Being a BeamNG tuning nerd, I will die on the hill of the ffb is actually stellar, and I'll attempt to explain it all here. There's a few specific issues where BeamNG's tire model falls short and it effects the feeling you get compared to games with actual dynamic tire models that change with how hot the tire is, how much wear and pressure etc. but even with this limitation (which can massively be helped with the tire wear and tire temp mods, but we're strictly talking vanilla here) BeamNG's ffb is still way better than the vast majority of people think it is, for one very specific reason. Literally everyone that doesn't know how to actually tune race cars, that is going and plugging in a wheel, then driving only the default configs that come with BeamNG, has never felt what the game is capable of, and this is why the ffb feels bad and cars feel unintuitive to drive. BeamNG's default configs are terrible. This has pretty much always been the case, apart from a few random middle of the range configs that genuinely aren't bad, the vast majority of the preset configs in the game are not anywhere close to a state that I'd consider well tuned. Essentially BeamNG's devs, although of course we love them, for some reason they absolutely suck at making good driving vehicle configurations, and it's genuinely to the extent that almost not a single one of the track or racing specific setups in the game feels good at all. In many cases the car's are in a state that I'd barely consider drivable, let alone confidence inspiring, the GT4 K-series is an especially terrible one, however all it takes to see how bad things are is to just try and drive that orange and blue scintilla race config. This is essentially the worst config in the game, and they literally did everything wrong. The rear alignment to be completely backwards in terms of toe, it's on specifically bad rear tires that are improperly balanced with the rest of the racing tires in terms of grip, meaning the front tires on that car make more grip, and then on top of that imbalance the Scintilla's aero is also wildly imbalanced, then the car is also setup too stiff all around, improperly dampened, with weird diff settings, and it also seems like that car was tuned around its traction control always being on, and that's simply not how you tune race cars. You do your setup and balancing with everything off including abs, then you bring in abs if you want it, adjust things further depending on how abs effects things, and continue from there for a good long while until you can dance with the car confidently. Anyways the point I'm making is tuning in BeamNG is just a whole thing, and when you put the effort in and get things right, the force feedback you get and the cars in general are all capable of feeling so much better that you'd think you were playing a different game. It's no joke of course to do this, you seriously have to do the math and tune the suspension like a real car, and also avoid issues like specific bad tires, and poor aerodynamics. Speaking of aero, the BX race config is a really good example, as it simply makes too much rear downforce, by an almost comedic amount. You cannot make that car feel good unless you swap the rear wing for that adjustable one, and then you set it to 8 degrees. Doing just this massively improves everything with that car already, and then from there you can actually start to dial everything in, once everything else is dialed in, and you also DON'T BLOW IT OUT WITH CRAZY POWER, the car will feel like a completely different car, and it actually becomes fun to drive and easy to drive. For context to how good it gets with some of the cars, easily the best driving car is the Bolide, however most people think their not skilled enough to drive it because the default configs are so terrible. When that car is truly perfect, tuned with dampening values that go all the way to the 2nd decimal point (0.00 level of precision), and it's on good tires especially, it literally gets to a point that it doesn't matter how much practice you have with the car, or even what input method you're using, literally even on keyboard, mark my words, the Bolide just drives like its an extension of your body. It's literally so intuitive on the limit that it leaves people just speechless when they feel a good bolide setup for the first time. That level of perfection in tuning also massively helps the force feedback feel amazing, (true for all cars) and I believe the Bolide gives the best force feedback out of any car in the game next to maybe the Piccolina, which happens to be my favorite car, but regardless, point is because of the alignment setup alone really, default Bolide configs have force feedback that is vague and unintuitive, and as a result, people think the car is completely and entirely undrivable on the limit, when in reality it's the best feeling car in the game period, and it can actually be setup to be very forgiving, easily forgiving enough to drive confidently, on keyboard, with no assists. The frustrating part of course is all of this is largely unknown in the BeamNG community, and I'm like 4 years into using BeamNG for sim racing, yet still learning new things to this day. I constantly feel like I'm still barely scratching the surface of what the game is capable of because I keep finding ways to make the cars just drive even better and right now, even though my sim rig is dead, and I'm back on keyboard controls since I've literally worn my entry level wheel to its death. I'm now seeing that even on keyboard, these cars can still be driven on the limit, so long as they're actually tuned well, and that's actually shown me flaws in my tuning, and also unveiled a fact that I swear nobody knows. A perfect tune in BeamNG, feels perfect, no matter your input method. You can do math to tune almost all of the suspension perfectly, adjusting things out to two decimal points, and the only thing that then needs to be setup by feel is your alignment, and once that's perfect, your only limitation is the game's aerodynamics.
Awesome writeup; you captured a lot of my thoughts with the game but I could never articulate them properly. What resources did you use to learn about suspension setup? I've basically just forced myself to get used to vanilla configs (of which I think the touring Pessima is one of the easiest cars to get fast times with), but you've made me want to really dive in and start learning!
Can you make videos where you go through your tunes and explain them? It would be great to give as feedback to the devs too so the game can actually be improved
Mhm very interesting thoughts could you maby share 1 or 2 confics per googel drive or so.. so that we cann try for our self and see if our ffb settings are trash 😅 And that the vanila confics feel trash is well known but since im more of a automation car guy i kinda fellt that my more sporty cars with toons of knowledge about (cars and that sporty/race stuff) and same game knowledge had handeling that blasted beam cars by minutes with similar specs in weight and power and the once that there on the limit maschines with +1000hp and barly enough grip too keep it strait cann be fun too but they must be set up good otherwise you crash too often and getting one lap down is like playing dark souls you know it is possible but every input has too be on point too taim the beast 😅
@@chE3z1 Well, I'm coming up on something like 15 years of building and driving and racing rc cars, and also 11 years now of building and flying RC planes, but that's obviously more unrelated, anyways although I've actually never done like super hard core racing in any local competitions, simply because that shit gets too expensive for a literal elementary schooler back which is what I was when I was getting into that kind of thing, regardless of not racing competitively, by about the 5th grade, I had a seriously advanced understanding of how suspension works at that smaller scale, with RC cars being perfect functional models to learn from and see results from with suspension tuning. Now only weeks away from turning 21, I'm just crazy knowledgeable about cars suspension and how to set it all up, and how to drive the shit out of cars. A lot of that is honestly thanks to BeamNG, but I've also just watched all kinds of car content on UA-cam, and learned a ton from that. I've also over the last few years met a lot of knowledgeable people within BeamNG and the BeamMP community, and since I am great friends now with these people and drive with them regularly in game, pretty much any time someone learns something new about a car in the game, I tend to get told everything about it, the BX tuning has been the most recent example of us all just trying to make that car not shit and sharing tunes, bouncing off each other, slowly figuring it all out. What I recommend for learning is looking for knowledgeable BeamMP communities, the BeamNG.Touge discord and their BeamMP servers are filled with probably the most skilled drivers in BeamNG, I owe a lot to my friends there in terms of what I've learned.
I have exactly the same setup as you for the steering wheel. It's a good wheel, but not the best. I wonder if the difference is more noticeable with certain models! It's obvious that on a G920 you probably don't feel much, but with a higher-end "professional" model like a Simucube or even the Fanatec Podium version, which goes up to 25 NM (holy shit), the steering lock must be very noticeable along with many other "feelings" .😁
force feedback has always been one of those things that I never cared about until I got into a car and remembered how bad it was.... and it would be instant, "or right, this sucks"
Or on the contrary, when you've been driving mediocre cars for a while and then hop into a great car with super satisfying ffb. After you feel that super satisfying ffb and handling of a car, it is just an amazing feeling. It makes you not want to bother with other cars, even cars series that might be your favorite. For me, Assetto Corsa has a few of these cars. Cars I never really was interested in or thought were cool etc. but when I first got into them and drove them it was an amazing feeling. You know the ffb is good when you can have just as much fun driving the car around by yourself for fun or doing hot laps than you could actually doing a race championship or career mode in another racing game.
8:00 - The reason the steering feels lighter, is because you went over the grip in the front, you're understeering so all the force is being released (because no grip), could happen because a wrong car setup, steering too quick or overloading the tires when breaking (for example).
Surprised there's still no development on controller haptics. This game is almost completely different to when I bought it, so I can't complain, just hope it's in by 1.0
one problem is that it's different for every controller. Xbox has trigger rumble, PS has trigger resistance, Switch... is no good for BeamNG (gyro data is too messy to help) so it's really just Xbox and PlayStation I guess. That said, even basic controller rumble would really go a long way to augment tire noises. I do hope we get something like that.
@@jlco yeah, I just mean the basic rumble. Most racing games, unless they're first party, dont use haptic triggers or anything. Rumble a little when you lose grip or something
@@jlco You can enable haptics, and it does give a feel for the road to some extent when tuned just right. Not perfect though. Well, at least on Linux, dunno if Microsoft is doing something screwy with the rumble on Windows.
@@tiagotiagot They must have changed some stuff since I last checked. Or I didn't know how to tune it, idk. Last I checked, I believe it was just "there's supposed to be FFB happening, vibrate the controller"
@@jlco It's not highly detailed; but I can feel when it's bumpy, when I'm sliding, jumping etc. The way I have it set right now for my DS4 is 180 degrees Steering Angle, with "Faster if needed" Behavior; then for the FFB, I have Strength at 20 (the DS4 can be a bit overwhelming at max rumble IMO), Steering Lock Strength at 5%, and Side Acceleration Strength at 20%; both smoothing sliders set to zero; might not be the perfect values, but perhaps could be a start (specially if you got a DS4; I dunno how much the rumble changes on other controllers). And I did some customization of the stick curve and setup an alternate mode for gyro steering on Steam itself; but that's more a matter of personalization.
Loved the graphed data at the end. Sweet vid dude, loved looking at the more technical changes to the game. Hope to see more vids like this in the future.
Something that I have noticed with the new update is when left foot breaking the force seems more communicative. So that’s nice I absolutely love the frequent free updates the devs have for us.
Issue with fading out would be that if you paused the game in a panic situation, it can still hurt you, just less, but without fade out it instantly looses all ffb. very specific situation and most ppl with good wheels have an emergency stop on the ffb, but if something bad happened it would get blamed on beamng
I'm not sure if its a setting in game or perhaps something with Fanatecs software, but in 0.32 the force feedback for my Simagic Alpha Mini feels pretty good! For example, I feel every bump/change in the road, the wheel lightens up and stiffens up under and off load, the counter steering is pretty damn good, I wouldn't say its on par with Assetto Corsa but its certainly close. To elaborate on that, counter steering offroad feels amazing, but for drift cars you need to do a lot of fine tuning with the car itself to get it to feel better. The reason I'm typing all this up is because I don't understand the massive differences in FFB that you and I have between two different wheels.
I feel like you feel the wheel "lighten" when on the race track because your car is understeering. That's the correct feeling in that case. Your front wheels are sliding and thus you get less forces on the steering
5:30 this is how it actually feels to drift real cars with street tryres and close to no caster. You got to smoothly work the wheel and force it to correct, as it won't auto-rotate as the sims do. Specially modern cars: My 1 series IRL gives me much less feel on the steering wheel than assetto corsa lol
In the drifting aspect. Beam undervalues stock steering caster (the setting responsible for how much feedback the steering gets) by a lot. Fitting race suspension and adding some caster will help the car self steer when drifting (won't help much if you are lacking driver mod)
There's one thing to consider when comparing the force feedback between games. Asseto Corsa gets the forces to feed back from the tires themselves, so There's little to no filtering. On BeamNG, the forces are taken from the steering rack, so the steering geometry and the tire itself can filter out a lot of the forces from the tire contact patch. If you compare the force feedback from the Vivace in game with a VW Golf on real life, you'll feel the same behavior on the steering wheel
Love this video, just discovered your channel and am subscribed already lol. I will say, I primarily drift in beam, and the lack of self-steer when drifting is largerly due to the car's suspension tuning. Albiet, it's not as natural as AC, won't argue there. If you want self-steer, crank that caster adjustment up 25-50% :)
sounds like the centre precision is adjusted caster which interestingly is why drifting always felt vague. Beams caster simulation has improved by sounds of it
The wheel should lighten up as you get into understeer in a race car. It should be pretty powerful when you're at the limit of the grip with the front tyres and then when you start feeling like it lightens up you automatically know you start losing traction on the front and understeering, so from that perspective it is realistic.
From my understanding, Beam is sending force at the steering rack (like iracing) while AC is a blended "seat of the pants" model, hence the added feeling of weight transfer. Only feeling the front tires tends to be interpreted as numb compared to the blended whole car weight transfer model. I think 33 allows you to add lateral acceleration into the FFB signal. Cheers, my dude.
I see all of the vehicles in BeamNG as extremely interactive, complex, highly detailed works of art, created by people who genuinely love cars. I wish we had more car games that were something more than just glorified advertising space for BMW and Mercedes.
I would expect the steering to lighten up in the corners. I don't fully understand the mechanics of it, but this happens in real life too. As you approach the maximum grip the tire offers, the hydraulic trail shifts or something like that, which causes the steering to become lighter.
BeamNG has amazing physics and FFB is an important interface to show it. I appreciate the effort of the developers and I hope they continue to improve it further.
Using powers steering makes it lighter and the detail disappear, like it's supposed to. You might have had it while rock crawling. This came from earlier FFB update.
5:29 you can drift the same way in BeamNG too (by letting the wheel go). 1st - you have to have correct FFB settings (wheel specific); 2nd - you have to tune your car's suspension sometimes (each car have different responsiveness); 3rd - In Assetto Corsa FFB is generated from tires only, in BeamNG it's generated from all suspension parts, that's why it's not smooth af like in Assetto; I'm drifting like in your example even with Thrustmaster T300 wheel. Now going back to Assetto feels weird
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I really wish they'd give us ffb profile options because on logitech wheels the ffb mid slide feels really vague and unproporcionally weak, like there's a ffb deadzone about 15° either side of where the wheels are pointing, go outside of that and it steers. Also make it so the wheel doesn't have a "max rpm" on transitions, similar issue to the above, when you transition and flick the wheel (more than often flicking twice) to compensate for the slow rotation speed the wheel gets caught middle transition like it has to go a set speed, no more or less than that. (games like AC let you do this)
I will do ten pushups for each like on this comment. I'm trying to gain muscles. Who wants to help me with such a simple action? (I may regret this at some point.)
If youre really trying to build muscles, push-ups arent going to do it. Find some self-motivation, stop begging for likes online and go for a walk. Theres self improvement and theres begging for attention
Muye brother you have to increase your side accel feedback effect to really maximise the feel of drifting, that and you have to actually play with the cars' alignment specs to get them to handle how you want.
The earliest beamng version you can play is the techdemo v0.1. 0.2 versions before the initial release version which was found a while ago, i doubt it's gonna have wheel support tho.
Most Rock Cawlers have full hydraulic steering which provides nearly zero feedback through the wheel. depends on if the steering valve is load reactive or non reactive.
Was looking through the comments to make sure atleast one person said this😂. I drive a 1968 jeep on 1ton with full hydro it’s definitely something. And a 3.8 turbo v6
Rallying with an 8 nm setup is like telling your wrists "Hey, I'll be sending wrist-breaking amounts of torque for hours on end. Hope you don't break!!!"
Very interesting some of the issues you talk about in 0.32 because I feel like I don't have them though I guess I'll find out when I play again. It has been a moment, but last time I played I was practicing drifting and was managing. I do have my settings WAY different in Beam though, because I don't have a direct drive, so it's only so good, I'm certainly hardware limited but it's always been good enough for me. G27 is still fire.
0.33 does improve force feedback a lot, but it still has the same old problem that you need to be running 140+ FPS for self centering to start feeling right. Basically the faster your CPU and higher the framerate, the better your force feedback will be. With the way BeamNG's physics are applied to force feedback, I don't know if this will ever change without a significant engine rewrite.
The Rock Crawler has power steering for those big ass wheels I'm pretty sure, so the lack of feedback in the wheel may be accurate. Feeling the rocks in a butt-kicker or other LFE might enhance your experience.
You would think BeamNG would have the best FFB of them all, since they simulate every single force in the car, at very high rates (so very detailed). Seems very easy to me to extract forces on the steering wheel from that, no?
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"The force feedback is set to 100%, as you saw in the settings" meanwhile the settings: 75% force at 6 Nm
Yes, I am like what the hell
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Being a BeamNG tuning nerd, I will die on the hill of the ffb is actually stellar, and I'll attempt to explain it all here.
There's a few specific issues where BeamNG's tire model falls short and it effects the feeling you get compared to games with actual dynamic tire models that change with how hot the tire is, how much wear and pressure etc. but even with this limitation (which can massively be helped with the tire wear and tire temp mods, but we're strictly talking vanilla here) BeamNG's ffb is still way better than the vast majority of people think it is, for one very specific reason.
Literally everyone that doesn't know how to actually tune race cars, that is going and plugging in a wheel, then driving only the default configs that come with BeamNG, has never felt what the game is capable of, and this is why the ffb feels bad and cars feel unintuitive to drive. BeamNG's default configs are terrible.
This has pretty much always been the case, apart from a few random middle of the range configs that genuinely aren't bad, the vast majority of the preset configs in the game are not anywhere close to a state that I'd consider well tuned. Essentially BeamNG's devs, although of course we love them, for some reason they absolutely suck at making good driving vehicle configurations, and it's genuinely to the extent that almost not a single one of the track or racing specific setups in the game feels good at all.
In many cases the car's are in a state that I'd barely consider drivable, let alone confidence inspiring, the GT4 K-series is an especially terrible one, however all it takes to see how bad things are is to just try and drive that orange and blue scintilla race config. This is essentially the worst config in the game, and they literally did everything wrong. The rear alignment to be completely backwards in terms of toe, it's on specifically bad rear tires that are improperly balanced with the rest of the racing tires in terms of grip, meaning the front tires on that car make more grip, and then on top of that imbalance the Scintilla's aero is also wildly imbalanced, then the car is also setup too stiff all around, improperly dampened, with weird diff settings, and it also seems like that car was tuned around its traction control always being on, and that's simply not how you tune race cars. You do your setup and balancing with everything off including abs, then you bring in abs if you want it, adjust things further depending on how abs effects things, and continue from there for a good long while until you can dance with the car confidently.
Anyways the point I'm making is tuning in BeamNG is just a whole thing, and when you put the effort in and get things right, the force feedback you get and the cars in general are all capable of feeling so much better that you'd think you were playing a different game. It's no joke of course to do this, you seriously have to do the math and tune the suspension like a real car, and also avoid issues like specific bad tires, and poor aerodynamics.
Speaking of aero, the BX race config is a really good example, as it simply makes too much rear downforce, by an almost comedic amount. You cannot make that car feel good unless you swap the rear wing for that adjustable one, and then you set it to 8 degrees. Doing just this massively improves everything with that car already, and then from there you can actually start to dial everything in, once everything else is dialed in, and you also DON'T BLOW IT OUT WITH CRAZY POWER, the car will feel like a completely different car, and it actually becomes fun to drive and easy to drive.
For context to how good it gets with some of the cars, easily the best driving car is the Bolide, however most people think their not skilled enough to drive it because the default configs are so terrible. When that car is truly perfect, tuned with dampening values that go all the way to the 2nd decimal point (0.00 level of precision), and it's on good tires especially, it literally gets to a point that it doesn't matter how much practice you have with the car, or even what input method you're using, literally even on keyboard, mark my words, the Bolide just drives like its an extension of your body. It's literally so intuitive on the limit that it leaves people just speechless when they feel a good bolide setup for the first time. That level of perfection in tuning also massively helps the force feedback feel amazing, (true for all cars) and I believe the Bolide gives the best force feedback out of any car in the game next to maybe the Piccolina, which happens to be my favorite car, but regardless, point is because of the alignment setup alone really, default Bolide configs have force feedback that is vague and unintuitive, and as a result, people think the car is completely and entirely undrivable on the limit, when in reality it's the best feeling car in the game period, and it can actually be setup to be very forgiving, easily forgiving enough to drive confidently, on keyboard, with no assists.
The frustrating part of course is all of this is largely unknown in the BeamNG community, and I'm like 4 years into using BeamNG for sim racing, yet still learning new things to this day. I constantly feel like I'm still barely scratching the surface of what the game is capable of because I keep finding ways to make the cars just drive even better and right now, even though my sim rig is dead, and I'm back on keyboard controls since I've literally worn my entry level wheel to its death. I'm now seeing that even on keyboard, these cars can still be driven on the limit, so long as they're actually tuned well, and that's actually shown me flaws in my tuning, and also unveiled a fact that I swear nobody knows.
A perfect tune in BeamNG, feels perfect, no matter your input method. You can do math to tune almost all of the suspension perfectly, adjusting things out to two decimal points, and the only thing that then needs to be setup by feel is your alignment, and once that's perfect, your only limitation is the game's aerodynamics.
nah, double all this and give it to the next person
Awesome writeup; you captured a lot of my thoughts with the game but I could never articulate them properly.
What resources did you use to learn about suspension setup? I've basically just forced myself to get used to vanilla configs (of which I think the touring Pessima is one of the easiest cars to get fast times with), but you've made me want to really dive in and start learning!
Can you make videos where you go through your tunes and explain them? It would be great to give as feedback to the devs too so the game can actually be improved
Mhm very interesting thoughts could you maby share 1 or 2 confics per googel drive or so.. so that we cann try for our self and see if our ffb settings are trash 😅
And that the vanila confics feel trash is well known but since im more of a automation car guy i kinda fellt that my more sporty cars with toons of knowledge about (cars and that sporty/race stuff) and same game knowledge had handeling that blasted beam cars by minutes with similar specs in weight and power and the once that there on the limit maschines with +1000hp and barly enough grip too keep it strait cann be fun too but they must be set up good otherwise you crash too often and getting one lap down is like playing dark souls you know it is possible but every input has too be on point too taim the beast 😅
@@chE3z1 Well, I'm coming up on something like 15 years of building and driving and racing rc cars, and also 11 years now of building and flying RC planes, but that's obviously more unrelated, anyways although I've actually never done like super hard core racing in any local competitions, simply because that shit gets too expensive for a literal elementary schooler back which is what I was when I was getting into that kind of thing, regardless of not racing competitively, by about the 5th grade, I had a seriously advanced understanding of how suspension works at that smaller scale, with RC cars being perfect functional models to learn from and see results from with suspension tuning. Now only weeks away from turning 21, I'm just crazy knowledgeable about cars suspension and how to set it all up, and how to drive the shit out of cars. A lot of that is honestly thanks to BeamNG, but I've also just watched all kinds of car content on UA-cam, and learned a ton from that. I've also over the last few years met a lot of knowledgeable people within BeamNG and the BeamMP community, and since I am great friends now with these people and drive with them regularly in game, pretty much any time someone learns something new about a car in the game, I tend to get told everything about it, the BX tuning has been the most recent example of us all just trying to make that car not shit and sharing tunes, bouncing off each other, slowly figuring it all out. What I recommend for learning is looking for knowledgeable BeamMP communities, the BeamNG.Touge discord and their BeamMP servers are filled with probably the most skilled drivers in BeamNG, I owe a lot to my friends there in terms of what I've learned.
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@@tanker2000 pp
@@tanker2000 my hands duh you nasty man 🙄
I have exactly the same setup as you for the steering wheel. It's a good wheel, but not the best. I wonder if the difference is more noticeable with certain models! It's obvious that on a G920 you probably don't feel much, but with a higher-end "professional" model like a Simucube or even the Fanatec Podium version, which goes up to 25 NM (holy shit), the steering lock must be very noticeable along with many other "feelings" .😁
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I'm using a simucube direct drive wheel base and it is incredible
I've actually noticed a good difference with the G920, it's surprised me
anything over 11nm is completely overkill
@@Hachiae having that extra torque is better for realism, it doesn't actually just rip that torque on you all the time
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Kenwood
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Gavril
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force feedback has always been one of those things that I never cared about until I got into a car and remembered how bad it was.... and it would be instant, "or right, this sucks"
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Facts
Or on the contrary, when you've been driving mediocre cars for a while and then hop into a great car with super satisfying ffb. After you feel that super satisfying ffb and handling of a car, it is just an amazing feeling. It makes you not want to bother with other cars, even cars series that might be your favorite.
For me, Assetto Corsa has a few of these cars. Cars I never really was interested in or thought were cool etc. but when I first got into them and drove them it was an amazing feeling.
You know the ffb is good when you can have just as much fun driving the car around by yourself for fun or doing hot laps than you could actually doing a race championship or career mode in another racing game.
it lightens up in the corner cause youre understeering, that happens in pretty much ever "sim" ive ever played.
Same thing happened to me in Assetto and iRacing, but BeamNG’s is just lacking in feel
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Don't give anyone ideas
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Was wondering why my arm wasn’t getting ripped off when tabbing back in from Discord. W devs
8:48 my banana is turning💀💀💀
8:00 - The reason the steering feels lighter, is because you went over the grip in the front, you're understeering so all the force is being released (because no grip), could happen because a wrong car setup, steering too quick or overloading the tires when breaking (for example).
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Surprised there's still no development on controller haptics. This game is almost completely different to when I bought it, so I can't complain, just hope it's in by 1.0
one problem is that it's different for every controller. Xbox has trigger rumble, PS has trigger resistance, Switch... is no good for BeamNG (gyro data is too messy to help) so it's really just Xbox and PlayStation I guess.
That said, even basic controller rumble would really go a long way to augment tire noises. I do hope we get something like that.
@@jlco yeah, I just mean the basic rumble. Most racing games, unless they're first party, dont use haptic triggers or anything. Rumble a little when you lose grip or something
@@jlco You can enable haptics, and it does give a feel for the road to some extent when tuned just right. Not perfect though.
Well, at least on Linux, dunno if Microsoft is doing something screwy with the rumble on Windows.
@@tiagotiagot They must have changed some stuff since I last checked. Or I didn't know how to tune it, idk. Last I checked, I believe it was just "there's supposed to be FFB happening, vibrate the controller"
@@jlco It's not highly detailed; but I can feel when it's bumpy, when I'm sliding, jumping etc. The way I have it set right now for my DS4 is 180 degrees Steering Angle, with "Faster if needed" Behavior; then for the FFB, I have Strength at 20 (the DS4 can be a bit overwhelming at max rumble IMO), Steering Lock Strength at 5%, and Side Acceleration Strength at 20%; both smoothing sliders set to zero; might not be the perfect values, but perhaps could be a start (specially if you got a DS4; I dunno how much the rumble changes on other controllers). And I did some customization of the stick curve and setup an alternate mode for gyro steering on Steam itself; but that's more a matter of personalization.
MUYE it lightens up to simulate the front tires losing traction
Yeah I was also wondering like ??? Does he not know what understeer is?
@@_sukuratchi yea lol
Hi friends
@@gamemode9958 hi
The self-centering of the steering wheel depends on the amount of caster angle in the car's front suspension geometry.
4:47 bloons music is kinda funny
Loved the graphed data at the end. Sweet vid dude, loved looking at the more technical changes to the game. Hope to see more vids like this in the future.
Im violently edging to this video, but nobody knows about that
I know, Guilherme.
I know too, Guilherme
I know three, Guilherme
I know four, Guilherme
I know five, Guilherme
Something that I have noticed with the new update is when left foot breaking the force seems more communicative. So that’s nice I absolutely love the frequent free updates the devs have for us.
He actually kept his promise
In my TMX wheel (old belt drive) i can feel big diference. I can now feel understeer, and even some rear slip, which i didnt feel any before.
Nice video
Issue with fading out would be that if you paused the game in a panic situation, it can still hurt you, just less, but without fade out it instantly looses all ffb. very specific situation and most ppl with good wheels have an emergency stop on the ffb, but if something bad happened it would get blamed on beamng
Hi friends
2:43 what did i witness
the finger test obviously
@@bozhidardimitrov3573 2 finger test*
....a banana being creamed......for banana bread
I'm not sure if its a setting in game or perhaps something with Fanatecs software, but in 0.32 the force feedback for my Simagic Alpha Mini feels pretty good! For example, I feel every bump/change in the road, the wheel lightens up and stiffens up under and off load, the counter steering is pretty damn good, I wouldn't say its on par with Assetto Corsa but its certainly close. To elaborate on that, counter steering offroad feels amazing, but for drift cars you need to do a lot of fine tuning with the car itself to get it to feel better. The reason I'm typing all this up is because I don't understand the massive differences in FFB that you and I have between two different wheels.
7:03 LOOK AT ME LOOK AT ME OY OY OY🗣🗣
The self steering in drifting is entirely based on how much caster, and some on camber the car has. More=more spinny force
8:49 😂😂😂😂😅.... Wait wich banana, WICH BANANA?!
I feel like you feel the wheel "lighten" when on the race track because your car is understeering. That's the correct feeling in that case. Your front wheels are sliding and thus you get less forces on the steering
mw waching this video even tho im using a keyboard
I noticed some difference in the force feedback when drifting as expected. Also you lost the like battle again. (I love your banana suit)
4:44 BTD5 music?
Edit: Oh I get it it’s because monke
5:30 this is how it actually feels to drift real cars with street tryres and close to no caster. You got to smoothly work the wheel and force it to correct, as it won't auto-rotate as the sims do. Specially modern cars: My 1 series IRL gives me much less feel on the steering wheel than assetto corsa lol
Settings at 1:30
In the drifting aspect. Beam undervalues stock steering caster (the setting responsible for how much feedback the steering gets) by a lot. Fitting race suspension and adding some caster will help the car self steer when drifting (won't help much if you are lacking driver mod)
0:52 GET OUT 😡😡
What
@@CrackedMBGET OUT 😡😡
There's one thing to consider when comparing the force feedback between games. Asseto Corsa gets the forces to feed back from the tires themselves, so There's little to no filtering. On BeamNG, the forces are taken from the steering rack, so the steering geometry and the tire itself can filter out a lot of the forces from the tire contact patch. If you compare the force feedback from the Vivace in game with a VW Golf on real life, you'll feel the same behavior on the steering wheel
7:50 trump impression?
11:19 Maybe due to a vehicle having power steering or not? I noticed that the power steering rack can be removed on some cars a while back
5:45 me to your mom
Love this video, just discovered your channel and am subscribed already lol. I will say, I primarily drift in beam, and the lack of self-steer when drifting is largerly due to the car's suspension tuning. Albiet, it's not as natural as AC, won't argue there. If you want self-steer, crank that caster adjustment up 25-50% :)
Muye gimme the zaza.
On the racetrack when it lightens up, I think it means that you are understeering since the front tires go from static friction to kinetic friction.
BONELESS PIZZA 🍕
sounds like the centre precision is adjusted caster which interestingly is why drifting always felt vague. Beams caster simulation has improved by sounds of it
Banana
The wheel should lighten up as you get into understeer in a race car.
It should be pretty powerful when you're at the limit of the grip with the front tyres and then when you start feeling like it lightens up you automatically know you start losing traction on the front and understeering, so from that perspective it is realistic.
cool
Try doing a BeamNG pigeon race
this video is going to be so skibidi
what the sigma
From my understanding, Beam is sending force at the steering rack (like iracing) while AC is a blended "seat of the pants" model, hence the added feeling of weight transfer. Only feeling the front tires tends to be interpreted as numb compared to the blended whole car weight transfer model. I think 33 allows you to add lateral acceleration into the FFB signal. Cheers, my dude.
three likes? good.
quack
I see all of the vehicles in BeamNG as extremely interactive, complex, highly detailed works of art, created by people who genuinely love cars.
I wish we had more car games that were something more than just glorified advertising space for BMW and Mercedes.
Hi friends
I would expect the steering to lighten up in the corners. I don't fully understand the mechanics of it, but this happens in real life too. As you approach the maximum grip the tire offers, the hydraulic trail shifts or something like that, which causes the steering to become lighter.
balls
BeamNG has amazing physics and FFB is an important interface to show it. I appreciate the effort of the developers and I hope they continue to improve it further.
Guys, get this comment to 100,000 likes a pizza costume do it
k lol
Omg like baiter
No
Aight bet
Hi friends
I've definitively noticed some improvement in the FFB which is nice to see.
This video is good to have an idea of how the force feedback is. You can only understand it when you _feel_ it.
I'd say that force feedback steering lock limit thing is more useful in a more powerful wheel, like if you're using a 16nm wheel at 6nm for example.
8:00 that is understeer response, which is super realistic imo
the steering is light in the corner because you're oversteering
Using powers steering makes it lighter and the detail disappear, like it's supposed to. You might have had it while rock crawling.
This came from earlier FFB update.
5:29 you can drift the same way in BeamNG too (by letting the wheel go).
1st - you have to have correct FFB settings (wheel specific);
2nd - you have to tune your car's suspension sometimes (each car have different responsiveness);
3rd - In Assetto Corsa FFB is generated from tires only, in BeamNG it's generated from all suspension parts, that's why it's not smooth af like in Assetto;
I'm drifting like in your example even with Thrustmaster T300 wheel. Now going back to Assetto feels weird
Hi friends
Since when does Assetto generate FFB from tires only?
Batteries come in many shapes and sizes, from miniature cells used to power hearing aids and wristwatches to, at the largest extreme, huge battery banks the size of rooms that provide standby or emergency power for telephone exchanges and computer data centers. Batteries have much lower specific energy (energy per unit mass) than common fuels such as gasoline. In automobiles, this is somewhat offset by the higher efficiency of electric motors in converting electrical energy to mechanical work, compared to combustion engines
fun little fact trueforce is actually supported by my g923, go to controls, x axis, and there’s a little setting named rumble force or sum.
I really wish they'd give us ffb profile options because on logitech wheels the ffb mid slide feels really vague and unproporcionally weak, like there's a ffb deadzone about 15° either side of where the wheels are pointing, go outside of that and it steers.
Also make it so the wheel doesn't have a "max rpm" on transitions, similar issue to the above, when you transition and flick the wheel (more than often flicking twice) to compensate for the slow rotation speed the wheel gets caught middle transition like it has to go a set speed, no more or less than that. (games like AC let you do this)
5:44 "this is a beautiful bush" -Muye 2024
Road Architect Tutorial PLEASE! I need a road wide enough for my mom
MuYe: I’m gonna try with two fingers
Also MuYe: *oh yes, oh YES*
Thank you Muye for being one of the few people consistently treating BeamNG like a racing sim over a crashing sim
I will do ten pushups for each like on this comment. I'm trying to gain muscles. Who wants to help me with such a simple action? (I may regret this at some point.)
Start doing more exercises, not just push-ups or you gonna look like Mr.Incredible😂
make sure to throw in some pullups and squats too man!
You should do squats and lunges to
DROP DOWN AND DO 490
If youre really trying to build muscles, push-ups arent going to do it. Find some self-motivation, stop begging for likes online and go for a walk.
Theres self improvement and theres begging for attention
Honestly what we really need for racing sims now is Force Feedback Gaming Chairs
Muye brother you have to increase your side accel feedback effect to really maximise the feel of drifting, that and you have to actually play with the cars' alignment specs to get them to handle how you want.
Muye here’s a tip for BeamNG drifting. The throttle and brake are very important for controlled rotation.
The earliest beamng version you can play is the techdemo v0.1.
0.2 versions before the initial release version which was found a while ago, i doubt it's gonna have wheel support tho.
Do a room tour, I'm loving the lights.
The lightening up feeling you were talking about when driving the ETK was most likely just understeer.
I love how banana muye twists whenever a crash happens
A special thanks to the camoflaged man kicking the back of your chair every time you crash, really adds to the immersion 👍
Most Rock Cawlers have full hydraulic steering which provides nearly zero feedback through the wheel. depends on if the steering valve is load reactive or non reactive.
Was looking through the comments to make sure atleast one person said this😂. I drive a 1968 jeep on 1ton with full hydro it’s definitely something. And a 3.8 turbo v6
@@jamesbudd6030 93 4runner on tons and 42s with a boosted 1uzfe here lol
The crash FFB seems pretty good though 8:24
I love watching this video about the new force feedback.
As a keyboard and mouse player I can not wait to try it out.
What you're talking about with the car "saving itself" from a drift is more a suspension setting issue and not so much a force feedback issue
0.33 is a really nice update. The handling is really better
Rallying with an 8 nm setup is like telling your wrists "Hey, I'll be sending wrist-breaking amounts of torque for hours on end. Hope you don't break!!!"
Very interesting some of the issues you talk about in 0.32 because I feel like I don't have them though I guess I'll find out when I play again. It has been a moment, but last time I played I was practicing drifting and was managing. I do have my settings WAY different in Beam though, because I don't have a direct drive, so it's only so good, I'm certainly hardware limited but it's always been good enough for me. G27 is still fire.
The force feedback on steering wheels have gotten better, but I still recon they should work on the remote controller force feedback.
Have you considered you don't have your FFB set strong enough for you
0.33 does improve force feedback a lot, but it still has the same old problem that you need to be running 140+ FPS for self centering to start feeling right. Basically the faster your CPU and higher the framerate, the better your force feedback will be. With the way BeamNG's physics are applied to force feedback, I don't know if this will ever change without a significant engine rewrite.
Video idea: Every time I crash, I go to an older version of BeamNG
Hi friends
The Rock Crawler has power steering for those big ass wheels I'm pretty sure, so the lack of feedback in the wheel may be accurate. Feeling the rocks in a butt-kicker or other LFE might enhance your experience.
You would think BeamNG would have the best FFB of them all, since they simulate every single force in the car, at very high rates (so very detailed). Seems very easy to me to extract forces on the steering wheel from that, no?