If you are a drifter or just a regular driver I am sure you've noticed at some point during near lock counter steering Beamng has a hardcoded safety prevention from allowing the wheel to rest at full lock steering. It has a hard coded softlock feature that doesn't allow it to rest at lock and naturally applies counter force which then causes a Oscillation or sawing motion which I know over 30+ beam users who had given up due to this not being adjustable. install as mod. Now go do a donut 1 w/ the vanilla hydros and 1 without and notice how the sawing motion is gone at full lock.
Set wheel direct smoothing to 200 (optional) strength to 300 (optional) SOFTLOCK - 0! (important) Side accel 0% - 20% your choice. Secondary smoothing - Your choice, I run 0. Upload rate: 300-400hz if your maxing at 60 fps or below 500-600hz if your 60-90 700-1000hz if your 100-140 fps
Complete rework of most slip factors and traction brake gforce affects. more vibration removal methods and corrections for a cleaner raw ffb feel.
it makes the game not work The newest version --- Post updated ---https://drive.google.com/file/d/1zxyU4Vod6ZSLpmifiZEr1gxqjAtTn_jX/view?usp=sharing
The car is drivable but it's still giving me the error code and the map is not really working --- Post updated --- My bad I haven't had something installed that the map needed Everything is great
Makes zero difference. The wheel still locks way before the maximum rotation and oscillated like crazy even with my wheel software smoothness/fitler near max and the game filter set to max (all other settings same as yours). The wheel also rotates slow as hell (even with max caster set) and just feels horrible and barely any FFB detail due to the filters. I have no oscillations on any other game ever with very low filter and it's a 25nm base. Man I was looking forward to drifting in Beam with my new base but I guess the game itself is just ass when it comes to wheel support.
it definitely does fix the negative forces that supplied at the end of steering lock. Not sure what issue your having, but 20+ others aren't having the issues you are. This only fixes the end of lock wheel rotation forces.
It "fixes" the problem by removing the softlock all togertber... I so wish there was a way to keep the car's original steering degrees with this mod. Then it would be a near perfect fix, just have to match the steering lock in game and in driver. Or someone will find a way to code a much steering lock implementation in the game's ffb hopefully. Also, hoping that the devs are able to give this issue some attention as it would really help make the ffb overall so much better! @stenyak
The MOD doesn't solve the same problem here, but this way does: https://www.reddit.com/r/BeamNG/comments/1nddwom/comment/oaip8p2/ (It's a problem with the vehicles drift-setup itself... normal car steering has not that harsh problem)
confirmed, this supersedes mine. Excellent find! will develop a new one with this and see how it goes.
Actually, I dived deeper a little bit to find the REAL root cause for the harsh steering bounce. It's also located in same front-suspension jbeam file. By patching this, we do not need to limit the steering angle Reason: There are quite a lot "SUPPORT"-beams, which only have one pupose: Limit the angles of different steering parts to prevent a collision with e.g. body-fender. They have no other purpose - just artificially limiting movements or angles. (There is no other mechanic to limit the rotation of beams and such, so SUPPORT-beams are required) Example for Sunburst StreetDrift (M): There are 4 beams on each L/R side, which limit the outer angle/deflection of the hubs. Intention: Prevent rubbing of tires on body. Ironically, these 4 beams also limit steering with smaller wheels or removed fenders. Ironically2, these 4 beams cause even more FFB-bouncing if you place the wheels more outside (add offset). The corresponding NODE at the wheel-hub, whch is constrained is called: fw1rr & fw1ll Change the allowed compression range of these beams: ==== file: sunburst2_suspension_F.jbeam Orig: //front limiters {"deformLimitExpansion":""}, {"beamPrecompression":0.7, "beamType":"|SUPPORT", "beamLongBound":3}, Just change to e.g.: "beamPrecompression":0.65 ==== FYI: In specific DRIFT-setup for the "PRO DRIFT" (sunburst2_suspension_F_proD.jbeam), this "beamPrecompression" is set to 0.55 for front limites already. Unfortunately, there are much more SUPPORT-beams than just these body-fender front limiters. There are also steering limiters, which need to be modified in case of Ibishu BX to prevent the FFB-bouncing. It's difficult to setup a script, which patches all cars automatically. Looks like some handmodifications required for each car...
have you come up with anything workable based from this? or ways to deal with the multiple beams influencing the limiter affect?