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fugazni
27-09-2017, 08:39
With my 360 controller, the sensitivity seems really high to the point where I can't even drive cars in certain classes because minor steering corrections become overcorrections that turn into over-countercorrections which turn into spinning out. I've played with the sensitivity and even turned it all the way down to zero but it seems exactly the same. I also messed around with controller damping, but that didn't seem to make any difference either. Fortunately I can still enjoy the game as long as I stick to slower cars, but it would be great if someone knew of a fix.

Dwayne
27-09-2017, 23:38
With my 360 controller, the sensitivity seems really high to the point where I can't even drive cars in certain classes because minor steering corrections become overcorrections that turn into over-countercorrections which turn into spinning out. I've played with the sensitivity and even turned it all the way down to zero but it seems exactly the same. I also messed around with controller damping, but that didn't seem to make any difference either. Fortunately I can still enjoy the game as long as I stick to slower cars, but it would be great if someone knew of a fix.At least the deadzone bug present since NFS1 is finally fixed :D. I had hope that an option to ditch all filtering would be present, but as you say, even setting all dampening effects to 0 and setting steering sensitivity to 50 doesn't do a real 1:1 input/output.

Funny thing is that it's now possible to set a custom wheel under xinput, so I was hoping to get the wheel "treatment" without even using my utility, but after correctly assigning the axes/buttons I couldn't steer the car, brake/accel and everything else was working fine but no steering. I tried then to assign the right stick just for testing purposes, and even the triggers but still no wheel movement. Probably a bug unless I missed something but can't see what. And even calibration worked fine...

I then tried my utility, that forced pc1 into "thinking" that I had a wheel instead of a gamepad but... it didn't worked in pc2. I checked what was wrong and it seems that pc2 uses the xinput9_1_0.dll file instead of xinput1_3.dll. Since both versions are virtually the same (from MS documentation xinput9_1_0 is older than xinput1_3...) a simple file renaming will do the job.

So you may try it and see if it helps (click on my signature to go to the utility download page), but to get it to work with pc2 you'll have to do the same steps as for pc1 but an additional step is needed: do a copy/paste of xinput1_3.dll and rename the copy as xinput9_1_0.dll (and keep both in pc2 folder)

I'll try to release a corrected version in the next days, so only one xinput dll is needed. If it's possible I'll also include a save game/profile as for pc1 for quick testing. Only bought the game a couple days ago so didn't check if a generic profile save can be included as for pc1.

Cheers

xelapc
28-09-2017, 10:11
Hi, I'm using the simple xbox 360 Racing wheel (U-shape). Works fine in AC under "xbox pad" adjustment. Now in pc2 an annoying "deadzone" is still there. Using now the ACE wrapper, steering and gas/bracke and all buttons work well - but no FFB. Is there a solition without the wrapper and then without that f*** deadzone when configure original via "xbox 360 pad"
Thx gor answering / Xela1

Dwayne
28-09-2017, 14:23
Hi, I'm using the simple xbox 360 Racing wheel (U-shape). Works fine in AC under "xbox pad" adjustment. Now in pc2 an annoying "deadzone" is still there. Using now the ACE wrapper, steering and gas/bracke and all buttons work well - but no FFB. Is there a solition without the wrapper and then without that f*** deadzone when configure original via "xbox 360 pad"
Thx gor answering / Xela1If you have it to force it to use dinput then you won't have FFB as MS doesn't give FFB for their devices under that API :rolleyes:. But it's kind of strange that the you still have the dz bug as it seemed solved for the x360 gamepad.

But in your case if you want to get rid of the dz you only need the xinput dll as you don't need to fake the device. So, copy xinput1_3.dll to pcars2 folder and rename it to xinput9_1_0.dll. Launch the editor, before running the game, and uncheck "disable xinput", as well as the rumble options ("On pressing button" & "On pressing trigger" as they will interfere with xinput FFB). Also, set all axis values to their default (right click and click on "reset selected"), and filter only LX ( if that's your steering axis - Axes->Filter->LX check). Then launch the game and test it with negative dz. Do alt-tab to go to the editor and change the dz value, save the profile, return to the game and reload the changes on the fly by pressing F4 (or F1, as I dunno in which version I changed the default key, check the readme).

Cheers

xelapc
28-09-2017, 17:59
thx Dwayne for your support and your little pogramm. Will give it a try tonight. Your explanation means that follow your advice I can use xbox360 config and steering works without deadzone and ffb will work too? at the moment it is config as a fake wheel ..
Will give you another info later
greetings Xela1

xelapc
28-09-2017, 21:29
no, don't get it. Checked 1h it doesn't work. I assume the dll file wasn't connected with the game. So I turn back with your app to the fake-wheel adjustment. This works well but no FFB bzw. fake-FFB by the triggers.

Maybe Dwayne you get one of these XBox 360Racing wheels (U-shaped) you can test it. Give me a sign if you find it out and it will function. katjan10@gmx.de

Greetings from Stuttgart
Xela1

AC at the moment is better driving ... but no eyecandy in that pC2 way

Dwayne
29-09-2017, 13:30
no, don't get it. Checked 1h it doesn't work. I assume the dll file wasn't connected with the game. So I turn back with your app to the fake-wheel adjustment. This works well but no FFB bzw. fake-FFB by the triggers.

Maybe Dwayne you get one of these XBox 360Racing wheels (U-shaped) you can test it. Give me a sign if you find it out and it will function. katjan10@gmx.de

Greetings from Stuttgart
Xela1

AC at the moment is better driving ... but no eyecandy in that pC2 wayIf you renamed xinput1_3 to xinput9_1_0 it should have load it (if not then check if you have the correct version as it can be 64 or 32 bits). Also, make sure you don't have enabled "Disabled xinput" in the editor as well as the pass-through option. Dinput8.dll is not needed for what you need so you can just delete it. To know if the wrapper was loaded enable the console, if it opens when u launch the game it means the utility was loaded (alt-tab after launching the game to check it), or/and enable the file log (if it's created then it also means the wrapper was loaded).

But if you could fake the device (in pcars2) it means that you had to do the steps in my first reply? Otherwise it wouldn't work as xinput wouldn't be disabled and the game would not be under forced dinput (unknown wheel device).

xelapc
29-09-2017, 13:48
Thx. And than? Which config menue in pc2 should I use? The xbox 360 pad? If yes, deadzone is still there, 30 degrees. It feels like I didn't use your fabulous ACE wrapper. What about the dxACE.ini? Will there a new one generate while starting the ACE.exe? Dwayne would you please repeat step by step (1,2,3...) what to do. Many thx! Maybe I should send a video while I configure :cool:
Greetings

david_bp22
29-09-2017, 14:32
Hi, my xbox 360 controller doesn't vibrate so much when I adjust the vibration to 100. Knows anybody what can it be?

xelapc
30-09-2017, 15:36
also. Seems to be a another bug. Also 'deadzone' or/and 'controller damper' and 'Damper saturation' don't work in a right way. All four adjustments haven't got a '0' Value!!

xelapc
30-09-2017, 16:20
thx again Dwayne!

test unlucky ended. The steering behaviour is with or without your tool the same sh**.

Your programm connected well, but now I assume it is a bug in the pc2-controller settings. The adjustments for 'deadzone' , 'controller damper', 'damper saturation' and 'vibration' doesn't work or they never get the value '0'. So it is another bug I guess. Especially the adjustment of 'controll damper' seems to be not working, I check it out in Assetto corsa and I suffer a similar "dumping" steering behaviour.

I will open another bug-thread if you confirm my thoughts.

Maybe the pad-users didn't notice it cause the stick-movement is very short and it is better this short movement will be "dumped". My wheel has a much more rotation-movement pc2 doesn't support this. Now I'm going back to "as fake wheel" with your ACE. It doesn't matters cause FFb in Xbox adjustment works weak, not really noticable.

marginal note;
I change the pc2 language from german to english (to do in steam) and suddenly the steering works for a moment, now I'm not able to reproduce it.

Greetings to ....

Xela11

Krazy Kutter
02-10-2017, 13:45
The steering sensitivity simply doesn't work, 0 or 100, it's the same.

dusanka
02-10-2017, 15:10
Dx ace for Project Cars 2 for me not working, i copyed dx ace.ini, dinput8.dll, dx editor.exe, xinput 1_3.dll to project cars 2 instalation folder and save.ini in documents profile save but controls not working on my xbox 360 wireless controller, if anyone know how to get it to working please post i use new dx ace 0.90 version.

Dwayne
02-10-2017, 15:32
Dx ace for Project Cars 2 for me not working, i copyed dx ace.ini, dinput8.dll, dx editor.exe, xinput 1_3.dll to project cars 2 instalation folder and save.ini in documents profile save but controls not working on my xbox 360 wireless controller, if anyone know how to get it to working please post i use new dx ace 0.90 version.If you followed the instructions I don't see how it wouldn't work. Or did you forget to rename xinput1_3.dll as xinput9_1_0.dll? Also, since you have a xbox controller, for quick testing use the ini and the profile from the corresponding preset folder (read the readme before). If the utlity is loaded, you should hear a beep at game launch. It also beeps by pressing the F4 keyboard key as it beeps after reloading the profile.

The only "problematic" case would be if you have several game controller devices connected, if so there's options in the ini to select which one is the one you want to use.

dusanka
02-10-2017, 15:37
Thanks Dwayne i will try now, do i need to change custom wheel ingame or it's ok that, and do i need to change ingame steering controls, brake and throttle.

Dwayne
02-10-2017, 23:55
Thanks Dwayne i will try now, do i need to change custom wheel ingame or it's ok that, and do i need to change ingame steering controls, brake and throttle.If you use the included profile and ini you don't need to configure anything, but it's included mainly for testing purposes. You can keep it if you didn't already start your career as it is a "virgin" savegame. Otherwise you can use the same preset ini (adjust steering filters to your taste tho) and in game select the custom wheel preset and assign your axes and buttons.

rorysmorris
06-10-2017, 14:27
Hi Dwayne, first off, thanks for helping others out with their wheels issues. On behalf of everyone, thank you :D

I have the Thrustmaster Ferrari 458 Italia wheel, which my PC detects as a Xbox 360/One controller. When I enter Project Cars 2, any actions labelled on the UI are matched by Xbox controller buttons (A,B,X,Y, RT, LT etc).

Here's what I've tried:

1) Installing the dx ACE wrapper as the readme in the PC2 folder explains. By doing this, nothing seems to happen at all. PC2 still detects the wheel as an Xbox pad, and the only way to get anything to happen ingame, is to open 'Edit Assignments' and change the values by using the wheel/pedals (so everything gets assigned as RT, LT, thumbstick left and so on). By doing this, though, none of the options set in "dx ACE editor.exe" do anything (have tried many combinations).

2) After the above didn't work, I tried doing what you said, which is to rename xinput dll file, and remove all other dx ACE files from the PC2 directory. Opening the game with this standalone, renamed DLL definitely does do something, as the UI ingame is no longer labelled with Xbox controller buttons (A,B,X,Y etc). The problem though, is that the wheel can then no longer be configured and therefore be used in-game. For instance, if I head into 'Edit Assignments' and select an action to assign (say Throttle), by using the wheel/pedals, the input is no longer detected, and it just hangs on the 'Awaiting input' screen until I cancel out of it with my keyboard.

Is there a way to disable xinput, whilst still allowing PC2 to detect the wheel/pedal inputs?

It's a shame that this isn't an issue in any other game, but I'm loving PC2 so I think it's worth the time investment to get my wheel working (or god forbid, buy a new wheel, which I don't really want to do just yet).

Dwayne
06-10-2017, 23:16
...is to rename xinput dll file, and remove all other dx ACE files from the PC2 directory. Opening the game with this standalone, renamed DLL definitely does do something, as the UI ingame is no longer labelled with Xbox controller buttons (A,B,X,Y etc)... I just saw that I forgot to include the rename step in the pcars2 readme (xinput1_3 -> xinput9_1_0). Nevertheless it's indicated in the readme.txt in pcars section :o. But you also need ALL files (both dlls, the ini and the editor) if the objective is to get RAW output from pcars2 for xinput devices.

The only thing is that under dinput you (probably) won't get FFB as xinput wheels usually don't have it under that API. But since pcars2 (and 1) don't take into account the device type for xinput devices the only thing you would get anyway is the rumble effects when going over kerbs, etc. It would be possible to retrieve the effects under dinput but the utility would also need to trick the game into "thinking" that the device has FFB under dinput. It's possible to do it but it's too much work for what it gives (it's not only changing ffb=true :cool :)

rorysmorris
11-10-2017, 18:39
I just saw that I forgot to include the rename step in the pcars2 readme (xinput1_3 -> xinput9_1_0). Nevertheless it's indicated in the readme.txt in pcars section :o. But you also need ALL files (both dlls, the ini and the editor) if the objective is to get RAW output from pcars2 for xinput devices.

The only thing is that under dinput you (probably) won't get FFB as xinput wheels usually don't have it under that API. But since pcars2 (and 1) don't take into account the device type for xinput devices the only thing you would get anyway is the rumble effects when going over kerbs, etc. It would be possible to retrieve the effects under dinput but the utility would also need to trick the game into "thinking" that the device has FFB under dinput. It's possible to do it but it's too much work for what it gives (it's not only changing ffb=true :cool :)

Hi Dwayne,

I followed the steps in the pcars2 readme (multiple times) but to no avail. My wheel doesn't have FFB so that's no issue. Right now, I've tried everything and am still unable to get it working. My only option is to select Xbox Controller in pcars2, and to set it up as if it's a controller. Not ideal, but works alright, except for the too-large deadzone.

sphinxy
16-10-2017, 02:35
I am also using Xbox 360 wireless wheel on my PC

Would great if PC2 devs and enable full support for this wheel including force feedback :beaten:

edit: I got the wheel to calibrate inside the game options menu but when on the road it does respond to any steering input ?

bcruise
16-10-2017, 02:47
Speed sensitivity (not steering) is a big one for smoothing out the gamepad driving. Default PS4 has it all the way up to 95 and I like the feel I get from it. Sometimes I feel like it causes a bit of understeer around fast corners, but if you find a good setting you'should be able to maintain your line on straights as well as cornering.