WTF is the DFGT doing on GT5?!?

  • Thread starter Thread starter neemo6
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neemo6
Every car i used it felt like I have to correct the car due to having to fight the wheel. I took this video to show what it does on a straight away with a slight movement. The wheel feels like it moves all the time on its own and i have to fight it on every corner.

You must be new :)

Go into the wheel settings in GT5's options, put FFB at 5 (default), then put Simulation mode on and finally chose the option which says that it will reduce the force when you turn the wheel quickly.

But you really must be new if you get freaked out about the wheel turning.
Look at you G-Force bar in a race, when you drive it goes left and right, that's what FFB does: simulate gforces.

Maybe you should have gotten one of those $20 wheels, less scary for ya?
 
Lol, horror stories from who? You must be kidding.

Back when I was using the DFGT for GT5, I had it set on 10 for the longest time. It was fine for every vehicle except for the X1. The X1 made me feel like I was going to risk breaking the wheel if I continued to drive with it at 10 for any longer.

I stopped using 10 over all when I started to run a lot of Nurburgring races. The oscillation problem seemed to be more noticeable and pronounced on that track, and was hindering some of my races anytime I hit certain road bumps at high speed. The oscillation behaviour makes the wheel that much harder to deal with when driving under certain conditions in GT5. F1 2010 has no such problems, but then again it also has weaker FFB effects.

Dude, after I saw a kid try to drive an X2010 at full throttle and get thrown clean out of his chair and through an (thankfully) open window by the savage torque of his DFGT, I only play with a 4 point harness and wrist straps on the rare occasion that I feel brave enough to put the ffb above 7.
 
Dude, after I saw a kid try to drive an X2010 at full throttle and get thrown clean out of his chair and through an (thankfully) open window by the savage torque of his DFGT, I only play with a 4 point harness and wrist straps on the rare occasion that I feel brave enough to put the ffb above 7.

Thats nothing compared to this guy that used to brag of using a T500RS with 10 FFB in GT5

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Ive driven many 600+ horsepower real cars, and none of them have steering wheels that bounce back and forth on a straight. And yes im pretty new to video game wheels, try the real ones theyre alot more fun.
 
Ive driven many 600+ horsepower real cars, and none of them have steering wheels that bounce back and forth on a straight. And yes im pretty new to video game wheels, try the real ones theyre alot more fun.

Ive driven a space shuttle and two jet fighters... with no hands on the wheel whatsoever... and Im also new to game wheels since I trashed my last ship Ive been grounded by God himself...:dunce:

In other words pics or it didnt happen... and what did you expect? a game to be better than the real thing?
 
neemo6
try the real ones theyre alot more fun.

Yeah sure, let me go right out and buy a few hundred cars and build a bunch of race tracks in my back yard.
Its a bit annoying when people say to just go do the real thing instead if you want as realistic as possible. Its not that simple for most people. Thats the purpose of trying to get as close to real as possible with steering wheels and driving sims.
 
Well ive had my dfgt for a couple of weeks now and have mostly been using it for iracing. I just got my ps3 back up and running and hooked up my wheel for the first time up to play GT5. Wow what a complete disapointment. Every car i used it felt like I have to correct the car due to having to fight the wheel. I took this video to show what it does on a straight away with a slight movement. The wheel feels like it moves all the time on its own and i have to fight it on every corner.
http://www.youtube.com/watch?v=cjuGIXO19EA&feature=related

It's both a deadzone issue and the fact that unlike belt driven wheels (like the Thrustmaster T500RS), Logitech wheels aren't mechanically damp so any triggering slight motion would turn into a full swaying motion if you let go of the wheel (hint: keep your hands on the wheel).

GT5 FF is pretty good even the guy who designed netKar Pro, Stefano Casillo, felt that GT Academy demo from a year and a half ago FF felt "very netKar-ish" to him (and the demo itself suffers from the same deadzone swaying issue with Logitech wheels).

And if you haven't heard of netKar or nKar, it's the physics engine that is used for Ferrari Virtual Academy and a lot of people consider it to be the closest physics and force feedback wise to iRacing (while costing a lot less).
 
Is there a setting to reduce the deadzone? I guess it just feels very weird as when in turn say the wheel at 90* you can feel jolts and burst of pressure from the wheel trying to go against the turn to go in the opposite direction. Thats why i let go of the wheel in the video, as you can see i turn the wheel slightly to initiate that burst or pressure in the opposite direction thus the wheel continues to go back and forth. Is this the force feedback? Also make sure to tune in to Speed channel next week to see the Continental Sports car challlenge race from Mid Ohio that happened this past weekend. Met Bryan the GT academy winner stand up guy and makes his Grand Am debut. Bryan if youre on this forum, $hit happens thats racing good luck in Europe, hope you come out to the 24 hour race in January!
 
It's both a deadzone issue and the fact that unlike belt driven wheels (like the Thrustmaster T500RS), Logitech wheels aren't mechanically damp so any triggering slight motion would turn into a full swaying motion if you let go of the wheel (hint: keep your hands on the wheel).
Fanatec wheels are belt driven and they do the exact same thing if not worst unless I add dead zone to the wheel. (GT5 was the reason Fanatec added the dead zone option) It still doesn't remove the problem ,especially with the X1, it only make the dead zone bigger so it easier to keep the wheel centered.
I remember reading something about T500RS had it own hardware to center the wheel just like Fanatec wheel has on-wheel adjustments which override the game software. Logitech Profiler does the same on the PC.
I race on Iracing and GT5 FFB doesn't come anywhere close to Iracing.
 
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LOL I have never had to fight with my wheel down and straight and OMG what the hell are you guys talking about. Its a good wheel it works fine, I watched the David coulthard merc race against gamers you didn't see any of them having and epic battle with the steering wheel down the top gear straight. In answer to the question WTF is the DFGT doing........... It's doing wtf it was ment to do, wtf are you doing ......no you can't drive using mind power use your hands you fudge

That is so epic! I was sure that Microsoft was developing a new wheel that was controled with your mind. But why stop there! Berkley is inventing cars that drive themselves, so pretty soon you could just have a logitech wheel that will race GT games for you. Hows that for mind power!
 
neemo6
I guess it just feels very weird as when in turn say the wheel at 90* you can feel jolts and burst of pressure from the wheel trying to go against the turn to go in the opposite direction.

That's the FFB simulating the tyres hitting bumps and grooves in the road!
You can modify this by adjusting the Suspentions on the current car.
 
One think I noticed today though... in GT5 every single car (even F1 cars) rotate 900º to get full lock... premiuns onboard only rotates to 450º but (very noticible on the ferrari F1 2010 onboard only goes to 300º I think) but then if you watch the tires they keep rotation to full lock (900º) even after the onboard shows the wheel stopped... :(
 
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