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Logitech G29 Discussions, Plus Support and Settings

Discussion in 'Project CARS' started by rocafella1978, Oct 4, 2015.

  1. rocafella1978

    rocafella1978
    Premium Member

    wanted to post here what i had contributed on the official pCARS forum, left the forum, because of the rude, hate and harassment messages/ PM i was getting, but did not want my work to be lost, spent hours and hours on finding out what is what on G29's and want to help other G29 users. if you have questions, feel free to post here and ask.

    [​IMG]

    updated settings/ configuration on JULY 28th - also ZERO CLIPPING!!! see in bold color, updated changes.

    Edit Assignments (if you want, maybe you can skip to save time)
    1. Calibrate Wheel
    2. Calibrate Pedals
    3. Configuration
    4. Calibrate Force Feedback
    5. Calibrate Pedals
    6. Calibrate Wheel
    7. Exit (Save Settings)[​IMG]
    G29 – settings (NOTE: just soft clipping values are changed, REST ARE DEFAULT VALUES!!!):
    Configuration:
    Steering Deadzone - 1
    Steering Sensitivity - 50
    Throttle Deadzone - 6
    Throttle Sensitivity - 50
    Brake Deadzone - 6
    Brake Sensitivity - 35
    Clutch Deadzone - 6
    Clutch Sensitivity - 35
    Speed Sensitivity - 0
    Controller Filter Sensitivity - 0
    Damper Saturation - 0
    Force Feedback - 100
    RPM/ Gear Display - YES
    Controller Input Mode - 3
    Advanced (Off, can't see bottom 3x options, they are not showing)

    Calibrate Force Feedback:
    Tire Force - 100
    Per Wheel Movement - 0.00
    Per Wheel Movement Squared - 0.00
    Wheel Position Smoothing - 0.04
    Deadzone Removal Range - 0.12[​IMG](basically have to go all the way right or all the way left then come back to get the values)
    Deadzone Removal Falloff - 0.06[​IMG](only DRF allows increments possible of 0.00 [??? no idea why] and increments of 0.01)

    Linkage Scale - 0.00
    Linkage Stiffness - 1.00
    Linkage Dampening - 1.00
    Relative Adjust Gain – 0.98
    Relative Adjust Bleed - 0.10
    Relative Adjust Clamp - 0.96
    Scoop Knee - 0.54[​IMG] (thx to @skoader - worked also like a charm, not sure what it does, but the feeling is better)
    Scoop Reduction - 0.16[​IMG] (thx to @skoader - worked also like a charm, not sure what it does, but the feeling is better)

    Soft Clipping (Half Input) - 4.00[​IMG] (basically have to go all the way right or all the way left then come back to get the values)
    Soft Clipping (Full Output) - 8.19[​IMG] (here 8.00 is not possible on CONSOLE...fine increments to available, huge jumps only possible...)I did all my tests with BMW Z4 GT3 vehicle, with Jack Spade Classic settings.
    • ZERO CLIPPING/ NO CLIPPING at all!
    • of course, only BMW Z4 GT3 tested, but have to test with various cars and etc.
      • but so far across a good amount of GP and International tracks, I had NO CLIPPING at all.

    so feel free to test it out and post what you think or if you had other issues or recommend other settings, questions, comments and more, hopefully to help each other out and new G29 owners.

    I will be moving all my know-how over here and help everyone, will be doing the same with my new Fanatec CSW V2 + CSP V2 setup and post it here.

    in the meanwhile, this is the link there, you can read and learn (G29 thread).

    http://forum.projectcarsgame.com/showthread.php?35635-G29-Discussions-Plus-Support-and-Settings
    also very helpful:

    http://forum.projectcarsgame.com/sh...ler-FFB-values-Google-sheet-amp-FCM-Universal
    and the guys there "poirqc" and "skoader" absolute blast of guys, helpful and really grateful to their work, without them, I would have not been able to dial in my G29 and understand everything. (as much as we could/ can!)
     
  2. rocafella1978

    rocafella1978
    Premium Member

    FFB Guide

    Input Signals

    The four front tire input signals are the component parts of the whole tire induced torque coming
    through the rack. So if these are all scaled to the same thing (by convention 1.0), this is the
    same as straight rack torque.
    The two rear tire signals are to enable the Seats of Pants concept. Neither of these go through
    rack geometry though, as there is no rear rack and steering wheel. These just go straight to the
    seat.
    Finally, the G force signal is to enable the Gut physical simulation concept.

    Tire Force

    This is simply an overall multiplier on all of the input tire forces. Note that G forces, the input to Gut, are not
    scaled with this parameter. Note that the other FFB parameter in the Controller section is the
    same as the scaling in the driver. Reducing that does not help saturation, it simply reduces
    force.

    Spindle

    SpindleMasterScale

    This is a multiplier on all of the front tire forces. This was added to allow the following four scale
    to default to 1, and be more intuitively like “weights”.

    SpindleFxScale
    SpindleFyScale
    SpindleFzScale
    SpindleMzScale

    Individual scales on the components going through the spindle/rack. To get pure rack forces,
    leave these all at the same value. 1.0 is a convenient value for this, and use SpindleMasterScale
    to dial overall spindle force.

    SpindleFxLoPass
    SpindleFyLoPass
    SpindleFzLoPass
    SpindleMzLoPass

    Individual smoothing on the components going through the spindle/rack. Typically Fx requires
    more smoothing than the others. 0.0 is no smoothing. 1.0 is normalized to “really smooth but
    still some useful signal”. Values above 1.0 are valid.

    SpindleArm

    SpindleArm is the angle, in degrees, of the attachment of the tie rod to the spindle. Zero degrees
    means the tie rod is attached directly aft of the axis. That particular distance, how far aft, is not
    critical, because that just amounts to scale, which we adjust based on squeezing into the device
    range anyway. The angle though matters a lot in how the forces feel when the steering wheel is
    not straight.
    90 degrees is then with the tie rod directly inboard of the axis, which physically would result in the
    inability to steer. Realistic values I'd guess are between 0 and 45..

    Seat of Pants

    The basic idea of “Seat of Pants” is to present information from what is happening at the rear of
    the car through force feedback. There are two physical forces that are used. The rear side
    loads and the rear vertical loads.

    SoPScale

    Overall scaling of Seat of Pants

    SoPLateral

    Scaling of the rear side load effect.

    SoPDifferential

    Scaling of the rear vertical load effect, which is actually the difference between right and left
    vertical loads.

    SoPLoPass

    Smoothing of the Seat of Pants signal. 0.0 is no smoothing. 1.0 is normalized to “really smooth
    but still some useful signal”. Values above 1.0 are valid.

    Relative Torque Adjust

    The idea here is to present torque to the wheel based
    on the change in torque through time instead of as absolute torque. This means that with
    reasonable parameters, the wheel will never fully saturate. But unlike soft clipping (which can
    also prevent saturation), the high end torques do not get as heavily squeezed.
    There is one side effect to tune out though, and that is the wheel losing center over time. If all
    torque was completely via “Relative Torque Adjust”, centered torque would move around as the
    wheel goes through previously saturating torques. To prevent this, we use the bleed value to
    “bleed” absolute torque back into the mix.

    RelativeGain

    This is the scaling on the amount of calculated torque change that is applied. 1.0 is the intuitively
    correct value. 0.0 turns this component off.

    RelativeBleed

    This is a time value for bleeding absolute torque back in. 1.0s is a good starting point.

    RelativeClamp

    This is the force to wheel value (so in the 0.0 to 1.0 range) where the non absolute running
    magnitude is clamped. This does not clamp the overall value, and torques can still go above
    this, but it does exert a strong clamping effect. 1.0 is a good starting point for this. Values
    greater than 1.0 can make sense if soft clipping is also used. Values less than 1.0 makes sense
    to give some headroom for spikes to be a little more symmetrical around the clamp.
    Note that with this component on, and with clamp at 1.0 or less, and not too much bleed, there is
    no full saturation. What this means is that what was too much force before now becomes more
    force effects felt near full force. But this too can become too much, as that can start to
    overpower the more subtle unsaturated force range. So you still need to dial overall force (via
    Tire Force and the scales), but that scaling can become an interesting control, not just
    something to avoid saturation with.

    Gut Simulation

    This is a simulation of the G forces on the body of the driver. Basically, G forces move the body
    around via a physical simulation, and the result of that simulation is translated to force feedback.

    GutScale

    Magnitude of the gut simulation in FFB. 1.0 is normalized to “significant but not overpowering”.

    GutLongScale

    Magnitude of longitudinal effect applied. This is a scaling of the baseline lateral effect. At 0.0, the
    gut effect will be all based on lateral G’s. With non zero GutLongScale, under braking G’s, the
    lateral effect will increase, and under acceleration G’s the lateral effect will decrease.

    GutMass

    This is the mass of the simulated “gut”, which should not be the whole human body. It should be
    some lesser portion, roughly being the effective amount of mass not “locked down” rigid by the
    seat and seatbelts. This is a very fuzzy concept, so the number is really just a very rough
    ballpark number. This is fine, because the simulation is not overly sensitive to this number. It
    matters, but it is not extremely critical.
    The default is 50 kg.

    Arm Simulation

    The arm simulation simulates that the wheel is driven by a non rigid linkage, namely the driver’s
    arms, as well as play and mass in the linkages themselves.. However, this is done purely with
    force feedback. The position of the the controller still directly dictates the location of the
    simulation wheel.
    This simulation also serves as the main global smoothing stage.

    ArmScale

    Ratio of incoming signal to pass through the arm simulation. 0.0 if off. 1.0 is application of all
    incoming signal.

    ArmMass

    Mass of “arms”, with respect to simulation. This does not necessarily mean the average mass
    of two human arms. This is the effective mass with respect to the degree of freedom that is the
    wheel/controller.

    ArmStiffness

    Spring*like stiffness of the “arms”. Stiffer settings will pass through higher frequency
    information. Softer settings will smooth more.

    ArmDamping

    This is a multiplier on critical damping of whatever mass and stiffness is set. Therefore, 1.0
    means exactly critically damped.

    Soft Clipping

    This compresses all force within range of the wheel, although the stronger the force, the more it
    is squeezed into the higher force range. In some ways this is like Log Scaling, but Soft Clipping
    guarantees all signal will squeeze into the range, however compressed. On the other hand,
    approaching linear behavior is not implicit with soft clipping, as it can be with log scaling.

    SoftClip

    The “half signal” for setting the soft clipper. The value set here is the input signal that will
    become 0.5 as an output signal. Setting this to 0.0 turns the soft clipping off. Setting this to 0.5
    is maybe the closest approximation to linear while on, but is not linear. Setting this to 1.0 will
    match the derivative/slope of the output at zero input (so if you want the lowest forces to feel
    similar, and compress everything else). Therefore, less than 1.0 will amplify some lower force,
    and reduce larger forces. Greater than 1.0 will reduce all forces.

    SoftClipUnity

    Straight soft clipping will never reach full 1.0 magnitude, which means for lots of soft clipping
    scenarios, the full force of the wheel is never quite used, possibly to a noticeable level.
    SoftClipUnity sets the expected maximum force that will hit the soft clipper, and rescales such
    that that force outputs at 1.0 (full force of wheel). This means saturation may be reintroduced if
    this is set too low, but it is useful to fine tune output, especially when the soft clipper is used
    more for non*linear response than for anti*saturation. Setting this to 0.0 turns the unity re*scaling
    off.

    Scoop

    This is a new component, and is directly in response to some devices going flat in
    response at higher force levels. This is somewhat the opposite non*linear tool as the soft
    clipper, but is shaped differently, to better fit the nature of devices (and be easier to control).
    So what scoop does is reduce lower forces more and high forces less, thereby increasing the
    slope of force where some devices reduce the slope of force. Since devices seem to do this in
    two more or less linear regimes, with a knee in between, this is how this component works (in
    the opposite direction).

    ScoopKnee

    The input force level where the knee is at. If this is 0.0, this component is turned off.
    ScoopReduction
    The input force reduction below the knee. Above the knee, the force slope is increased such that
    at 1.0 input force, the output force is 1.0.

    Tighten Center

    Note that the name of this can be confusing. This has nothing to do with tightening the wheel
    about geometric top center. The “center” for this component means “zero force”, and has
    nothing to do with wheel position.
    The primary purpose of this is to remove wheel deadzones, but it can also be a shaping tool.

    TightenCenterRange

    This is the input force below which the output force is increased to remove a deadzone. Put
    more simply, this is the size of the deadzone you are trying to remove.

    TightenCenterFalloff

    This controls how sharply the output force approaches zero force as the input force goes below
    TightenCenterRange.

    Damping

    One use of damping can be to counter inherent drag in a device by using negative BaseDrag.
    However, often devices do not have linear inherent drag, so setting BaseDrag such that there is
    little to no device resistance at slow wheel speed will result in accelerating forces at higher wheel
    speeds. This can be fixed by also having some positive BaseDragSqr.
    A technique to set damping to cancel most device drag is to turn off ALL forces, Slow
    Speed Force, and TireForce) and adjust BaseDrag and BaseDragSqr such that the wheel stays
    the same speed or slows down ever so slightly (until it hits a stop) when you give it a good push
    at different rates. It seems better to have a tiny bit of drag left than to have the wheel accelerate
    on its own at any speed.

    BaseDrag

    This is resistance on the wheel as a function of wheel angular velocity.

    BaseDragSqr

    This is resistance on the wheel as a function of wheel angular velocity squared.

    BaseDragLoPass

    This is smoothing of the angular velocity for drag calculations. Raw position data on some
    devices can be noisy. Note that increasing smoothing can have a secondary apparent effect of
    increasing the effect of drag.
     
  3. rocafella1978

    rocafella1978
    Premium Member

    Force Feedback Guide for Project CARS (by Remco Van Disk, WMD Member)

    pCarsFFBGuide20150416.zip

    Above is the latest version of the Force Feedback Guide, for those who want to go in-depth with the game's Force Feedback.
     
  4. rocafella1978

    rocafella1978
    Premium Member

    this was with pCARS patch ver.3.0

    @all Logitech G29 users, here are the DEFAULT Settings for the wheel with patch 3.0.
    Logitech G29 – Default Settings – PS4
    Controls - Configuration
    Steering Deadzone = 1
    Steering Sensitivity = 50
    Throttle Deadzone = 6
    Throttle Sensitivity = 50
    Brake Deadzone = 6
    Brake Sensitivity = 35
    Clutch Deadzone = 6
    Clutch Sensitivity = 35
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 100
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.04
    Deadzone Removal Range = 0.00
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.98
    Relative Adjust Bleed = 0.10
    Relative Adjust Clamp = 0.96
    Scoop Knee = 0.70
    Scoop Reduction = 0.15
    Soft Clipping (Half Input) = 0.00
    Soft Clipping (Full Input) = 0.00
    Menu Spring Strength = 0.40
    Low Speed Spring Coefficient = 1.0
    Low Speed Spring Saturation = 1.0
    Steering Gain = 3.00

    Logitech G29 – Fine Tuned Settings – PS4 (August 21st, 2015), give it a try and let me know, am tweaking some more and find tuning some more!
    Controls - Configuration
    Steering Deadzone = 0
    Steering Sensitivity = 50
    Throttle Deadzone = 0
    Throttle Sensitivity = 50
    Brake Deadzone = 0
    Brake Sensitivity = 35
    Clutch Deadzone = 0
    Clutch Sensitivity = 35
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 100
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.02
    Deadzone Removal Range = 0.00
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.98
    Relative Adjust Bleed = 0.10
    Relative Adjust Clamp = 0.96
    Scoop Knee = 0.58
    Scoop Reduction = 0.16
    Soft Clipping (Half Input) = 1.70
    Soft Clipping (Full Input) = 3.40

    Menu Spring Strength = 0.40
    Low Speed Spring Coefficient = 1.0
    Low Speed Spring Saturation = 1.0
    Steering Gain = 2.00

    (my apologies, forgot the below)
    tested on GT3, BMW Z4 and Jack Spade Classic 2.0 settings. Tested on Monza, Sonoma Short, Hockenheim GP, Road America and Dubai International.
    (also not finished fine tuning I am sure will post 1-3 other settings so you guys can test it out and maybe better depending on preferences, but am finding out SO MUCH about FFB!)

    to be continued...
     
  5. rocafella1978

    rocafella1978
    Premium Member

    Logitech G29 – Fine Tuned Settings – PS4 (August 24th, 2015) - all in ORANGE COLOR are the changes made, rest are default.
    Controls - Configuration
    Steering Deadzone = 0
    Steering Sensitivity = 50
    Throttle Deadzone = 0
    Throttle Sensitivity = 50
    Brake Deadzone = 0
    Brake Sensitivity = 35
    Clutch Deadzone = 0
    Clutch Sensitivity = 35
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 107
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.02
    Deadzone Removal Range = 0.00
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.78
    Relative Adjust Bleed = 0.40
    Relative Adjust Clamp = 0.76
    Scoop Knee = 0.50
    Scoop Reduction = 0.12

    Soft Clipping (Half Input) = 0.00
    Soft Clipping (Full Input) = 0.00
    Menu Spring Strength = 0.15
    Low Speed Spring Coefficient = 1.0
    Low Speed Spring Saturation = 1.0
    Steering Gain = 1.00

    Tested with Jack Spade Classic 2.0 FFB, in BMW Z4 GT3 on Road America, Sonoma Short, Dubai International, Monza and Hockenheim GP - no clipping and no other issues.
    Let me know what you guys think, hope it helps someone.
     
  6. rocafella1978

    rocafella1978
    Premium Member

    so here is what i found out with my G29, after new Wheelcheck.exe logging and checking, also using "poirqc" thread with Linear FFB sheet. (can be found here: http://forum.projectcarsgame.com/sho...heet-Universal)

    honestly, am not sure how far and what i have come to find out so far and what the learning curve is. but I am hoping with many G29 users, we can all dial in more and more.

    1) so here is the wheelcheck.exe "minforce" check.
    around July 2015:
    [​IMG]

    around September 2015:
    [​IMG]

    2)then using the "Step Log 2 (linear force test)"
    came up with this below, after copying and pasting all 4x CSV's into the sheet. (this is the sheet you can use, you have to create a copy)
    [​IMG]
    I will upload my 4x CSV files in a zip too later and also provide the graph and settings with changes that i did on the work sheet call PROJECT CARS in above Linear FFB file, to get a more linear line accordingly, adjusting DRR, DRF, SCOOP KNEE, SCOOP REDUCTION and STEERING GAIN. although according to the instructions, which i followed, also left DRF at 0.00 (which is not possible, because Project CARS on PS4 resets the value no matter what you do to 0.01) and as per instructions left and stayed with STEERING GAIN at 1.00.

    more to come later, since i am trying to find out how the below impact or influence the settings.
    Per Wheel Movement (PWM):
    Per Wheel Movement Squared (PWMS):
    Wheel Position Smoothing (WPS):
    Relative Adjust Gain (RAG):
    Relative Adjust Bleed (RAB):
    Relative Adjust Clamp (RAC):
    Soft Clipping Half Input (SCHI):
    Soft Clipping Full Input (SCFI)
    Low Speed Coefficient (LSC):
    Low Speed Saturation (LSS):

    additionally, trying to figure out exactly and finding explanations, understanding and examples of how to:

    • what makes one feel weight transfer of vehicle side to side feedback
    • brake to acceleration & acceleration to brake feedback
    • locking up tires front or rear tires feedback
    • understeer feedback, or rear stepping out (oversteer) feedback
    • how and what brings kurbs, bumps and other road feels into play, feedback.
    • how does one dial in these "vehicle" feedback

    one thing, I have noticed, while trying to play with various values and etc., on the PS4, when you lower Tire Force (TF) to around 75 (maybe 65-80 will work too...) you get much better response and feedback from the settings you are trying to dial in and/ or play with, at least that is what I noticed. I have been testing with Jack Spade 2.0 Classic and 66%, the new Jack Spade 2.2 settings somehow, with additional "Smoothing" values, just makes at least my wheel or for me feel completely limp/ numb, as if the car is hovering over the road and no road feelings at all anymore, so I will be sticking to 2.0 Classic and 66%, but eventually want to go to 66% on GT3 vehicles I am only testing with, to get the weight transfer feedback...(at least I hope so!)
     
  7. rocafella1978

    rocafella1978
    Premium Member

    posted here: http://forum.projectcarsgame.com/sh...and-Settings&p=1110047&viewfull=1#post1110047

    Logitech G29 – Fine Tuned Settings – PS4 (September 4th, 2015)
    Controls - Configuration
    Steering Deadzone = 0
    Steering Sensitivity = 50
    Throttle Deadzone = 0
    Throttle Sensitivity = 50
    Brake Deadzone = 0
    Brake Sensitivity = 40
    Clutch Deadzone = 0
    Clutch Sensitivity = 40
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 100
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.03
    Deadzone Removal Range = 0.18
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.88
    Relative Adjust Bleed = 0.30
    Relative Adjust Clamp = 0.86
    Scoop Knee = 0.49
    Scoop Reduction = 0.21
    Soft Clipping (Half Input) = 0.00
    Soft Clipping (Full Input) = 0.00
    Menu Spring Strength = 0.25
    Low Speed Spring Coefficient = 1.00
    Low Speed Spring Saturation = 0.75
    Steering Gain = 1.00
    • Jack Spade Classic Ver.2.2: all same, except:
      • Fz Scale=130
      • SoP Lateral Scale=100
    all tested with BMW Z4 GT3 --- on Watkins Glen GP, Road America, Hockenheim GP, Monza and Dubai Autodrome International[​IMG]
    let me know what you guys think!
     
  8. rocafella1978

    rocafella1978
    Premium Member

    another good post with details to G29: http://forum.projectcarsgame.com/sh...and-Settings&p=1111216&viewfull=1#post1111216

    Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 1st Setting/ Test:
    Controls - Configuration
    Steering Deadzone = 0
    Steering Sensitivity = 50
    Throttle Deadzone = 0
    Throttle Sensitivity = 50
    Brake Deadzone = 0
    Brake Sensitivity = 40
    Clutch Deadzone = 0
    Clutch Sensitivity = 40
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 100
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.04
    Deadzone Removal Range = 0.15
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.98
    Relative Adjust Bleed = 0.10
    Relative Adjust Clamp = 0.96
    Scoop Knee = 0.54
    Scoop Reduction = 0.28
    Soft Clipping (Half Input) = 0.00
    Soft Clipping (Full Input) = 0.00
    Menu Spring Strength = 0.25
    Low Speed Spring Coefficient = 1.00
    Low Speed Spring Saturation = 0.75
    Steering Gain = 1.00


    Logitech G29 – Fine Tuned Settings – PS4 (September 5th, 2015) – 2nd Setting/ Test:
    Controls - Configuration
    Steering Deadzone = 0
    Steering Sensitivity = 50
    Throttle Deadzone = 0
    Throttle Sensitivity = 50
    Brake Deadzone = 0
    Brake Sensitivity = 40
    Clutch Deadzone = 0
    Clutch Sensitivity = 40
    Speed Sensitivity = 0
    Controller Filter Sensitivity = 0
    Damper Saturation = 0
    Force Feedback = 100
    RPM/ Gear Display = Yes
    Controller Input Mode = 3
    Advanced = Off

    FFB Calibration
    Tire Force = 100
    Per Wheel Movement = 0.00
    Per Wheel Movement = 0.00
    Wheel Position Smoothing = 0.04
    Deadzone Removal Range = 0.13
    Deadzone Removal Falloff = 0.01
    Linkage Scale = 0.00
    Linkage Stiffness = 1.00
    Linkage Damping = 1.00
    Relative Adjust Gain = 0.98
    Relative Adjust Bleed = 0.10
    Relative Adjust Clamp = 0.96
    Scoop Knee = 0.55
    Scoop Reduction = 0.27
    Soft Clipping (Half Input) = 0.00
    Soft Clipping (Full Input) = 0.00
    Menu Spring Strength = 0.25
    Low Speed Spring Coefficient = 1.00
    Low Speed Spring Saturation = 0.75
    Steering Gain = 1.00
     
  9. Did you ever report any of the PM's? Good information regardless, but I took a look and never saw a report from you on abusive PM's (you can hit the "Report Post" function on PM's as well and it sends the contents to the Moderators).
     
  10. rocafella1978

    rocafella1978
    Premium Member

    hi there, tried some of them and not much happened, there are the same guys who are on that forum and give sh** to people, and continue to do so without mods saying anything, at least posts are not deleted, nor any warnings fired off, IMHO at least. and they still continue there with their activities, so I did think it is a waste of time, and i rather post my findings and discussions/ comms somewhere where people are actively part of it and don't shut people down for choice of hardware, platform or opinions. (since forums are a platform for discussions, but always in a respectful way...)

    PS: i have more to post on the G29, but have to figure out how to do so easiest way, since i have it all in word document, maybe convert to PDF or so. will figure it out next days, have some family stuff going on for now.
     
  11. Well, I am a mod over there (Mahjik). I would be interest in what was the specific abuse was.. People will disagree and argue, as that's just human nature. However, if there was abuse going on, I (we) would like to investigate.
     
  12. rocafella1978

    rocafella1978
    Premium Member

    hi Mahjik, good to heat from you and thanks for your replies here, appreciate your follow up. There are so many there, who are absolutely thinking they are invincible "online" way of thinking, just my way of putting it, i don't have my account anymore with PM's, but i am sure i can dig around the pCARS forum and find the names, i was never a mod there, but i was keeping track of some people there who would pop up with very obvious posts, and it goes through their posts/ profile like a red string...same pattern. some of the names i remember, ChrisK, TrevorAustin, mister dog and some more...on PS4 and PC. just find it disappointing, or was disappointed, but am glad i am out, and found RD forum, AC forum, and some other forums I found which are great, actually people contributing, adding value and mods actually shooting out public warnings and closing accounts where users can't post for certain period of time, they can read and all, but can't post. anyways, my 2c to all that. no reason to do anything IMO though, just shows/ reflects the ignorance and quality of social skills people have or in those cases don't have.

    PS: same goes for few WMD members, who think they are above all others with their condescending posts and remarks...
     
  13. No problem. I won't mess up your thread any longer. :) Keep up the good work/posting! I don't have a G29, but I'm always interested to see what people do with their FFB settings.
     
    • Like Like x 1
  14. thanks for sharing your settings. will give a try and i'll let you know how it went. im always looking for the best experience.
     
  15. @
    rocafella1978
    Hello, thank you so much for everything you are doing..I appeciate this so much as I have gotten my first wheel last week...been playing with a controller. Do you have any new settings or are you sticking to your latest...again, thanks alot.
     
  16. I know it's an old post but recently i bought myself a G920 (because i own a One too) and am experiencing strange problems while driving and assume it has something to do with the "clipping" i read about. When i configure the base settings (and as a lot of other people, my pedals are received false too... Brake is throttle and so on?) it drives fine for a few minutes at slow pace. As soon as i give it all the steering wheel starts to "slide" to the left, that is, when centered in game the steering wheel is off 45 degrees to the left! It will be gone when i unplug the wheel and reset the whole thing, also in game. Can you help me out?
     
  17. Jake Fangio

    Jake Fangio
    Please don't rain pleeaassee don't rain

    Thanks for you settings mate.I may give these a try with my trusty G27. I've never been able to get the FFB exactly to my liking,so I'm still looking for the holy grail.I tend to be hot and cold with Pcars,so my experiments with FFB get cut short.
     
  18. Here is what one of the guys uses in the official forums, he knows his stuff:

    Tire Force 75

    Per Wheel Movement -0.02
    Per Wheel Movement Squared 0.01
    Wheel Smoothing 0.02

    Deadzone Removal Range 0.15
    Deadzone Removal Falloff 0.008

    Linkage Scale 0.0 (Linkages disabled with scale at 0)
    Linkage Stiffness 0.0
    Linkage Damping 0.0

    Relative Adjust Gain 1.42
    Relative Adjust Bleed 0.10
    Relative Adjust Clamp 0.85

    Scoop Knee 0.50
    Scoop Reduction 0.49

    Soft Clipping (half input)0.0
    Soft Clipping (full input)0.0

    Menu Spring Strength 0.14 //I lowered MSS, LSSC and LSSS so that i don't force the wheel when i'm stopped. Those settings are for speeds below 10 Mph.
    Low Speed Spring Coeficient 0.20
    Low Speed Spring Saturation 0.20
    Steering Gain 1.04

    I suggest finding your deadzone first with a program called FCM. It will also give you suggested scoops, but trust this guys settings more. If you need it stronger/lighter, adjust Steering Gain very slightly, it makes a big difference.

    NOTE: These settings are used in conjuction with JackSpade's latest tweaker files (per car ffb settings), I personally use Folder 1 called Classic. Another option is Folder 7, it is the same as Folder 1 but it reduces Fz (vertical) forces so that the Logitech gears don't rattle too much on some of the nasty kerbs.
     
    • Like Like x 1
  19. Well, thanks for the kind words!

    I will say that i mostly played with the globals, driving road(Ruf yellowbird) and old cars. I never drove the formulas. Rarely the GT3.

    The setting you posted worked well with Jack's 2.9 versions. However, i felt there was too much rattling, when using the settings above, with his 3.0 versions. I was able to lowered Relative Adjust Gain to deals with that. I also felt less RAG(RAG "spice" everything torque change related) was needed since his latest files gave a more direct feel to the drive. In the last post of my G27 thread, i posted where i'm right now.

    However, i'm still not 100% sure to post them on the first post. I would say either version would only need minor tweaking if you find anything wrong.

    Cheers!
     
  20. Oh you are here too hahaha. Yes those were taken from your signature in the official forum, i didn't know you were around here as well. :)