My Logitech seems also very strong... I admire how they designed the clamps: it are screws you first have to turn tight, then you press them in a slot, like a key.
But anyways, that is not why I wanted to post. In the thread about Dirt 2, I almost got derailed and derailed the thread almost, because of my astonishment about what some people here (and everywhere in the world!) use as rotation for their wheel. 900 degrees? For Formula 1-games?
I got DR2 recently and have mixed feelings about it
First time I went into it, after spending 20 minutes fixing my force feedback, it felt awesome with the Mitsubishi Lancer Group A. Just really a ton of fun.
Then I started a career with the historic cars and first the ****ing thing doesn't automatically set the steering wheel degrees of rotation per car, I have to constantly set it car by car outside of the game, then it just feels mushy undetailed and unresponsive with the historic car (it's a Datsun I think, or the Lancia Fulvia). Disappointing after the first "woah this is actually really good" moment.
Set the rotation to 540 degrees in your wheel driver and calibrate it like that inside the game, every car will be fine like that. Codemasters still doesn't want to acknowledge that every wheel has 900+ degrees rotation now above entry level.
Usually this is pretty simple and very quick to check if it's working well or not. If you turn your wheel 90º left, the wheel shown in game should also turn exactly 90º left. Turn it 180º it should turn 180º (upside down). Etc.
In some particular circumstances, some people will want it to not match exactly how it is in-game, which won't be realistic, but if you enjoy for example a slightly pointier car with less steering precision, and the lack of realism doesn't bother you, that's fine.
I wonder if you have something set wildly wrong to want much lower rotation. Maybe you have too strong force feedback and are struggling to turn in? And therefore are trying to compensate by getting the car to shoot into the corner with only the tiniest bit of steering. Personally I like force feedback quite light, I just want the information to be there to gently tell me what the car is doing, and give me just a little resistance into the corner, but I want it to be light enough so I can make sharp steering without too much effort.
You are all driving me mad! I will make a short film about my wheel and rotation because I think there is some huge misunderstanding about what 320 degrees of rotation mean.
I've tested my wheel (with H-stick shift and clutch pedal) extensively for two weeks and read A LOT of posts of fellow-confused gamers on several sites. Some remarks:
1. First: a mistake I made was that I thought that the return-spring range (so when it starts rewinding itself to the center) and the maximum rotation were one and the same. Obviously: they are not. At the end of the rotation set, the wheel CAN'T turn further, but if you set the rotation to 900 degrees, the wheel will turn and return to its center, three times if necessary. So sometimes it does not matter if you set the wheel with your drive-software to 900 degrees... However...
2. The in-wheel turn of Codemasters F1-games can not be set correctly. I've always wondered how it was possible to play these games so nicely straight out of the box, even with a gamepad on the standard settings. If you play iRacing or Rfactor with a gamepad, you first have to fiddle a lot with the settings to even get the car driving on the straights. Not with the F1 20xx games. Even with ALL the aids of, you can drive perfectly and comfortable around with any game-controller... even with the keyboard (not advisable!)
My guess: Codemasters have put a very smart (probably extensively tested) speed-sensitivity code IN the game. With that I mean: a plugin or .dll that reduces and enhances turning at the appropriate moments. Ask yourself this: how many times does it happen that if you turn in a slow corn, in any F1 20xx game, the car understeers? Really? Or, reversely: that you steer in an ultra-corner the car oversteers?
Test it for yourself. Go to the Melbourne-track. Drive out of the pits and find a spot to park your car. Then, with the driver-software of your wheel, synchronise the movement of your wheel on your play-seat (or desk, in my case) and the in-game wheel. Then drive a lap. Pay attention when you take corner 5, almost flat-out. You will find that your hands on your wheel are in almost full lock. The wheel in the car is NEVER turned more than 90 degrees.
3. What really bothers me about the Codemaster game and controllers, is that you can't manually save a certain controller setting and give it a specific name. When I had not yet installed the Logitech own software-hub (Github), the game recognised the controller (not exactly, but it saw it was a Logitech, so hey!). If you could save a certain setting, you can find it back in the folder 'Actionmap' and for example edit some of the camera-standpoints. However, since I installed the driver-software of my wheel, the game only refers to my setting as 'custom'.
What seems to work well is set my software for the wheel itself (outside of the game) on 270 degrees, and then fiddle around with saturation, linearity and such. In rFactor, I got the right settings more and less nailed. But for F1 2014, for example, my settings are TOTALLY different from what I read in most recommendations. And I just ignore the in game steering wheel as irrelevant eye-candy.