Hard truck 2 windows 7 patch1/27/2024 ![]() Overall gain - overall FFB gain slider that regulates the gain of all of the effects.through the Game Controllers/joy.cpl menu in Windows).Ĭan you explain the individual slider settings? What exactly do these settings change in the game? What do the lowest and maximum slider settings mean? Note that you should turn off any spring-centering effects that are offered through your wheel's hardware profile settings (e.g. If the problem still persists please contact us and follow the problem reporting rules below. Then, if you still have problems try to switch off all of the artificial effects (engine resonance, terrain roughness, bumps, and collisions). ![]() I have all the settings in the middle of the sliders and the steering wheel is not working properly, what do I do?įirst reset the settings to their default values, since the new default settings are not in the middle of the sliders as they used to be. Currently, we support any wheel that has support for constant force application through DirectInput on Windows and evdev on Linux. The new FFB implementation is using a constant force effect, which means it should support a wider variety of devices. Which devices and platforms support the new FFB? Previous artificial effects (engine resonance, terrain roughness, bumps, and collisions) are still there combined with the new centering into one common force effect, which is being sent to the device as a constant force. So, the FFB should act differently depending on whether you are on a bend or on a straight road, or if you are on uneven ground since the effect relies on vehicle physics. It combines some of the old artificial effects with the new centering and tire friction force feedback, which is based on real calculations from forces on the first steering axle and simulates the behaviour of a hydraulic steering gear system used in most of today's trucks. Meanwhile, the new FFB is written from scratch and utilizes a 120 Hz refresh rate, independent from the main game loop. The old force feedback was a group of artificially set up effects, each of them having its own effect force that had to be sent to the device within the main game loop. Can you describe what exact changes were made to the FFB system? How does the current FFB work in comparison with the last version?
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