![]() ![]() Incrementally reduce it by a tiny amount until it stops overcorrecting. While not ideal, it is better to have the wheel not center completely than overcorrecting (centering strength too low rather than too high). Getting it perfect will take a bit of trial and error. Just saw your edit, definately looks like centering strength is too high. I didn't do much tweaking with my wheel, it felt pretty good once I got the FFB directions figured out. I also clamp my wheel to my desk, I have FFB set lower than I'd like so I dont knock anything over. I dont think I changed my setting, it feels low by default on mine and I'm okay where it's at. It's a balancing act that takes some time to tune, too low and the wheel wont center, too high and it will overcorrect. ![]() You may also need to adjust the centering strength, if it's too high the wheel can overshoot center and have to recorrect back. I have a small dead zone set for my Xbone controller, just enough to avoid joystick drift/bias, but none for my wheel. It might be bouncing on the dead zone when it tries to find center because what it sees as the center is too large. Any inputs that occur within the dead zone are ignored, even a very small value can feel very wrong with a wheel. You said you changed the dead zone earlier, did you change it back to zero? Dead zone will make what the game sees as the wheel center point larger. ![]() I also almost exclusively do hot laps and time trials, so I dont ever really let the wheel center itself. Not that I've noticed, but it's been a while since I've used it. The Logi wheels should have 900° rotation, make sure the in-game setting matches this. Beam is the only game I've had to do this in.Įdit- also make sure the game is set to the same degree of rotation as the wheel. I had to re-do this setup each time I downloaded new drivers/software updates for the wheel, so make sure that stuff is all up to date first. That setting is in the same/a similar place. I also had to invert my pedal axis as well, by default they were reading 100% when they weren't pressed at all. Check this and see if it fixes the problem. There is a tick box somewhere to invert the FFB direction. In your in-game input settings for the steering wheel, there should be an input filter for FFB options. The game sees the center as full right, so it always tries to center the wheel on full right. If this only occurs in one direction, like the wheel will always go full lock right, this is the same issue. The FFB is independant from the actual game inputs, so the inputs are correct but the FFB is not. When the game is trying to center the wheel, it will turn it to full lock instead. The game thinks the wheel FFB center is on the outsides. Your force feedback (FFB) is inverted, this is a settings issue in Beam and not the Logi software. While not always strictly enforced, moderators may act in situations where new submissions detract from the welfare of the subreddit. Please try to include a descriptive title with your post, do not title it "Why"/"Broken", etc. Support posts must include self-text for context/information. You may consider posting such submissions to /r/okbuddybeamng (not affiliated with this subreddit) instead. Low-effort, meme, or NSFW content will be removed. ![]() No low-effort submissions and memes, or NSFW content. Comments that devolve into purely off-topic discussions may be locked. For example, showing off a cool stunt, introducing a new mod you've developed, etc.įor posts, if not obvious, you should submit the link as a self-post and include an explanation. Submissions with a specific purpose are not considered self-promotion. This includes but is not limited to YouTube content, blogs/articles, referral links, etc. Be respectful, or you may be banned.ĭo not link or discuss pirated mods, games, or piracy websites. Toxic and aggressive behavior will not be tolerated.ĭo not be rude to any other user. Keep discussions civil, mature and friendly. No offensive behavior or inappropriate content. BeamNG.drive is a realistic and immersive driving game, offering near-limitless possibilities and capable of doing just about anything!īeamNG in-house soft-body physics engine simulates every component of a vehicle 2000 times per second in real time, resulting in realistic and high-fidelity dynamic behavior. ![]()
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