Board Thread:Game Discussion/@comment-28169398-20171102025118/@comment-28169398-20171111154110

QuickNick wrote: Ok, so I tried recalibrating my iPad Ai-2 (as suggested above) by placing it on a table, force-closing RR3, resetting the iPad and then running RR3 and recalibrating. It stayed true for the 5-lap Track To Tarmac final day, event-2 race BUT the steering felt all wrong. I then force-closed RR3 and ran it again and the steering was back to pulling left! I then tried a different game, Formula 1 2016 (which I haven't played since the day I stupidly bought it!) and the steering stayed true the whole time, the added benefit was that I could actually see my steering wheel and if I held the iPad straight the steering wheel was also straight. So, in conclusion, this has to be an FM issue, maybe they're using an unofficial way to do the steering and that has now been "fixed" by Apple and highlighted the issue and rather than 'fessing up they're blaming Apple! Given that I've had these issues for the last couple of releases of RR3, maybe they recently changed something in the game's control method and it's now going wrong? There is a flaw in this logic. Steering works perfectly in Real Racing 3 version 5.6.0 on iOS 11.0.3 and prior.

Upgrade to iOS 11.1.0 with no change to Real Racing 3; steering brakes, especially in legacy devices.

Change that breaks backwards compatibility and causes problem has to be in iOS 11.1.0.

Your example only proves that Codemasters' product doesn't seem to be effected, where as Gameloft and Firemonkeys' and even Apple's own compass have been reported to be effected. I am assuming that gyroscope data is provided in a numerical format. Is it possible that Codemasters isn't using as much of the number being transmitted and the problem exists where code takes into account higher degrees of precision.