Hey everyone! this is a feature that is in every modern racing-sim and i think it is needed in beamng as well. what this does is basically disabling ffb at very low speeds - for example below 3 mph. this prevents unrealistic wheel behaviour and oscilliations when the car stands still. the way this is usually done: ffb will be linearly reduced from a certain speed for a smooth transition. for example: in the speed range from 3 to 0 mph the ffb will reduce from 100% to 0%.
Thanks for the suggestion. We want to improve vibrations, and this is one of the possible solutions we have been considering. It's still not clear which solution/s will be the best overall (absolutely all of them have some kind of drawback), but yeah, we are thinking about it and will do something as soon as possible
thank you for the reply! this is great to hear. it can get pretty annoyng when the wheel starts vibrating/oscilliating as soon as the car stands still.
This is actually a result of latency in the FFB system - input lag. It's quite annoying. The drawback to this FFB cutoff would be that making 3 point turns, for example, would no longer be reallistic. Say you have a heavy car with no power steering and race tires. You will have extremely heavy steering, and suddenly it just magically disappears?
since literally every other racing sim uses this system there doesnt seem to be an easy way around this. maybe you could have a preset resistance when the ffb is disabled to prevent the wheel from going completely limp.
and what about offroading, this would make it so that when you are rockcrawling you have no forcefeedback when you bump on the rocks and boulders