They're not issues in the sense of the game malfunctioning, but they are issues in the sense of me not being able to get the game to do what I want.
Basically using the stick in "gamepad/joystick" mode is the only way to use it. Doing it like a steering wheel is just too twitchy because there isn't enough travel to the axes for it to be smooth. This forces me to use "steering autocenter" when in joystick mode as well, which isn't much of a problem. It makes navigating highways at high speeds smooth and with the right sensitivity settings enjoyable and responsive. However, when it comes to turning I have issues I can't quite resolve.
Basically steering autocenter pushes back against your steering relative to your speed, the higher the speed the more the counter force increases. This means that with the stick above the slowest possible speed you cannot get maximum turning response. This makes for start and stop turning around tight corners or the consequence of basically understeering through turns, which can lead to oversteering as the steering suddenly comes alive when your very active brakes cut your speed down quickly.
Basically there are two options to solve my issues with control. Either I find a way to bind a key to either toggle or hold to disable Steering Autocenter so I can get full steering control going into tight turns and then turn it back on as I come out to get back the smooth response, or I edit the game's code for the Autocenter forces to make them much less active at speeds below 40 kp/h or so.
I've already read about editing autocenter in the Physics.sii file inside def.scs, but I have no idea what to change. It looks like this.
My first guess is maybe edit radio_coef? Im gonna fool around, but some insight would be nice. Its hard to know how to edit it so that the upper end of the "curve" is the same, basically the way it handles at high speeds, and doesn't change. Maybe its not possible and I'll have to find a compromize.SiiNunit
{
physics_data: .phdata
{
# These coeficients are used for computing autocentering wheel speed.
# The faster vehicle moves and the more steering wheel is turned left or right
# the higher autocentering speed is.
# Given value of speed_coef is for 100km/h velocity (linear raise).
# Given value of angle_coef is for maximum wheel turn (30degrees, linear raise).
# Returning speed coeficient is computed by multiplication of both coeficients.
# When result coeficient is 1, returning speed is exactly the same as full
# turning speed. This balance points define natural limits of steering
# dependent on vehicle speed.
# Ratio_coef defines upper limit of result coeficient (ratio against player).
steering_speed_coef: 4.0
steering_angle_coef: 2.0
steering_ratio_coef: 0.95
Expect to hear more from me, but I'd love some insight from more knowledgeable people.