360 steering whell setup instructions




















Choose Controller from the drop down option. Choose the operating system. Select the language. How satisfied are you with this reply? Thanks for your feedback, it helps us improve the site.

In reply to Shekhar S's post on August 27, The drivers do not fully work as they do not provide force feedback, it recognises your steering wheel as a normal controller.

In reply to nutsnut's post on May 12, You might want to contact Microsoft Hardware support and ask if they have a solution that they can provide you with.

Also, it is worth noting that not all games are compatible with force feedback, so be sure to check whether or not the games you are playing are compatible with this feature. Worst case scenario, try using a search engine to see if any creative individuals out there found a workaround to the force feedback issue.

Since this thread has been inactive for well over a year until recently, I am locking it down. If the above suggestion does not help, I recommend you creating a brand new thread, since they are most likely to be viewed responded to.

If you are noticing high frequency vibrations in your wheel, test progressively greater values. In BeamNG.

These are some minor tweaks for your These parameters allow advanced control over the force feedback:. Reduce strength at low speeds: if in doubt, leave this checkbox activated. It will reduce vibrations when the vehicle is parked or rolling very slowly. Side Accel Feedback: it attempts to communicate the lateral forces that your body would feel in real life, channeling them through the most common hardware we have: the steering wheel.

Use with caution. These parameters should be left alone However, in some very rare cases, the update parameters might need to be adjusted:. Configuring the wheel can be difficult to get exactly right. This should give you a reasonable starting point for your settings. After that, feel free to play with different parameters to suit your personal preferences. Force feedback works by asking the steering wheel drivers to apply certain torque certain rotational force through the motors housed inside your steering wheel.

In an ideal world, the resulting torques would be proportional to the torques you initially requested. However, in practice, this is rarely the case. Sometimes, when you ask 1 unit of torque, you may get 1. And then you ask for 2 units, but get only 1. The result can vary wildly along the range of torques, and is impossible to know without testing each of all the possible torque values. To compensate for this lack of linearity, we provide the option to use a Response Correction Curve.

This curve basically tells BeamNG. Based on that, BeamNG. For example, if you change the effects strength or any other setting in the Windows driver configuration panel, the response curve will most probably be different afterwards. Keep that in mind if you are trying to use a response curve for your wheel while tweaking the Windows driver configuration.

Note : BeamNG. If you are not using the recommended configuration, the response curves may be off, and it is recommended to re-generate it for your specific drivers configuration. Also note that the response curve is usually the same for a given brand and model of steering wheel unless it has undergone some serious hardware revision but still keeping the same model identifier.

If you create a response curve for certain steering wheel model and drivers configuration, it will most probably be reusable by other owners of your steering wheel. Generating a response curve involves precise testing of your hardware, noting down what happens each time you apply certain torques. There are several tools out there that allow to do it in an automated way, and register the resulting curve in a file, on disk.

For more information, please search the web for those 3rd party tool names, and follow any of the existing guides out there. Note : Hover your mouse over the response curve graph of your BeamNG. Typically wheel. If you have already placed the wheel. When that happens, the curve is embedded into your inputmap file. If you modify the source wheel. Remove the source file when you are happy with it. If you have only generated the response curve once, it is possible that you have some error in the readings.

For example, if you accidentally touched the wheel while it rotated, or bumped into your desk, then that curve point may be incorrect. Repeating the measurement several times, and comparing the resulting curves, allows you to notice any possible outlier values that may have happened.

If you correctly measure the curve several times, you will notice slight variations. This can happen because of many circumstances, e. Measuring the curve several times not only allows to detect errors as described before but are useful to remove this kind of noise. You can average all of the curves together, and use the resulting curve in BeamNG.

Most wheels cannot handle low torques correctly. The response curve will usually be very plain in the first section, and this will force BeamNG. This usually creates unwanted vibrations. To prevent this, make sure you add a slight initial slope to the curve, even if the response curve clearly showed a huge deadzone in that region.

This will smooth out the jerky response for low torque situations. To assist you with tweaking or verifying the response curve, you can visualize the results in real time, while driving. For example, in most steering wheels, you will typically notice that uncorrected forces are smaller than current forces in low-torque situations, because of the initial FFB deadzone.

A very good steering wheel should have a very linear FFB response, and so the uncorrected and current forces should be almost the same through the entire range of torques. Getting Started.

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