VR support is <strong>early access</strong> and <strong>experimental</strong>. Please check these notes before diving in:<ul><li><strong>Quest</strong> headsets may stutter on the right eye when using Link cable, try wireless for now.</li><li><strong>Index</strong> headsets may crash, choose Options > Graphics > Lighting > Lowest for now.</li></ul>Adapt faster to VR by stopping as soon as you notice <strong>any</strong> hint of physical discomfort. Retry hours/days later, when fully recovered. For better framerate tips and troubleshooting check our [url=https://go.beamng.com/vr]VR documentation[/url].
❌Real and virtual steering wheels don't turn in sync.
ui.controls.lockTypes.tooltip
Requires choosing the '{{'ui.controls.angle'|translate}}' setting.[br][br]Some vehicles (such as trucks or buses)Different vehicles have different lock-to-lock steering wheel angles. For example trucks use large built with a greater steering angle than your steering wheel can turn. In these cases, your steering wheel will hit its physical limit earlier than the currentangles, while racecars use small angles.[br][br]This means that your connected steering wheel might turn too little or too much, depending on the particular vehicle would. You can choose how to access that additional turning capabilityyou are driving.[br][br]This setting lets you decide how that mismatch is handled:[list][*][b]'{{'ui.controls.lockTypes.12'|translate}}'[/b]: the steering angle on the screen will match the angle on your steering wheel. However, in vehicles with a larger steering angle, you [b]cannot fully turn[/b] the vehicle. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh1'|translate}}[*][b]'{{'ui.controls.lockTypes.03'|translate}}'[/b]: the steering angle on the screen will [b]not match the angle[/b] of your steering wheel. Reaching full lock in your steering wheel will fully turn the vehicle too. However, driving quick steering vehicles (like race cars) becomes tiring and difficult, as you need to move your steering wheel much further than expected. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh2'|translate}}[*][b]'{{'ui.controls.lockTypes.21'|translate}}'[/b]: the angles will match but, in vehicles with a larger steering angle, the steering will speed up when getting close to full lock: the steering will briefly behave non-linearly, but you [b]can fully turn[/b] the vehicle. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckBad'|translate}}[br]{{'lockType.syncOk'|translate}}[*][b]'{{'ui.controls.lockTypes.30'|translate}}'[/b]: the angles will match, except when driving vehicles with greater turning capability. In those cases, the angles will not match (similar to[br]{{'lockType.raceBad'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncBad'|translate}}[/list]** requires a correct '{{'ui.controls.lockTypes.0angle'|translate}}') but you [b]can fully turn[/b] the vehicle.[/list] setting*
Different vehicles have different lock-to-lock steering wheel angles. For example trucks use large angles, while racecars use small angles.[br][br]This means that your connected steering wheel might turn too little or too much, depending on the particular vehicle you are driving.[br][br]This setting lets you decide how that mismatch is handled:[list][*][b]'{{'ui.controls.lockTypes.2'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh1'|translate}}[*][b]'{{'ui.controls.lockTypes.3'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh2'|translate}}[*][b]'{{'ui.controls.lockTypes.1'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckBad'|translate}}[br]{{'lockType.syncOk'|translate}}[*][b]'{{'ui.controls.lockTypes.0'|translate}}'[/b][br]{{'lockType.raceBad'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncBad'|translate}}[/list]** requires a correct '{{'ui.controls.angle'|translate}}' setting*
ui.controls.ffb.isForceInverted.tooltip
Use this if your wheel force is acting onturning the opposite direction to which it should.[br][br]For example, use this if a parked vehicle tends to steer by itself into full lock left or full lock right.
Use this if your wheel force is turning the opposite direction to which it should.[br][br]For example, use this if a parked vehicle tends to steer by itself into full lock left or full lock right.