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6.3.4 SHO (Shock)
SHO range: OFF 010 ... 100
SHO default: 100
The strength of the shock / vibration motors inside the FANATEC Steering
Wheel can be adjusted from 100% to 0%. These vibration motors can be used
by a game directly (Fanatec SDK) or by the ABS function.
6.3.5 ABS
ABS range: 000 … 100 OFF
ABS default: OFF
This feature can give you a direct and feel-able feedback about your brake
inputs. If you set the value to 100 the vibration will start as soon as you give
100% brake input to the game. If you set it to 95% the vibration will start if you
push the brake to 95% or more. The ABS feature uses the vibration within your
wheel rim (can be turned off by settin SHO to “0”) AND the vibration motor on
a CSP (V2) pedal set if it is connected directly to the wheel - not individually
by USB. ABS can also be simulated dynamically by the game if the developer
makes use of the Fanatec SDK. To change the used and active value press up
or down direction at the FunkySwitch
TM
of the Fanatec Steering Wheel or turn
the FunkySwitch
TM
clockwise / counter clockwise.
6.3.6 DRI (Drift mode)
DRI range: OFF 000 … 005
DRI default: OFF
The drift mode reduces the overall resistance of the wheel and let you turn the
wheel more easily. It almost works like a power steering. It reduces the basic
dampening of the wheel and makes the wheel turn faster. If the values is set
too high (or if the games FFB interferes with this feature) you might experience
some oscillation. If that happens - reduce the value or turn DRI “OFF” again.
To change the used and active value press up or down direction at the Funky
-
Switch
TM
of the Fanatec Steering Wheel or turn the FunkySwitch
TM
clockwise /
counter clockwise.
6.3.7 FOR (force), SPR (spring), DPR (damper)
FOR range: OFF 010 … 120
FOR default: 100 (%)
SPR range: OFF 010 … 120
SPR default: 100 (%)
DPR range: OFF 010 … 120
DPR default: 100 (%)
These force feedback modifiers give you the ability to change the force feed
-
back signals of a game (only applicable if game uses these effects). In theory
there are three types of signals which a game can send: Force (pushes the