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Race Room Racing Experience #39
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I tried RRRE also with the T300.
Tried different Proton Versions, Settings... With ge-6.19-2 there isn't this problem but also no FFB at all. |
Okay, I got the game to run and seems like the issue seems to be that the game uploads a periodic effect with magnitude 0, i.e. essentially just a fancy constant effect. The direction of the force is handled with the |
Thanks for providing useful info @Kimplul. Will try to create an issue on proton-ge mentioning issues you found. You can find some details about 'inverted FFB' here: https://forum.sector3studios.com/index.php?threads/cant-drive-in-a-straight-line.7674/ Generally, it seems like it could work if instead of pulling to one side it would pull to the center as expected |
Perhaps #46 could help you out here? Would be curious |
I have the same sticking to the right issue |
Partial update: #47 led me to find out I had a bug in how I handled durations of effects. I've patched the issue and
seems to also have been fixed by the patch. The game still pulls heavily to the right, but my previous observation doesn't really seem to apply anymore, as testing RRRE again today it looks like the offset is kept at a constant |
Also, does anyone know how you're supposed to interpret the in-game FFB meter? While driving it shows just a constant red line at the top of the graph, but while stopped it drops down to midlevel with some noise added to it, guessing engine rumble. If the line show how much force should be applied left/right, then it seems like the game itself is calculating the constant pull to the right, but that doesn't really make sense. Haven't tried the game on Windows, so I don't really know how the graph should look like. |
For reference, here's what happens when I try to drive, keeping the wheel more or less straight: Here's what happens when I stop and let go of the wheel: And here's a video from someone presumably running the game on Windows where you can see a normal FFB meter: The FFB seems to be at least partially determined by the wheel's position, but of course I don't know the internals of the game. Could be that there's a bug in the Proton subsystem that the game tries to use, leading to nonsensical FFB calculations that are then passed on to the driver. |
As mentioned here by @berarma, the game seems to be working with Logitech wheels. Could you please provide me with some tutorial on how to set up debug environment? I'm a programmer and I think I could try to help in my free time, I'm really keen to make it work in RRRE as it's my goto sim besides rFactor 2. @Kimplul |
Debugging effects that are sent to the driver can be done through
You should see a file with all effects sent to the driver in a file starting with Debugging the driver is probably best done through Debugging Proton is new to me as well, I know there are a number of debug flags you can give through I'm not sure what a good starting point would be, as the effects that are sent to the device seem to make sense to me (as in, values that are sent create the effects that they should). The in-game representation of the FFB seems to go haywire, so there might be some functionality that What was sort of curious last time I had a look at If you want to try to upload effects to the wheel yourself, try https://github.com/Kimplul/ffbsdl. It uses the SDL wrapper around Linux's native |
any progress about this, it's still sticking to the right |
Not really, at least as far as I'm aware. I tried double checking my previous findings but wasn't able to launch a race, regardless of which proton version I used. Might be a temporary server issue. I'll maybe try again later, but from your comment it seems that #39 (comment) is still about as much as I know about the issue. |
I can confirm that the issue is still here 😢. Does anybody managed to make the T300RS work with RRE ? |
Unfortunately the same seems to happen with the T248, in the middle of June with the current latest Proton, as well as ProtonGE (not that it needs to be Proton causing it, but just clarifying). - When I started the game initially, when in-game (on-track or in-race), the wheel would just turn in a weird pattern, but also it would not even respond to turning the wheel and the car would be steering to the right constantly. - Then I decided to just restart the game and see what happens. And while the behavior changed, it seemed to be like what is described here, that it would just pull to the right constantly and also do a short pattern, though it WOULD respond to turning the wheel. Someone's FFB-guide, who probably used it through Windows, describes that this game recognizes the T248 as the TS-PC base and that supposedly this is intentional for this wheel to have compatibility with older games. - And while it does show up that way, it doesn't really seem to help. Not sure if this adds anything, but there's also a weird behavior where, even if you choose/activate one of the controller-profiles/presets in the settings, and then change bindings, for some reason it will just make yet another profile without choosing to make a duplicate yourself. - I'm not sure if that would happen with using any other controller (like keyboard or gamepad), but it's just weird, almost as if it sees it as a new instance of the same controller every time you re-bind anything. I didn't think it would be such an issue with this game, as most of them seem to work in the end. - I wanted to give RR a try today, but I guess back to rFactor for now. |
Report in #21 about FFB in RRRE existing but being 'inverted'.
I couldn't get RRRE to launch, as it kept spewing
SteamAPI_Init()
failed at me with newest Proton GE, 7.0 and 6.3-8. I'll try to get the game to run, but for now this issue is mostly just an acknowledgement of the report.The text was updated successfully, but these errors were encountered: