GTA V version? Latest Up to date? Latest I say Legit or Pirate copy? LEGIT Steam/CD/Social Club? Klaceyes Windows version? W10 updated Did you try to delete caches.xml and try again? YES Error screenshot (if any) System specifications useless for that problem imo What did you do to get this issue? tried to accelerate/brake on a drift server, it’s cool that you make a kind of accel decel vibration control, but at least let us decide how to set it up rather than forcing a 100% vibration on the controller when we are at 50% on the triggers What server did you get this issue on? FullBoost, it occured to someone else on an other so it’s not sticked to a server (also it was never like that soooo) CitizenFX crash zip file useless for that :o CitizenFX.log file ?
Having this exact same issue on Slipstream Drift server, i have a razer controller that i can use to slower my vibration and i’ve put it onto the latest setting and it’s still brutal. Makes my controller sound like a drill
I am having the same exact problem. My controller is vibrating so hard after the update, I am not even able to drift in drift servers anymore since the vibration is just too strong and mostly coming through my triggers. I played for like 15 - 30 minutes and my hands are already in pain from vibration
Are you using a Xbox controller, because the 4 people I’ve found with the same issue are all using the Xbox controller or a controller that runs off xbox format
Main vibration motor values haven’t been changed at all and should still be using the same scale - are you sure you’re not misinterpreting something else or using a weird third-party 4-motor controller that interprets scale differently across APIs?
On a first-party Xbox One Elite Controller 2 the trigger vibration seems in line with any other game supporting it, but this was only tested with vehicles on standard handling settings - maybe some custom handling changes the vector scale used for traction?
Found a fix
Whilst in game open F8 console and enter
in_useWindowsGamingInput 0
by default it is set true but after setting the value to 0 (false) the vibration is extremely reduced and should be exact same as what it once was or at least similar
I ain’t understand a single thing you said deterministic_bubble :o
All i can tell you is that if you base your controller vibrations on handlings, you’re gonna just break it (we use values to force the car oversteering and having a constant grip loss with reckless engine rev values and engine torque sometimes).
i’ll try the windows input thing, the only thing that’s gonna be frustrating is to apply it everytime you start fiveM at least until it’s fixed
provide tangible info or don’t post at all (e.g. “if changing this handling value the controller vibrates any time any power is applied” or such)
the original r* math for controllers is sadly not available as the xb1 version of the game isn’t dumpablw, but the approximation here seemed well enough for all the built in vehicles
note that we don’t have the handling data settings that you might happen to play with, how do you expect us to test with something you’re not providing at all
Basically, provide the modified handling data so it can be tested on his end, without it you can complain all you want, it won’t get fixed. Have fun with your arthritis.
vibration should have nothing to do with the handling.meta in use, considering this wasn’t a problem until yesterday in which there was a fivem update yesterday, I think it’s safe to say that this isn’t a client-side problem.
well it’s fair to say that the vibration is heavy while drifting, so it’s either the loss of traction or the wheel-spin that is affecting the vibration. once again, not handling.meta.