Car specific FFB key assignment

diglapilesar

New member
In the context of LMU (and rF2), it is currently not feasible to map buttons directly to the vehicle-specific Force Feedback settings, a feature that is readily available in other simulations such as AC, ACC, and AMS2.

Consequently, when on the track, one must exit to the options menu to adjust this critical parameter, which hinders the ability to fine-tune the specific Force Feedback settings for each vehicle while in action.

Implementing this functionality should be relatively straightforward.

I appreciate your attention to this matter.
 
In the context of LMU (and rF2), it is currently not feasible to map buttons directly to the vehicle-specific Force Feedback settings, a feature that is readily available in other simulations such as AC, ACC, and AMS2.

Consequently, when on the track, one must exit to the options menu to adjust this critical parameter, which hinders the ability to fine-tune the specific Force Feedback settings for each vehicle while in action.

Implementing this functionality should be relatively straightforward.

I appreciate your attention to this matter.
100% - this is a must have.
I have complained about this missing feature in rF2 everywhere I could. All other sims have that. In rF2 it even makes more sense. Drive a GT3 car and be happy about the FFB and then change into a Radical SR3 - you will immediately regret it.

Cheers
 
This is a very important must . Like it really should already be there tbh .. In live sessions what this game was designed for you cannot do it without stopping somewhere and that's dangerous .
 
With a controlled roster of cars this is arguably less important than in a game like rF2. The devs have also said that they intend to better balance the cars (especially the hypercars).
 
With a controlled roster of cars this is arguably less important than in a game like rF2. The devs have also said that they intend to better balance the cars (especially the hypercars).
Not even close, because it has nothing to do with anything controlled. FFB is typically not part of any fixed setup for multi player nor has it anything to do with balance of the car.

Adjusting FFB to your liking has been missing in rF2 from the get go and, let's face it, LMU is an improved copy of rF2 thus this feature we have in ANY OTHER sim is missing as well.

The madness here is, that it is not hard to implement in code - piece of cake, really.

Cheers.
 
100% - this is a must have.
I have complained about this missing feature in rF2 everywhere I could. All other sims have that. In rF2 it even makes more sense. Drive a GT3 car and be happy about the FFB and then change into a Radical SR3 - you will immediately regret it.

Cheers
+1000

I have been vocal about this in the RF" forum too.I mean RF2 and now LMU are now the only 2 mainstream Sims that don't offer this feature.
with the great car to car variation, especially mods, in RF2 and the very weak FFB of the HY in LMU, this is a MUST really
 
Not even close, because it has nothing to do with anything controlled. FFB is typically not part of any fixed setup for multi player nor has it anything to do with balance of the car.

Adjusting FFB to your liking has been missing in rF2 from the get go and, let's face it, LMU is an improved copy of rF2 thus this feature we have in ANY OTHER sim is missing as well.

The madness here is, that it is not hard to implement in code - piece of cake, really.

Cheers.

Ok, I think you misunderstood.

Balancing the cars means FFB levels.

Controlled roster means there's a limited number of cars that will ever be in the game, so if they adjust the peak FFB levels to be the same across the board there's just about no reason to adjust FFB between cars. You'd just set an overall level and that's it.
 
Ok, I think you misunderstood.

Balancing the cars means FFB levels.

Controlled roster means there's a limited number of cars that will ever be in the game, so if they adjust the peak FFB levels to be the same across the board there's just about no reason to adjust FFB between cars. You'd just set an overall level and that's it.
Sorry but that’s not a progressive input

I was an early backer of ACC back in the days and quickly Kunos brought this feature in despite the Game having only one car and track for weeks so let’s compare that to today’s LMU lineup for example and you will understand the point

RF2 is my favorite sim but this rather simple feature would make a ton of difference having it in there considering the significant range of cars

So please S397 devs can you spend some team effort on this?
 
Dev's have been pretty dismissive of this feature on the rF2 discord in the past, so while I would love to have this feature, I would not hold my breath.
 
I do like to run fairly strong force levels typically, but I sometimes experience pain in my shoulders (old injury and maybe arthritis). I often change FFB strength on the fly depending on how I feel at that time. I'm grateful to have that option in other sim's as it makes the process quite seamless and allows for the most optimal ffb experience on a per-car basis.
 
RF2 and LMU are quite unique and lot of people want others games features.

Radar, Start help, free FFB ... ghost in Pits, no red light, IA in pits ... What else next ?

Me, i just hope S397 will keep their goals and choices with this and not transform this game in a mainstream game pleasing everybody.

On the subject of FFB, in a "realistic" game you shouldn't be able to have same FFB with all the cars. They all have their specificities ... They should keep it.

I'm not a racer, but you surely don't feel the same wheel feedback between an MX-5 and a Porsche GTE or any Hypercar, for sure.

On ACC all cars can have same FFB.

You really want that on LMU ?

I want to feel all the car just by their unique FFB and Physics.
 
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RF2 and LMU are quite unique and lot of people want others games features.

Radar, Start help, free FFB ... ghost in Pits, no red light, IA in pits ... What else next ?

Me, i just hope S397 will keep their goals and choices with this and not transform this game in a mainstream game pleasing everybody.

On the subject of FFB, in a "realistic" game you shouldn't be able to have same FFB with all the cars. They all have their specificities ... They should keep it.

I'm not a racer, but you surely don't feel the same wheel feedback between an MX-5 and a Porsche GTE or any Hypercar, for sure.

On ACC all cars can have same FFB.

You really want that on LMU ?

I want to feel all the car just by their unique FFB and Physics.
The FFB as I know you're aware is driven by the physics, so cars will always retain their own character.

Many players don't have wheels that can replicate the real forces (which aren't correctly output by the game anyway, being devoid of power steering and routinely generating 20-40Nm!) - and unless we're all professional drivers I think it's fair to allow players to scale down FFB as they feel the need.
 
You're right.

It's OK to scale but still globally, and not during race, or you will change other cars and use it as an exploit.

Even if your wheel don't show all effects, you will still have an "harmony" between cars.

That's what S397 is doing by not allowing FFB by car. They explicitly removed it from rF2. Turning that feature back, and make it dynamic "in race" will show that they react on popular demand, which for me, is not always a good sign from an authenticity point of view.

But hey, S397 can change their mind. They already did it on radar and other things.

Changing FFB on track is practical, sure, like activating or not "on the fly" helps ... Same thing for me.

On difficult corners why not lower the FFB and get it back next turn ? That's not how how it should work, imo.
 
RF2 and LMU are quite unique and lot of people want others games features.

Radar, Start help, free FFB ... ghost in Pits, no red light, IA in pits ... What else next ?

Me, i just hope S397 will keep their goals and choices with this and not transform this game in a mainstream game pleasing everybody.

On the subject of FFB, in a "realistic" game you shouldn't be able to have same FFB with all the cars. They all have their specificities ... They should keep it.

I'm not a racer, but you surely don't feel the same wheel feedback between an MX-5 and a Porsche GTE or any Hypercar, for sure.

On ACC all cars can have same FFB.

You really want that on LMU ?

I want to feel all the car just by their unique FFB and Physics.
Right. We should all accept the "One size fits all" approach to simulation so the developers can have things a little easier. Brilliant!
If you really want really want total reality, why play a game at all?
 
Authenticity and reality are different.

I want authenticity, not reality.

If i want reality i go on Trackday. I already did.

If i want authenticity i can go play LMU and feel the difference between an LMP2 and a GTE.
I will probably never play ACC which seems to provide fun and game but not real authenticity.

I don't want "One game fits all".
 
Hello everyone, I am for this feature.

As with the "radar", which was added recently, opinions differ and are very clear-cut.

I understand both those who are for a single FFB and the others who want to have the freedom to adjust it if necessary.

In fact, for me, the important thing is to be free to choose.

For example, I would like to slightly lower the FFB of the Ferrari hypercar compared to the reference FFB. However, the car will always behave the same.

As for those who talk about ultimate realism, on the one hand your steering wheel limits you compared to reality and on the other hand a simulator will never ask you to provide the physical effort of a real race or impose the required physical training on you.

So a little more or a little less FFB will not change the level of realism of the simulation.

Being open and giving everyone a choice would be a good thing and I think technically it is feasible.
 
You're right.

It's OK to scale but still globally, and not during race, or you will change other cars and use it as an exploit.

Even if your wheel don't show all effects, you will still have an "harmony" between cars.

That's what S397 is doing by not allowing FFB by car. They explicitly removed it from rF2. Turning that feature back, and make it dynamic "in race" will show that they react on popular demand, which for me, is not always a good sign from an authenticity point of view.

But hey, S397 can change their mind. They already did it on radar and other things.

Changing FFB on track is practical, sure, like activating or not "on the fly" helps ... Same thing for me.

On difficult corners why not lower the FFB and get it back next turn ? That's not how how it should work, imo.
I think you might be confusing games here. rF2 still has separate global and car specific FFB, and it's possible to adjust it while driving if you plug in to the UI. I guess you just meant to type LMU.

The only exploit I can imagine is adjusting FFB to suit current grip levels, but I doubt it would process multiple requests quickly enough for it to be beneficial.

Feels to me like you're taking a "different cars having different levels is realistic, so no one should make it otherwise" stance, but that seems an overreach. FFB already gets scaled in different cars, so you aren't getting the 'true' difference either unless you set the capability up around 40. All anyone can do by adjusting live is compensate for their unrealistically weak/heavy wheel by turning it up. There's really no advantage here.
 
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