BeamNG.drive's New Force Feedback Is A Big Step Forward

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The new force feedback further improves the off-road experience. Image: BeamNG.drive
In the latest 0.33 BeamNG.drive update, the force feedback for us sim racers has been tweaked and improved. Here is everything you need to know.

In the past, the BeamNG force feedback has been a sticking point for those who like to use their sim racing setups with the soft-body physics simulator. The latest 0.33 update has changed and adjusted a lot of code and physical feedback changes to improve the feedback.

What has changed?​

The scope of changes to the force feedback in 0.33 is wide. Wider compatibility additions make the sim feel much more up-to-date for Linux users and for regular Windows players, a whole array of fixes, changes and additions are waiting to be discovered.

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MD-series truck fleeing from the Police. Image: BeamNG

The main focus of the force feedback changes is the reactiveness of the wheel to inputs from the sim. Potholes, jumps and general road feel are much sharper and clearer within the feedback. The detail can be felt right across the full spectrum of input and with a direct drive wheel, the communications from the sim only gets better.

The locking of brakes and losing grip when corning at speed are both fantastically simulated when using cars. The trucks still feel vague at times, especially when they are loaded. The mechanical failures feel much more realistic and less like they want to try and take your arms off when they occur. The best way to describe it would be that the motions are much more gradual as opposed to one either on or off like they used to be pre-update.


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Mechanical failures are felt through the force feedback, like when an engine overheats and catches fire.

Input & Force Feedback​

  • Reworked force feedback to improve its agility, resulting in quicker and more defined responses in various situations (such as drifting)

  • General FFB code cleanup, including some mild optimizations

  • Fixed some typos in FFB options tooltips

  • Fixed ‘FFB Graph’ UI app displaying incorrect scale of FFB signal when using xbox gamepads

  • Added a gradual fade-in to avoid sudden spikes in FFB when it’s re-enabled (e.g. when leaving pause, and a few other similar situations)

  • The steering-lock FFB system can now use the full available force, rather than being limited to the currently selected strength

  • Added new actions to open and close latches (not assigned by default)

  • Added experimental support to trigger digital actions using analog axes - may or may not work correctly depending on the case, this is still a work in progress

  • Beginning of a major refactor of input subsystem. this shouldn’t be noticeable as a regular user, but will allow for easier maintenance and addition of features in the future. still ongoing

  • Fixed incorrect font color for Thrustmaster RGT FFB Pro device, which was reflected in the input documentation website

  • The device name is now displayed together with the FFB axis in Options > Controls > Force Feedback, to better identify them when many input devices are plugged at once

  • Improved how keyboard focus is handled: in some cases, keyboard lost control of the vehicle, and you needed to click somewhere to regain control (such as when you clicked a UI app button, or hovered over a UI app, and other situations). this should no longer be the case

  • Increased the reachable FFB update rate when using the recommended ‘Automatic’ update rate (from 500Hz previously, up to 2000Hz now). Some specific steering wheels (not all) will be able to take advantage of the new limit, resulting in higher fidelity and faster FFB response

  • Improved force feedback compatibility for Linux users

  • Added a warning log for vehicles where driving assistants (such as understeer assistant) might not work properly due to non-standard wheel naming

Racing and drifting​

The new agile force feedback model is especially useful in racing and drifting. Coupled with the 'Quick Ratio Steering Rack' option available in many cars, the drifting missions are leagues above where they were before 0.33. As a further change implemented in the update, drifting detection was also changed and modified to recognise smaller and slower drifts. Could BeamNG challenge Assetto Corsa as the home of the drifting community one day?

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New force feedback revolutionises drifting. Image: BeamNG.drive

The racing also benefits immensely with the ability to be much more precise with where you position your car and the consequent feedback you get from your vehicle. The most notable change is how the kerbs feel on vanilla circuits like Hirochi Raceway. When you get slightly airborne, the wheel goes light and if you land without it being straight, you can say goodbye to the tracking and consequently, your mint condition race car.

Off-road adventuring, crawling and the hundreds of rally stages are even more accurate after 0.33. If you have never tried BeamNG's rally missions or mods, check out our overview of the discipline and how to get started! Off-road simulation is where BeamNG has always really come alive, and this new force feedback further proves that fact.

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Ibushu Covet race car. Image: BeamNG.drive

The road and tarmac simulation is certainly improved, but it still can not be considered on a level with racing simulators such as Assetto Corsa or iRacing. The point of BeamNG is very far away from those titles of course, however, for those who enjoy racing with soft body physics the continued improvement of force feedback is a must.

What do you think about BeamNG's new force feedback? Let us know down in the comment below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Premium
As with most simulations, Force Feedback (FFB) is highly subjective and depends on personal preferences and individual sim racing equipment. Each simulation offers a unique interpretation of what is considered the correct FFB, based on the developers’ vision. Personally, I enjoy all simulations regardless, as it’s just a matter of adapting to how each one handles FFB.

BeamNG's new FFB feels great to me personally based on the set up of my Sim Racing equipment:)
 
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Ah the good old days of rubber band steering wheels, never had a care in the world. :laugh:
I have three old wheels to this day:D One has funny addon which gives possibility to mount it on your... thighs:D It's the best one. Other wheel have rubber 'suction cups' (I don't know if it's correct phase for it so excuse me weird English):) And third has a motion sensor (it's a wheel which works like SixAxis):D:D:D
 
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yeah, I wish they'd focus a bit more on the VR too

this was my first, back in about 1995. it used a piece of shock cord

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