It's big news for wheel users yes but also a big impact for gamepad users. It was working flawlessly, I don't remember myself complaining about ffb(or rumble effect as they say) of gamepad before. It's completely different for me and i can simplify the differences down to two factors, 'kerbs'1' are now accented too much because 'traction loss'2'(like burnouts to exaggerate) are not there like they've used to. I can feel even tiny differences because I do need and benefit from every bit of ffb/rumble effect, and I'm not a slow driver. I'm using xbox 360 gamepad for years, for everything, including ACC and BeamNG.drive, very happy with it generally. I was talking about superior gamepad support of RRE, analog sector with return multiplier settings were the reason for that. And they are still there, i can fine tune those and get good results everytime. But for new ffb, Maybe those refinements should include some specific/seperate sliders for traction loss, for hitting kerbs etc. Because other than that i can't see a way to get close to old(and good) ffb. I can further describe if needed.