![]() ![]() Instead, this is the lack of steering inputs as far as a gamepad is concerned. But more importantly (though still the same concept of cumulative steering force over time), if I completely let go of the analog stick after holding full-right for 3 seconds, the wheel should not immediately snap back to center. For example, if I continue holding fully right on the analog stick, the wheel should continue turning until it hits max range of rotation over time. The optimal gamepad input paradigm however is cumulative force oriented. What I found is that the steering appears calibrated the same way, with instant deltaT rigidity. However, I'm now loading up a Nissan 370z, which should have the more standard steering range & displacement. Forgive me regarding my less formal racing knowledge, but after observing driver footage of the same vehicle I first used, I do see that the steering wheel's range of motion for full displacement is much more limited than a traditional street vehicle. While this is perfect for racing rigs with a physical wheel (with a one-to-one position of the wheel's rotational value), it is conversely close to undriveable on standard controllers/gamepads. If I thrust the analog stick in either direction, the wheel immediately responds to 100% rigidity of wherever the analog stick's value is. When starting to drive, I keep a closer eye on observing the reaction of the received inputs. While the Calibrate screen appears to show rigid "divisions" of pressure on the analog stick, I'm thinking this may be more just a refresh rate related on the UI. I was unaware of the Calibrate screen but thanks to your reply I've figured out how to describe this more accurately: Aight man no need to get snarky but thank you for the video. ![]()
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