Discussion on FFB

FYI, there is an extremely interesting discussion about FFB going on with staff member David Tucker contributing heavily to the dialogue on the iRacing forums. An excerpt:

There are two reasons why letting go of the sim wheel in a slide does not work. First, a lot of wheels are very non linear, especially with the smaller forces. We may be asking your wheel to turn with 0.5 Nm of torque, but instead your wheel is sitting there doing nothing until we get up to a higher torque level. This is especially bad with the Logitech wheels and can be dialed out (to some extent) with the min force slider, Logitech wheels often don't react at all until we ask for 10%-20% of there peak force. The end result is that we were asking for a smooth ramp up of forces but instead you got nothing for a while then bang you were hit with a larger force

http://members.iracing.com/jforum/posts/list/3251005.page

Posted May 8, 2014, 1:20 PM UTC

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ZeosPanteraFOV King•

For those without an iRacing account.

http://i.imgur.com/KaxzHMU.png

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JackMoney•

Any more?

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ZeosPanteraFOV King•

Well the discussion goes on for some length. 3 pages.

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elude107•
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proxyedditorOP•

An oldie but a goodie indeed, but how does it (or what section of it in particular) relate to whats being discussed in the forum thread?

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elude107•

Uhhhhh they're both sorta about force feedback, more specifically calling it out on how it doesn't work very well. It was tangential, you got me.

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proxyedditorOP•

Bodnar's article is mainly about the flaws of the current process flow. The forum discussion started off about the differences between iRacing's and AC's FFB, but evolved to include a lot of first hand info from a staff member about what goes into current day FFB systems, alternative approaches/applications to FFB, iRacing's car development philosophy and the details on the real mechanical limitations of consumer wheels. None of which are really solved by using Bodnar's proposed method. =P

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thinsoldier•

No free membership option?

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