It doesn't seem to mess with much of anything with weight transfer forces for me, at least in Rfactor2. You should try to have some nice level to this, while you mantain a good balance of good speed, but where you feel under certain states, that a steering wheel wouldn't turn so fast in the real world and this actually lets you control the car also a lot better. Think again! Spring is the actual one responsible for that! I think the TS XW can actually be to responsive for my taste (there are just some shortcomings to wheels and simulations). Spring is something that you would think is also the function of the damper to do, to dampen the response of the wheel and rotation speeds and accelarations. Spring: bellow 30% but still messing around with that. It helps you not saturate corner FFB to the point you need to lose some strenght on lower speeds, while still mantaining a pretty good weight transfer feeling on cars that have that. It actually helps you feel the tires better and since it reduces some of the lateral forces from the chasis and such, you actually can crank up the FFB higher, since the peak corner forces will be reduced, due to a more natural feeling of "scrubbing" the front tires, wich exists even when high grip loads happen. What is important for me on this setting, is that there seems to be linked to RFactor2 way it deals with tire grip. The supposed counter effect on a T300 is that you will lose some weight transfer feeling. It helps adding weight to the wheel on itself. Even there in Rfactor 2 there are merits to have it around 15/20%. Now, damper!! This one GM always says to turn down (at least on a T300). I got this wheel to feel those 6Nm and only close to 100% will you really get that, even if some linearity can be reduced (look into controller in user folder and probably try to reduce steering torque sensitivity as I think I had some success with it). If you play around with it, 75% or so for me doesn't cut it. It has better cooling inside the box and the motor itself incorporates a cooling system (something T300 doesn't have). I really think you probably are very safe to crank FFB up on this bad boy. Right now my settings are as such, and this new TS XW I got really lets you know what this sliders do. While it will not break your FFB and it actually can be as pure as an FFB as you can get this way (not totally sure myself), I think you will miss on some important aspects to tweak FFB to your liking that can actually make you enjoy your wheel much more. Many people will tell you to put Damper and Spring on 0%. First of all, I am not really any kind of expert on FFB, but since this is my second thrustmaster wheel (T300 before), and since I am really a dissatisfied and always picking up on something, wether it's wrong or right to do so, I wanted to make a sort of guide - quick thing - on some secrets to what TM panel settings actually do.
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