“Professional esports” gamers wouldn’t be very good at Karting with its over the top FFB!
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... any real life racer worth their salt will tell you that...it is but one element, but they feel it mostly in the seat. If an F1 driver decides to drive a Fiat to the limit strictly from visual cues he will spin, because the slip angles are totally different...but they don't do that, they use their body to gauge how far they can push the tyres. Now, we don't have that luxury (short of motion rigs), so developers add cues in the wheel (and the pedals in the case of Fanatec pedals' vibration motors) to give more of a sensation of inertia and grip. That "extra, unrealistic" thing you are feeling is signals as to the grip levels and inertia of the car.
Can you please state the names then? For no FFB I mean. Dialed down FFB is still using FFB anyway.Funny thing is, it's not that silly. A lot of professional sim racers drive without FFB or dialed down FFB because it distracts them. As they feel the FFB doesn't really tell them anything significant and only distracts or makes you do wrong movement with the wheel.
I disagree totally. Turning off ffb does not make you blind at all. Driving a race car is not reacting. It is about prediction. And ffb is mostly a reactive tool. It only gives you the information what is happening now. It can tell you about a slide only when the car is sliding. Of course it can be used a little bit as predictive tool but it is very limited in that aspect. Ffb now does not tell tell anything what the ffb will be 5 seconds later.I hope you're trolling. Turning off the simulated self-centering forces of the wheel makes you totally blind about the car inertia and rotation.
Yes, Paul what are you doing here ...we are up to 8 pages of ?????My philosophy is similar as @2112 above:, strong enough for countersteer to help correct the car, weak enough to not be overpowered when turning...which is a pretty narrow range so I need to start lifting weights lol. No FFB is not an option.
Paul must be typing up some other stories and needed a silly article to "keep us busy" and buy him time, as we all know we'll argue over ANYTHING
Ah okay hehe.Oh sorry, i thought, you meant the Fanatec wheel, because it's such a damn annoying and known issue for the CSW and CSL, didn't expected it to be also a thing with Thrustmaster wheels actually!
I'd say that a t300 is not fast enough to simulate a real car, but it's the wrong kind of slow (too much damping) rather than lack of force, it's not like a real car where you let it spin and it keeps spinning cause inertia lets it coast around, it'll drag itself down to the speed it wants to be at.I have not tried a modern mid range wheel like t300 but I'd imagine it is fast enough at 600 degrees of rotation. Probably not yet at 900. Of course it is not the amount of rotation but the used steering lock in the sim cars. On older ffb wheels at least my experience is that anything set at 900 deg and slower steering ratio than 1:10 is just slowing you down because the wheel can't keep up. Same with drifting. At 900 degrees I doubt the wheel can rotate quick enough. I don't drift so I can just speculate. Something like a dfp could not do that even when set to 200 degs of rotation iirc.
(Love how half the discussion here is basically just people not even being able to comprehend someone might prefer to do things differently than them and even perhaps ending up being better at it than them, with some even openly laughing at the mere suggestion, unwilling to even consider the possibility. Paints a pretty dire picture if you ask me. Not that it's that surprising, but still.)
Some robots.who?