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Everything posted by Monzie83

  1. Hello all, Wheel: Clubsport Formula v2, Wheelbase: CSL Elite +, Pedals: CSL Elite LC. Platform: PS4, Game: F1 2020 My question is to do with the ABS wheel vibration on the Formula v2. For clarity, I am not talking about the Clubsport Pedals. When starting the PS4, the wheel rumble works when I press the brake (to simulate ABS). As soon as I start F1 2020, it cuts out. Other force feedback seems to be working fine. There is a workaround which sporadically works for me (link below), but why does it not work right away? I also have Xbox and the ABS vibration
  2. @steviejay69 you might be on to something here... I’ve not uttered “shut up Jeff”, but I did have engineer verbosity turned to reduced frequency. Changing it to “everything” did activate the mic for the remainder of a race that I was in (race was restarted from a mid-session save and I changed the engineer verbosity setting while in the flashback area when you load a mid-session save). It did not turn off after that - was able to go into time trial and it worked also. However, after shutting down and restarting the game (without shutting down PS4 or disconnecting the headset - and wi
  3. @steviejay69, any thoughts? Nearly a breakthrough... nearly. Was doing a practice session for a race in My Career. Jeff randomly comes on ‘if you need anything you can say it over the radio’ or something like that. Amazingly, the mic begins to work. I carry on my merry way, and I can request information during the race. Finished up. Restarted the game. No dice. Will see if it happens again, next time when I’m in the garage... if Jeff is generous enough 😂
  4. Absolutely. First port of call is always making sure everything is updated. It’s interesting because the PS4 recognises the mic, audio plays through the headset etc. Can even control the PS through the mic. Mic just doesn’t work in the game. Don’t get a “voice commands not activated” on the title screen either. Deleted and re-installed the game as well but no difference.
  5. Having the same issue, we’re you able to find a fix? Having the issue on Turtlebeach headset but it is also not working for the earphone with mic connected through controller. The mic (both Turtlebeach headset and earphone connected through controller) is recognised in the PS4 audio device settings, but in game the the little R1 icon does not appear. Created a big report but no answer yet.
  6. A detailed description of the issue. Please include any error codes here: Cannot seem to get the mic on Turtlebeach Stealth 600 Gen 2 working with voice commands on F1 2020 for PS4. Device is connected to PS4 correctly, and is powered up. I can change audio and mic settings in the PS4 setup area. Mic audio is recognised in the PS4 audio menu and I can control the PS4 using voice commands through the headset. Game audio is coming through in the headset perfectly fine. Headset is connected before starting the game. UPDATE: Issue is also present when using the PS4 supplied earphone/mic when conne
  7. FYI all, this should now be corrected in the new patch released today
  8. Am having the same issue. Managed to find a workaround. Not perfect but it does work sometimes. You will need to turn the suspend applications feature on you PS4 under rest mode settings on. Check out the video here:
  9. I have Formula v2 wheel and it you can set the ABS (now BLI) level in the tuning menu - say 90%. The wheel itself does vibrate on Xbox when you brake at 90%+. Is it still not working for you on PS?
  10. I don’t think it’s (solely) down to MS anymore, apparently there is not Fanatec Xbox SDK. Please see my post on the subject.
  11. I think we move in the same circles @1512marcel! I can see you’ve responded to some of my posts. Did you reach out to Fanatec support? I must admit I find the lack of engagement from Fanatec on this topic very disappointing (and very telling) - increasingly, in this modern age, companies expertly use customer engagement as a means of retaining customer loyalty. As consumers, we are sensible and reasonable - if something is difficult, we will understand, and we do not expect miracles. But without insight into what the issues are, Fanatec do not allow us to take this position. I
  12. Interested to hear if anyone has reached out to Fanatec regarding the SDK and what the response was? My own efforts have proved unfruitful, both when talking to Fanatec support (expected) and on the Fanatec Forums (radio silence).
  13. Hi all, Doing my first season in Career mode. For a race, I forgot to swap out my worn practice engine components for my race engine, which is much less worn. All of the engine components were 70%+ worn going into the race and Jeff then obviously advised me of problems with various engine components in the race. Luckily the heavens opened shortly afterwards and this helped with the lowering component wear, as I switched to lean mix, less use of overtake, up shifting early etc. Although I avoided a problem manifesting, I would be keen to know, what, for each of the en
  14. @1512marcel, When you get the time, would you be able to locate the Microsoft statement regarding peripheral support for me please? Have searched but not found it yet. Thank you.
  15. The equipment I bought will work on all platforms. I made sure of that and confirmed it with Fanatec before purchase: the wheelbase is PS compatible (CSL Elite +) and my wheel is Xbox compatible (Clubsport Formula v2).
  16. @HamishOK, regarding the above, I genuinely cannot say with any certainty (because I don’t own one so can’t confirm), however that is my understanding. I think I’ve read somewhere that PS supports the Formula v2 Wheel much better: the left and right switches (as direction I.e. increase decrease, not as static I.e. mode 1, 2 etc - useful for fuel, diff etc), as well as the thumb wheels (again useful for fuel, diff etc, although they’re too light IMO - but that’s another conversation). I also understand all of the buttons are also supported. If you do make enquires into PS support, pl
  17. @PJTierney I can understand this. I work in business systems myself and understand the importance of not saying things to clients sometimes, particularly if a piece of functionality isn’t confirmed, in discussion, or too early in the product life-cycle that you’re not sure it’ll come to fruition. However, I feel given it’s such a long-standing issue, clouded in so much misinformation and misunderstanding, some transparency from Fanatec would be beneficial and go a long way in the eyes of their Xbox customers. Not least because it’s looking more and more like the line that we’ve all been
  18. Do you have a link to this statement @1512marcel? I presume this is MS talking about extending the native or “fallback” SDK that PJ is talking about? MS’ stance on this is absolutely right: They should not have to develop software to accommodate for the peripheral manufacturer - although I think there is a case for providing some expansion of the native support given the increase of interest in esports and sims in general and therefore greater demand for peripheral input capability. Xbox has the elite controller and keyboard support for example, they should let peripheral manufacturers ma
  19. Please do keep us updated @1512marcelHappy to push from my side as well and would encourage others to do so too. Before purchasing my Fanatec gear (about a month or so ago) I enquired about Xbox button support and received the following reply: “Unfortunately, Microsoft only allows the buttons you can find in their regular controllers to be mapped and used (meaning that it doesn't support the use of thumb encoders, two way switches, or multi position switches).” I read this as ‘Microsoft will NEVER support inputs over and above that of the Xbox controller’. Which is why I was puzzled
  20. @Rango I think the dpad is mapped to the funky switch on the McLaren wheel. That’s what it is mapped to on the Formula v2 wheel. https://fanatec.com/media/pdf/96/9f/a3/CSL-E-SWRMcL-V2-QG-EN_Web_08_MO.pdf
  21. @1512marcel This is the very thing that confuses me about this SDK malarkey. If Fanatec have produced one, and MS have not approved it, the question is why. Surely Fanatec produced the SDK within MS provided guidelines - If not what was is the point of it? If we are to believe any Wheel Manufacturer SDK is limited to Xbox controller inputs, how did Logitech get around it? If the SDK is provided by MS (and limited to Xbox controller inputs only) then again how did Logitech get their G923 wheel to go above and beyond? Some clarity on the software process behind wheel support is mu
  22. @Rango I actually got both GRID and ACC on Xbox to check. GRID doesn’t support all G923 features - from memory it does support Trueforce and rev lights, but not the extra buttons. ACC supports all G923 features, including the extra buttons.
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