I tried a racing wheel before for games like this even force feedback but I can’t get over the absence of G Forces in simulated racing games, G forces are what tell what the car is doing, how it’s leaning, brake force, subtle changes in drivability, how do you guys race with racing wheels/pedals so well? It always throws me off for years now I can’t get into it, for now I just drive for the fun of it but I can’t race realistically because absence of g forces, is anyone else the same?
That is the reason FFB in racing games is often exaggerated, so you can kinda tell what the car is doing by the forced applied to the wheel such as vibration or sudden loose feeling wheel when rear end starts loosing traction or you get wheelspin in a fwd car. Generally if you really want to get the feel of what the vehicle is doing, keep the FFB force fairly high with settings game comes with or slightly altered. Going for the same steering feel as in real car will loose you the feel of what the car is doing, which you often feel with your body IRL
By default, BeamNG.drive outputs the rotational forces of the steering wheel. You can optionally choose to add linear forces of the car too (lateral G-forces only, to be precise), translating them into rotational forces via your FFB motor. Use the "Side accel feedback" slider in your ffb options to add this extra cue. Note that this is not an accurate translation of ffb as it would happen in real life, but an artificially augmented version of it. So you will at times feel things that will not be there in a real life steering wheel, and it can be confusing if you're used to real life driving.
ok thanks! I’ll try the side accel feedback it may be just what I need --- Post updated --- sound about right