1. Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved. The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory. Do not post "I have the same issue" in an existing thread with a game crash, always open your own thread. Do not PM developers and staff members for personal troubleshooting and support.
  2. As part of our continuous maintenance and improvements to Assetto Corsa Competizione we will be releasing small updates on a regular basis during the esports season which might not go through the usual announcement process detailing the changes until a later version update where these changes will be listed retrospectively.
  3. If ACC doesn't start with an error or the executable is missing, please add your entire Steam directory to the exceptions in your antivirus software, run a Steam integrity check or reinstall the game altogether. Make sure you add the User/Documents/Assetto Corsa Competizione folder to your antivirus/Defender exceptions and exclude it from any file sharing app (GDrive, OneDrive or Dropbox)! The Corsair iCue software is also known to conflict with Input Device initialization, if the game does not start up and you have such devices, please try disabling the iCue software and try again. [file:unknown] [line: 95] secure crt: invalid error is a sign of antivirus interference, while [Pak chunk signing mismatch on chunk] indicates a corrupted installation that requires game file verification.
  4. When reporting an issue with saved games, please always zip and attach your entire User/Documents/Assetto Corsa Competizione/Savegame folder, along with the logs and the crash folder (when reporting related to a crash).

Forza 7

Discussion in 'Chit Chat Room' started by Andrew_WOT, Jun 11, 2017.

  1. Whitestar

    Whitestar Hardcore Simmer

    Anyone know if the fov can be adjusted on triple screen setups? The images of FH7 on triple screen I have seen so far has a terrible fish eye perspective. I know I can't expect proper triple screen (3 rendered screens) as in AC, but it would be nice to be able to adjust the fov at least.

    @Cote Dazur: As far as I could google, VR support is still up in the air.
     
    Cote Dazur likes this.
  2. Andrew_WOT

    Andrew_WOT Alien

    Have to bump it up to give it proper attention that it's really deserved.
    After tuning FFB, turning all options to Simulation and all assists off, the game has almost AC FFB quality, no kidding. Yes, it lack that very last piece of finesse but damn, with that FFB, graphics and cars collection it just absolutely trumps PCars2.
    Even if your wheel natively supported by FM7, you should try the mod. What author did is converting FFB signal to standard DirectInput bypassing that UWP WGI API that only muddling things.
    Result is truly stunning. If only AI were a bit smarter. :(
     
    Last edited: Mar 18, 2018
  3. boabmatic

    boabmatic Hardcore Simmer

    mmmm sounds tempting ...:)

    Amazon UK has Forza 7 Win10 download Standard for 27.49 and Ultimate for 43.99 ...

    Which sounds pretty cheap as Microsoft Store has the Standard version for 49.99 ?????
     
  4. boabmatic

    boabmatic Hardcore Simmer

    Looks like its an Easter sale on Amazon which its why its cheap... (up to 60% off game downloads)
     
  5. boabmatic

    boabmatic Hardcore Simmer

    ended up picking up Forza 7 , after a 100Gb download I was having terrible performance issues with stutters in both audio and graphics.
    A quick search I found that it was due to me enabling game mode for the app. Once I disable this it was running smooth (around 70-80FPS on Ultra at 1080p)

    I dont think the wheel is getting detected correctly as its still showing a gamepad in the control set-up rather than a wheel , but I have manually mapped the controls to get it working but it doesnt feel right, but having fun changing alloys on cars :cool:
     
  6. Andrew_WOT

    Andrew_WOT Alien

    Try Emuwheel, https://forzatools.weebly.com/forza-emuwheel-setup-guide.html
    Even for supported wheels it improves FFB a lot. I am still in disbelief of how good it feels.
     
  7. boabmatic

    boabmatic Hardcore Simmer

    cheers.. yeah I've got the link to EMUWheel try think I'll do some Assetto SRS racing tonight but will check it out this week.
     
  8. boabmatic

    boabmatic Hardcore Simmer

    Had a quick play with EMUWheel last night after the GT3 cup and X-Bow SRS races , and it made a huge difference to the feedback/feel on the TX wheel.
    Need to try and tweak the settings a bit but it was nearly 2am and needed to get up at 6:30 :)
    I was regretting buying Forza 7 after my initial testing but after trying this mod I'm feeling a bit more positive towards the game.
     
    Andrew_WOT likes this.
  9. boabmatic

    boabmatic Hardcore Simmer

    not really played forza 7 since my last post above ... but this was posted over at GTPlanet by Trux and maybe worth another try...
    ( https://www.gtplanet.net/forum/threads/december-update-4th-december.383727/page-2 )

    Credit Soy https://support.forzamotorsport.net

    The December 2018 update to Forza Motorsport 7 adds a totally new force feedback (FFB) system which is completely physically based, allowing the player to feel the road. The force is now calculated using the alignment torque generated at the contact patch of tire and driving surface, combining both mechanical and pneumatic trail to calculate steer torque. As a result, altering the suspension setup results in force feedback changes. For example, increasing caster angle increases the mechanical trail of the contact patch, resulting more steering alignment force in the force feedback.

    It’s a cleaner, more simple system than what has come before it, yet results in a far more dynamic and nuanced experience with a wheel, which makes you feel more connected with the car, and the car more connected to the road than ever before. That is, if your wheel is set up properly and if you have a clear understanding of how to use advanced tuning settings in the game.

    How you tune your car will also impact your wheel experience. Many players incorrectly assume that FFB systems or settings make a car understeer or oversteer more. This is not possible. Oversteer and understeer happen to the car at physics level and can be tuned by the player through the car’s tuning setup, not through the FFB settings. Force feedback is what you feel through your steering wheel from those physics effects, and is what helps you feel what is going on at a physics level, it does not affect the car’s behavior.

    The image below shows what pneumatic (labelled Tire Self Align Torque) and mechanical trail do in the real world, the result of which is what you feel at the wheel. In game, the same thing happens. If you reduce the mechanical trail, the overall alignment torque is reduced, and the “peaky” aspect of the pneumatic trail only will get exposed.
    [​IMG]
    We recommend that you always start with default settings in the game and your wheel driver before you start the game, including overall force feedback gain and rotation angle. Wheel settings in FM7 from prior to the December 2018 update will be reset. On the PC you can run 540 degrees from software, but the steering lock in game remains unchanged, so your ratio would differ from the default. You can adjust this in the game's Steering Sensitivity slider in the Advanced Wheel Settings section below. This is a commonly misunderstood setting, so it’s important to give this a read.


    Normal vs Simulation Steering

    Having the option to choose between “Normal” or “Simulation” steering is the assists menu is one of the reasons so many players of different skill levels can enjoy Forza games, whether using a gamepad or a wheel. Forza is known for being controllable and natural on a gamepad and these systems are a major component of that feeling.

    There are multiple systems layered together to create Normal steering. Some of these layers alter inputs where some of these layers alter the vehicle dynamics. Simulation Steering turns these systems off. The input layers of these systems are turned off any time you use a wheel, regardless of the steering setting.

    The Normal steering assist may make FFB feel “sharper” because it influences the yaw inertia of the car to help maintain control during rapid lock-to-lock steering situations. This makes the car somewhat less agile than with Simulation steering, but also more stable.

    Advanced Wheel Settings

    Below are the tunable settings for wheel users. We strongly recommend starting with default settings to get a feel for how your wheel works with the game, then tune for a specific desired outcome, one setting at a time. If you start moving multiple sliders without understanding the effects of each, or how they interact with each other, you may be creating an undesirable experience.

    STEERING AXIS DEADZONE INSIDE
    This sets the size of the inner deadzone for steering. The larger this deadzone, the more the steering wheel will need to be moved before the car begins to turn. This acts in the center of steering. Usually, any value other than zero will cause a dead area in the center of the wheel travel. Only turn this up if you have trouble traveling in a straight line.

    STEERING AXIS DEADZONE OUTSIDE
    This sets the size of the outer deadzone for steering. The larger this deadzone, the less the outside steering wheel input will be recognized by the game.

    STEERING AXIS INVERT
    This reverses the direction you need to move the input axis to steer.

    ACCELERATION AXIS DEADZONE INSIDE
    This sets the size of the inner deadzone for throttle. The larger this deadzone, the more the throttle will need to be pressed before the car begins to accelerate. Turn this up if the throttle input is registered when the controller throttle is neutral.

    ACCELERATION AXIS DEADZONE OUTSIDE
    This sets the size of the outer deadzone for throttle. The larger this deadzone, the less the throttle will need to be pressed for the car to accelerate as fast as possible.

    ACCELERATION AXIS INVERT
    This reverses the direction you need to move the input axis to accelerate.

    DECELERATION AXIS DEADZONE INSIDE
    This sets the size of the inner deadzone for brakes. The larger this deadzone, the more the brakes will need to be pressed before the car begins to slow. Turn this up if the brake input is registered when the controller brake pedal is in neutral position.

    DECELERATION AXIS DEADZONE OUTSIDE
    This sets the size of the outer deadzone for brakes. The larger this deadzone, the less the brakes need to be pressed for the car to brake as sharply as possible.

    DECELERATION AXIS INVERT
    This reverses the direction you need to move the input axis to decelerate.

    CLUTCH AXIS DEADZONE INSIDE
    This sets the size of the inner deadzone for clutch. The larger this deadzone, the more the clutch will need to be pressed before the car’s clutch will begin to disengage. Turn this up if the clutch input is registered when the controller clutch is neutral.

    CLUTCH AXIS DEADZONE OUTSIDE
    This sets the size of the outer deadzone for clutch. The larger this deadzone, the less the clutch will need to be pressed for the car’s clutch to be fully disengaged.

    CLUTCH AXIS INVERT
    This reverses the direction you need to move the input axis to use the clutch.

    HANDBRAKE AXIS DEADZONE INSIDE
    This sets the size of the inner deadzone for handbrake. The larger this deadzone, the more the handbrake input will need to be actuated before the car’s handbrake will begin to apply. Turn this up if the handbrake input is registered when the controller handbrake is neutral.

    HANDBRAKE AXIS DEADZONE OUTSIDE
    This sets the size of the outer deadzone for handbrake. The larger this deadzone, the less handbrake input will be recognized by the game. Turn this down of the game registers full handbrake before the input is fully pressed.

    HANDBRAKE AXIS INVERT
    This reverses the direction you need to move the input axis to use the handbrake.

    VIBRATION SCALE
    This sets the vibration intensity. In Forza Motorsport 7 vibration is used as a tactile sensation to let you know what is happening with the car. You will feel a vibration when you’re overusing the tires or having a collision. Turning down the vibration scale will not change road feel. Road feel is a physical force coming from the load changes on the tire.

    FORCE FEEDBACK SCALE
    This sets the level of overall Force Feedback strength on your steering wheel. This changes all forces which are sent to the wheel including the spring and damper. Using this value it is possible to saturate forces and cause your wheel to clip. This does not scale the vibration.

    Individual cars will have higher and lower steer torque capabilities depending on their suspension geometry, mass, downforce and cornering forces. The default Force Feedback Scale is set to a neutral value which generally shouldn’t clip. Players can increase force but risk losing fidelity in higher torque situations.

    ALIGNING TORQUE SCALE
    This sets the overall aligning torque coming from the combined mechanical and pneumatic trail outlined below. This does not scale spring and damper forces.

    MECHANICAL TRAIL SCALE
    This scales the mechanical trail – the length of the static lever arm from the suspension geometry. Raising this tends to give a smoother force but with less fidelity.

    Mechanical trail tends to turn the wheels in the direction of travel and thus is a smoother stronger following force with less tire slip feel. This is excellent for drifters but does tend to overpower feelings like lockup and understeer.

    PNEUMATIC TRAIL SCALE
    This scales the pneumatic trail – the length of the dynamic lever arm from the moving tire contact patch. Scaling this down will reduce the dynamic effects from the tire deformation.

    Pneumatic Trail comes from the deformation of the tire caused by the loads imparted on it. It decreases as the tire slips which allows you to feel the onset of understeer or brake lockup. As it rises and falls through the range of tire slip it can be a peaky force which results in sharp sensation at the edge of traction.

    ROAD FEED SCALE
    This scales higher frequency load inputs which come from the road surface and bumps.

    As this is a full physical system, road feel comes from the individual wheel loads, just the same as the force feeback. To allow adjustability Road Feel Scale amplifies the higher frequency loads while leaving the low frequency loads alone. The allows you to turn up or down rumble strips and cobblestone without affecting aligning torque.

    CENTER SPRING SCALE
    This sets the Dynamic Centering Force of your steering wheel. Larger values provide a stronger centering force while lower values provide a lighter centering force. Lowering this value too much may cause steering oscillation. Too high a value reduces the dynamic align torque you feel from the car’s tires.

    Essentially, the spring is the force pulling the steering wheel toward center; that is to say gravity through caster, KPI and scrub radius (the distance in front view between a car’s king pin axis and the center of the contact patch of the wheel, where both would theoretically touch the road). This force is overcome when static by friction and at speed and cornering load through pneumatic and mechanical trail, the causes of align torque (the torque that a tire creates as it rolls along, which tends to steer it). To ensure full feel of align torque the center spring is dynamic, ramping down with cornering load, slip and speed. The faster you go or the harder you push the tires, the less center spring force you should feel, and the more you feel from the tires steering themselves.

    TIP: We recommend that you NOT turn Center Spring Scale up significantly – too high and this effectively cancels dynamic FFB – the only force you feel is your wheel trying to center itself, rather than the dynamic align torque at from the car’s wheels. We recommend you leave it alone or turn it down.

    WHEEL DAMPER SCALE
    This sets the resistance to the movement of your steering wheel. Larger values provide a heavy feeling while lower values give a light feeling with little to no resistance. Lowering this value too much may cause steering oscillation. Raising it too much may overpower oversteer or understeer feeling.

    Damper is specific to the wheel the user owns and is very subjective. Effectively, it adds a resistance force to the steering that may prevent oscillation but at the same time it slows down the steering wheel velocity, making drifting, where you need quick reaction from the steering wheel, more difficult. Many wheel users think that the damper is wrong no matter what it is set to, because is not coming from the alignment physics; in reality every car’s steering has a mechanical friction component slowing movement. The frictional forces and thus damper are dynamic, allowing a stable feeling without a constant resistance to movement.

    TIP: Wheels with more torque, such as Thrustmaster and Fanatec wheels, actually benefit from some damper scale; wheels with less built-in torque, such as the Logitech G920 and G29, actually require little to no damper scale. If you have a Logitech G920 or G29 steering wheel, you may want to turn both the Wheel Damper and Center Spring down to get more feel from the tire.

    WHEEL ROTATION ANGLE / STEERING SENSITIVITY
    This adjusts the ratio of your steering wheel’s degree of rotation (DOR) to the car’s front wheels actual degree of steering rotation with a soft lock. Along with Force Feedback Scale, this is one of the most commonly misunderstood advanced settings.

    A point of confusion among wheel users is the fact that the driver’s hand animations in cockpit view don’t turn the steering wheel more than 90 degrees in either direction. This does not represent the actual in game steering wheel rotation, just as the graphical tire steering lock angle is not a 100 percent representation of the actual physics steering lock. This is one of the reasons a dashboard camera view has been added to game camera views.

    Altering the sensitivity completely alters the input/output map of the steering, effectively changing the steering ratio of the car. The most common issue is when a user changes the steering wheel rotation degree from the software or hardware in combination with the game, which can result in erratic car steering behavior. Steering ratio defines the ratio between the steering wheel rotation and the turn of the wheels. In other words, how many degrees of steering wheel turn are required to turn the car’s wheels by 1 degree. A steering ratio for a normal passenger car could for example 13:1, which means that 13 degrees of steering rotation are required to turn the wheels by 1 degree.

    On PC the wheel driver controls the steering wheel rotation (180 up to 1080 depending on the wheel hardware), but in game and in real life the steering lock is fixed on every car and is different on every car. The steering sensitivity scales the steering input and alters how much the wheels are turned for a certain steering wheel rotation. If you make the sensitivity higher, you make the steering more responsive because the steering ratio decreased. If you set the sensitivity lower the steering ratio increases therefore the steering is less responsive.

    STEERING LINEARITY
    This sets the mapping between input and steering. Lower values provide more accuracy near the center but less accuracy near full lock. Higher values provide more accuracy near full lock but less accuracy near the center. 50 is a linear mapping.

    In either case the full rotation of the wheel and the steered wheels will be reached
     
  10. ozm8ey

    ozm8ey Gamer

    Just be happy we finally got a proper forza motorsport for pc :)
     
  11. Cote Dazur

    Cote Dazur Alien

    This looks so impressive! And the you try it:(:(
     
  12. boabmatic

    boabmatic Hardcore Simmer

    tried it last night ... the feedback is much better but still way off AC.
    It's like being on the dodgems when racing with AI in single player.
    Does look great but that's probably due to me playing 100% in VR these days but feels so restrictive view wise playing back on a single 24inch monitor.
     
  13. Epistolarius

    Epistolarius Alien

    LeDude83 likes this.
  14. Whitestar

    Whitestar Hardcore Simmer

    So how does this game drive now?
    I read a lot of ffb praise from Andrew and his DD, but how is it on a T500 for example?
     
  15. Andrew_WOT

    Andrew_WOT Alien

    Gosh, I forgot when I launched it last time, long gone from HD. With physics like that even with decent FFB the game is just bloody boring.
    Get FH4, at least something crazy to compliment AC. FFB is better than in FH3, so for what it is, you'll probably like it.
    I think they all have free demos if you decide to try.
     
    Whitestar likes this.
  16. capt nasties

    capt nasties Racer

    Drifting is where FM7 shines. There are some rumors swirling that FM8 is going to be an entirely re desigend physics engine and that the title is going more towards the sim side.
     
  17. chakko

    chakko Alien

    It surely won't be a sim though. Sims don't sell. Dirt Rally was marketed as being more sim like as well. Well, maybe it is, but, it isn't a sim.
     
    Andrew_WOT and LeDude83 like this.
  18. Dean Ogurek

    Dean Ogurek Alien

    And now we have DR2 with more realistic FFB! :p:D

    I fired up RBR last-night, I forgot what a great title that still is. CM does audio way, way better though. :)
     
    chakko likes this.
  19. Daniel Costa

    Daniel Costa Racer

    Does anyone have a good understanding about car upgrades, ranks, and multiplayer?

    I have some cars that I tuned manually that supposedly are rank "S", but in multiplayer races in the "S" rank I cannot see that car on my list.

    I know people can upgrade cars and play them on multiplayer races. The other day I saw a "tricycle" car that was rank "S" and kicked everybody in straight line speed. I wonder how he got it to appear in his car selections.
     
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