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mescon
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README: update AC EVO caveats from live verification
The 90-degree reset is a once-per-session SDK-side event and the re-applied range sticks (verified through full laps); the map-load ringing is game/SDK-side force output, not the kernel FFB path (instrumented sessions show AC EVO uploads no evdev effects at all); and a stale-Steam note for dead bindings after driver reloads.
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README.md

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@@ -145,19 +145,25 @@ All effects are routed to the wheel's single direct-drive motor
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yet confirmed.
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> **Caveats:**
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> - Some sims (AC EVO observed) silently reset the wheel's rotation
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> range to **90° on launch**. The driver detects this within 20
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> seconds, corrects the reported `wheel_range`, and logs
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> `rotation range changed externally` in dmesg. Recover by
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> re-applying it once FFB is idle (e.g. in the game's menus):
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> `wheel_profile=0` then `wheel_range=<degrees>`. The in-game FFB
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> gain is the master force control; `wheel_strength` is the
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> wheel-side multiplier.
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> - AC EVO's **map-load centring force** has been observed ringing the
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> wheel into its over-torque failsafe (the base shuts itself off;
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> power-cycle to recover). The default `wheel_spring_damping=25` is
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> the mitigation; keep hands clear of the wheel during map loads
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> until this is fully root-caused.
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> - Some sims (AC EVO observed) reset the wheel's rotation range to
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> **90° once at session start**, via the game's own SDK path. The
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> driver detects this within 20 seconds, corrects the reported
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> `wheel_range`, and logs `rotation range changed externally` in
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> dmesg. Recover by re-applying it from the game's pause menu:
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> `wheel_profile=0` then `wheel_range=<degrees>` - the re-applied
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> range sticks for the rest of the session (verified through full
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> laps). The in-game FFB gain is the master force control;
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> `wheel_strength` is the wheel-side multiplier.
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> - AC EVO's **map-load centring force** has once been observed ringing
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> the wheel into its over-torque failsafe (the base shuts itself off;
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> power-cycle to recover). Instrumented sessions show AC EVO drives
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> all its forces through the Logitech SDK stream rather than the
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> kernel FFB path, so this is game/SDK-side behaviour; if it occurs,
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> lower the in-game FFB gain or `wheel_strength`. Keep hands clear
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> during map loads as a precaution.
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> - If a game stops seeing the wheel (dead bindings, hung map loads)
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> after the driver was reloaded while Steam ran: **restart Steam
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> fully** - its device list goes stale across driver reloads.
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## Button Mapping
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