Sure is, now we need a solution for a hard lock. Glad I can leave the rotation at 1080 for all game now
I tried what @Peter Koch said but those values were already right, but i;m still having the same FFB issues with returning to the pits and leave again and no FFB
There's a bug in steering_wheels.xml, deviceID is set the same for both R9 and R5. The correct deviceID for R5 is 275566 if I'm not mistaken.
<value> <vendorSpecificRangeLock type="bool">false</vendorSpecificRangeLock> <minWheelRange type="uint32">90</minWheelRange> <maxWheelRange type="uint32">1080</maxWheelRange> <alwaysCreateEffects type="bool">true</alwaysCreateEffects> <supportsSpringEffect type="bool">true</supportsSpringEffect> <supportsDamperEffect type="bool">true</supportsDamperEffect> </value> this is in the steering wheels xml. so what ive done and recently had to remember again was changing the first line to true doing the r9 itself didn't work so i changed the r5, r9 and cammus (maybe the cammus didnt need to change but meh) i can now leave the auto rotation on in the game. i just have to match the rotation of the car in the moza driver, just alt tab to it and type in the value that the car set up screen shows and with whats written just about it no makes sense to why jsut the r9 didnt work
After the last game update, the default MOZA.rcs profile has been changed to MOZA R9.rcs and R5.rcs, and the context errors in the document have been corrected. So if you were previously troubled by R9 auto-rotation, why not delete your custom (and default ) profile and obtain the new two default moza profiles ( steam verify integrity )without the need to modify any additional 'false true true true true'. In fact, there is a second step in the previous, which is to confirm that the spring based range lock enabled="1" in your custom profile. Of course, the ID of R5 in steering_wheels.xml is incorrect and needs to be changed to 275566. If yours is R16 or R21, you can freely save a custom profile in the game, then open it and find the correct device ID for R16 or R21. Next, copy the corresponding part of R9 in wheel.xml and correct the device ID. Finally, there is a major premise that the steering animation in the game is match setup, and the correct steering angle of the game vehicle can also be viewed through the input meter button.
as close as you're going to get in in this game, just needing to change wheel driver is alot better than re doing the whole set up every time :/
What do you mean? The alternative to setting rotation angle manually is using this "spring based range lock" as described here: https://forum.kw-studios.com/index.php?threads/moza-racing-r9-base.18519/page-2#post-240674 The only downside is that default steering lock will be 13 degrees on all cars, so you'd need to change it manually.
I have abandoned RRE since I got my R9 few months because of some of the glitches mentioned now that I got LC pedals and H shifter I will give it another run thanks to people having shared some workarounds here
Could you report how it is now in case of R9? Is there a need of setting some particular options like steering angle/rotation range manually or it works out of the box?
w you need to change the xml of both the r9 and r5 (because of an id issue) and then set it up as normal basically just max it out add immersive effects, use the ffb multi as needed, to taste just every time your in a car you need to see its rotation angle and quickly alt tab to the moza drivers to copy that but most are 540. biggest issue ive had has been going between sessions and the game no longer reading any rotation at all but its been very very rare and not happened in a fairly long time now
My time is very limited for simracing in week days so I am planning to test this weekend I will let u know but the R9 is such a great wheel base so hopefully I can get it to deploy its potential in RRE too will be curious to see people FFB setting in game and in pit house
In game I use default and only increase Bump amplification to 10% (and decrease overall FFB strength). In Pithouse I use this: Road sensitivity: max Game FFB Intensity: max Maximum Wheel Speed: max Wheel spring strength: 0 Wheel damper: 0 Maximum output torque: max Natural inertia: 150% Wheel friction: 10% Speed-dependent damping: 0 Start point of Speed-dependent damping: 0