Automobilista 2 Custom Force Feedback - Overview & Recommendations

Discussion in 'Automobilista 2 - General Discussion' started by Karsten Hvidberg, May 30, 2020.

  1. Danielkart

    Danielkart Well-Known Member

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    Just saw your spoiler data. As I suspected, you have immersion hardware. I would also test your Logitech DD Pro with Trueforce and without Trueforce. You can simulate this very well in custom files. If you're using Trueforce, reduce IN-Game FX or even FX to 0. Then decide according to your feeling and personal taste. Of course, I don't know how well and how correctly Ams2 now supports Trueforce.
     
  2. wickfut

    wickfut Member

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    The Trueforce effect is higher frequency vibrations off engine revs etc. It's similar to increasing the "FX" slider in the game FFB menu and turning off any filtering. It's very grainy on maximum. You can hear the game engine audio emanating from the wheel base.
    My point was that since adding the HF8 on my seat that I can no longer feel the wheel effects. Even when the HF8 is turned to very low subtle settings it completely masks everything apart from large bumps and rumble strips etc. Very strange.
     
  3. Danielkart

    Danielkart Well-Known Member

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    Yes, that's why I recommend reducing the FX when Trueforce is activated, otherwise the internal FFB and the base FFB can interfere. I also own the HF8 and have absolutely no problems with it. Try another USB port. Do you use Next level racing’s internal software? Or are you using Simhub? Try both. The UDP protocol should also be taken into account in the Ams2 settings
     
  4. wickfut

    wickfut Member

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    it's not broken and I'm not trying to fix anything. It's the stimulation from the seat completely overrides the feeling from the wheel to the point of the wheel FFB being near pointless. I just asked if others have similar experiences or not.
     
  5. Danielkart

    Danielkart Well-Known Member

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    Oh well, it's just your feeling. Yes, that's the case for me too and when motion is added to the mix, the FFB on the wheel is even less noticeable. But for me it's not as pronounced as it is for you. As said, the sensitivity and feeling of the FFB is very different between people. Just find your preferred settings and test it out
     
  6. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    Looks like I'm a hopeless case, I am a ffb fiddleaholic.
    Another quite drastic change but it feels great.
    If you try it on dd, start with low force and build up.
    I'm using gain 55 and fx 35.
    FEI 90
     

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    Last edited: Sep 10, 2023
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  7. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    When you said it was your final file last time, I was about to say 'there's no way you guys have a final file'. See you in a few days :D
    There's a theoretical perfect file with perfectly balanced forces and just the right values. You guys are chasing this file, aren't you? :cool:
     
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  8. kak4rot

    kak4rot New Member

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    Hi all! I have a Simagic Alpha mini DD base. Actually my ffb settings are: "Defaylt+" and FX at 30, others one at "0".

    What settings would you suggest me to give ir a try on my wheel base? Thanks
     
  9. Danielkart

    Danielkart Well-Known Member

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    Thanks buddy or should I say FFB junkie ;) I'll be happy to test it out.
     
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  10. Richard appleyard

    Richard appleyard AKA Neworder

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    Just tested this file works very well with a moza r9 thanks
     
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  11. wickfut

    wickfut Member

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    what setting causes the self oscillation of the wheel?
     
  12. John Manetti

    John Manetti Active Member AMS2 Club Member

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    I got the post section wrong, sorry
     
    Last edited: Sep 10, 2023
  13. dryheat94

    dryheat94 Well-Known Member AMS2 Club Member

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    I prefer the previous file. Couldn't get on with the new file. Good to have options and thanks for your hard work.
     
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  14. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Hi Richard, I'm waiting for my R12 so... what are your settings (Moza software)?
    Do you use "Road Sensitivity"?
     
  15. Richard appleyard

    Richard appleyard AKA Neworder

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    Hi JP i am running moza ams2 profile but with game ffb int up to 100% in game 50/0/24/50
     
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  16. Richard appleyard

    Richard appleyard AKA Neworder

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  17. Ernesto_171

    Ernesto_171 Active Member

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    I feel the same. With two mini bass shakers, one in pedals and the other under seat, I get rid of all FX in FFB, because it don't mix well with other vibrations (the frequencies aren't the same for the same input effect to be simulated) and mask pure steering FFB.

    To keep it simple, FX in FFB is useless with good calibrated haptics in pedals/seat/rig.
     
  18. Danielkart

    Danielkart Well-Known Member

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    As I said, the more immersion hardware you have, the more other senses are served. Some people adjust the butt kickers as if they were being kicked by a horse. Or the motion as if you were riding a roller coaster. No wonder you can't feel anything on the wheel anymore. For me personally, the feeling in the steering axle and on the wheel is the most important thing to feel the car and the track. To put it briefly, the FFB gives me the connection and the feeling for the car, then there are subtle additions from Motion, buttiker or something similar
     
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  19. Dud

    Dud Member

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    Could someone with knowledge please explain the difference between the tyre_resistance1, tyre_resistance2 and tyre_resistance3 entries in the custom ffb files plz. I have experimented with them, but it would be nice to have a clear understanding for what they do.
    Thank you.
     
  20. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    FullFFB by JP

    This is a full-bodied FFB!!
    It is not for everyone, some may prefer a cabin by a bend in the river... :)

    The final goal is to include all forces acting on the car, while been front axle biased (that's where the steering wheel is connected, right? :) )
    It should shorten the incoherence between visual and tactile effects in AMS2, that many identify as a physics related problem (the visuals show information and FFB is completely mute to that, leading to a cognitive dissonance).
    If the car moves (track/crash bumps, lateral and longitudinal weight transfers, etc.), FFB should signal that in some way.

    It's assumed a linear/neutral profile on wheelbase software/driver.
    Some manufactures may add they own telemetry interpretation on top of FFB provided by the game. That could increase (if in phase) or cancel this file's FFB details (if in opposite phase).
    Please, control clipping (histogram, last bar, on tyre/suspension HUD), PARTICULARLY if you have a strong wheelbase. That (red) bar can appear on high suspension stress situations (high downforce + high speed turn + hitting a kerb), but just a touch.
    This file assumes a (safety) best practice of limiting max torque at wheelbase software/hardware, not by reducing GAIN in game.
    Use vehicle-specific gain (changeable while driving) to adjust FFB (low downforce cars may require adjustments, while LMDh and F1 should not).
    From v6 onward, vehicle-specific gain has a double impact and is the best method to adjust clipping behaviour.

    upload_2023-9-13_12-46-7.png

    Typical in-game dials, last version (to get max output dynamic range):
    • GAIN: 65
    • LFB: 00
    • FX: 20
    • DAMPING: 08

    Still to improve/implement:
    • (no roadmap)

    v21 (2024.DEZ.13)
    • Revised vertical bumps algorithm (including special offroad conditions)
    • Revised "weight transfer and details" section
    • Revised "rotation" section (less oversteer compensation). Use yaw_gain, yaw_ramp and yaw_relax to control it.
    • Adjusted scrub parameters
    • (please, read the notes - very important to achieve more pleasure and less pain)

    v20 (2024.NOV.24)
    • Introduced speed dependency and non-linearity to weight transfer function
    • Further car rotation tweaks (new algorithm)
    • Stronger off-track suspension effects
    • Corrected a bug that was cancelling front scrub effects
    • (please, read the notes - very important to achieve more pleasure and less pain)
    v19.1 (2024.NOV.20)
    • (sorry) published v19 has an older version of car rotation formula - corrected now
    • (please, read the notes - very important to achieve more pleasure and less pain)
    v19 (2024.NOV.18)
    • Back to basics, some small changes, some bugs fixes, to achieve a stronger FFB overall
    • (please, read the notes - very important to achieve more pleasure and less pain)
    v18 (2024.OCT.11)
    • New lateral G forces algorithm (implemented non linearity)
    • Adjustements in many parameters (rack/effects ratio, fine details, front wheels velocity delta, weight transfer)
    • (please, read the notes - very important to achieve more pleasure and less pain)
    v17 (2024.OCT.02)
    • Improved weight transfer algorithm
    • Improved brake and general front suspension feel
    • Improved surface transitions algorithm
    • Parameter change in car rotation counter-action
    • Parameter change in rear suspension
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v16 (2024.SEP.22)
    • Introduced a counteracting yaw force to compensate the (excessive?) forces from tie rods
    • Introduced rear suspension contribution
    • Adjusted brake feeling (tighter feeling)
    • Adjusted weight transfer function
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v15 (2024.AGO.25)
    • Introduced dynamic adhesion gamma
    • Adjusted front scrub effect
    • Minor adjustment in bumps amplitude
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v14 (2024.AGO.18)
    • Further improvements on front adhesion algorithm
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v13 (2024.JUL.20)
    • If you are supersticious, consider skipping this version :)
    • Dynamic front load got corrected (formula error)
    • Significant change in front adhesion algorithm
    • Significant change in weight transfer algorithm
    • Car rotation implementation now only considers front axel forces from internal physics engine (they are enough to get it :))
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v12 (2024.MAR.14)
    • Increased front axel complexity/layers
    • Elimination of vibrations around the center
    • Code cleanup/simplification
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v11 (2024.FEB.18)
    • Substantially revised front axel algorithm (better tracking, better weight transfer feeling)
    • Substantially revised rear axel algorithm (to mimic rF2's manners)
    • No more pseudo-gyro forces (rack forces already capture that very well)
    • Several adjustments (including removed excessive oscillations)
    • (please, read the notes - very important to achieve more pleasure and less pain...)
    v10 (2024.JAN.31)
    • Introduced ABS effect
      to adjust, change, cancel: (ABS_gain 0.4) and/or (ABS_freq 0.4)
      (different wheelbases/manufaturers may require changing those values to get desired effect)
    • Improved near-steady-point feeling
    v9 (2024.JAN.13)
    • New formulation of several FFB parameters, with particular emphasis on surface details
    • More resilience to FFB signal saturation
    • Reduced harshness on several dimensions
    v8.1 (2024.JAN.01) (corrective version)
    • Corrects a bug in car rotation (yaw)
    v8 (2023.DEC.29)
    • Better near-center load feeling
    • New adhesion/grip formulas
    • Introduced tyre stretch component
    • Introduced offroad texture (canned effect)
    • Reintroduced scrub effects
    • Overall adjustments in parameters weights
    v7 (2023.DEC.05)
    • Some parameters adjustments, mainly loss of grip (was way too strong, by mistake)
    v6 (2023.DEC.04)
    • Renewed front suspension load algorithm
    • Improved (loss of) grip feel (both axles)
    • Revised vertical G-forces effect
    • Revised car rotation feeling
    • Harmonization between car classes through Vehicule-Specific Gain (including mods)
    • Vehicle-specific gain now has a double effect (CAUTION: requires less change to make a bigger difference)
    • Cancelled scrub (canned) effects (those coming from physics engine still there). If needed, change "scrub_scale 0.0" (was 0.8 in v5, 2.0 in v4)
    v5 (2023.NOV.26)
    • Improved high G-Forces cars feeling (previously, clipping occoured)
    • Improved loss of front grip feeling
    • Improved car rotation and rear loosing grip feeling
    • Adjustments in braking and vertical bumps definition
    • Implemented surface transitions effects (track-kerbs-offroad transitions)
    • Reduced standstill force
    • Reduced scrub effects
    v4 (2023.NOV.07)
    • Improved lateral forces (including those caused by crashs or bumps)
    • Improved vertical forces feeling
    • Improved kerb feeling
    • Improved offtrack feeling
    • Improved scrub effects
    • Improved engine effects
    • Retouched gyro forces
    • Reduced (not eliminated) wheel hands-off oscilations
    • Removed both kerb and offtrack (canned) enhancements
    v3 (2023.OCT.17)
    • Adjusted overall grip feel (before, gain slider had a strong negative impact when set too low)
    • Improved longitudinal weight transfer
    • Increased minimum grip feel
    • Added (back) independent/direct scrubs effects
    • New in-game dials suggestions: 70-00-35-10
    • Adjusted and tested on Moza R12 (other wheelbases may require further fine tuning from users)
    v2 (2023.SET.27)
    • Low Force Boost Slider (LFB) is now functional (before, was fixed at 15)
    • Damping slider is now functional (was fixed at 20)
    • Improved lateral weight transfers
    • Improved track bumps feeling (now includes all vertical G-Forces acting on the vehicule)
    • Longitudinal forces/weight transfer now depend exclusivelly on car G-Forces (from physics engine)
    • Better front wheels grip differences/discernement/separation
    • New recommended in-game gain settings (58-15-35-20)
    v1 (2023.SEP.13)
    • Original version
    FILES:
     

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    Last edited: Dec 13, 2024
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