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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    I know exactly what the differences are between basic, defaults and my custom. This is exactly why I have my own custom because basic or defaults absolutely do not suit my taste or ideas. Unfortunately I can't help you because I won't adapt my custom to the basic. But if you're happy with basic there's no reason to change, tastes are very different and that's a good thing
     
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  2. Dmand

    Dmand Active Member

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    Well done DK
    I really like this file. I was instantly able to improve my times with it just from doing a couple laps with this file.
    Logitech pro DD 11nm
     
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  3. Danielkart

    Danielkart Well-Known Member

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    Yes I know . A well-functioning FFB is like a well-adjusted setup on the car. Both will make them faster;)
     
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  4. Knok56

    Knok56 New Member

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    Sur le fichier ffb de Danielkart V1000, je constate un phénomène que je trouve exagéré, je me trompe peut-être, il semble que passer sur les vibreurs nous rejette de façon exagéré vers l'intérieur de la route, une sorte de fort rebond. En tout cas merci Danielkart pour cet excellent fichier personnalisé.
     
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  5. Danielkart

    Danielkart Well-Known Member

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    Yes you are right it is too strong on high curbs.GoobMB also pointed this out to me.I changed it in file V1000
     
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  6. Alexandre Bauer

    Alexandre Bauer Active Member AMS2 Club Member

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    Sorry, I think you misunderstood me, what I like in the default is just the bumps/road effects, that are pronounced but not grainy, although I do prefer your approach for curbs, weight transfer and everything else.
    I don't mean to you to change your settings, but just to point for me what I could change to match my taste.
    For example, what settings I could change to get the exact road effects from default in your custom file?
    If it isn't cause trouble to you, please.
     
  7. Danielkart

    Danielkart Well-Known Member

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    You can't copy it exactly 1:1, that doesn't work with any file and not with the standard settings.There are also different options for the street effects and some of them are linked to other settings.However, this then requires further intervention in the file and becomes quite complicated.However, you can still experiment with this value to feel the general road texture and adjust it higher or lower.(large_track_bump_scale 1.40)or you increase the FX value IN-game to get more road texture
     
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  8. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    Hi, here are two files based on the @Danielkart V900 file.
    One has more initial steering response than the other (stated in the file next to my signature).
    I like both of these and can't decide which to use as my main go to, maybe the next update will help me decide, or one of you guys or gals.
    This is my last release here, so I want to say thanks to everyone for their hard work in creating these files.
    V900 V1
    Gain 55-65
    Fx 15-25
     

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    Last edited: May 23, 2024
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  9. Alexandre Bauer

    Alexandre Bauer Active Member AMS2 Club Member

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    What did you change for that initial steering response?
     
  10. Danielkart

    Danielkart Well-Known Member

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    Hey buddy, thanks for your interpretations. I'll be happy to test the files over the weekend to see what your preferences are. I'm now also waiting for the 1.6 tire update to see whether it needs further intervention or not ;)
     
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  11. GoobMB

    GoobMB Active Member AMS2 Club Member

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    I am using yours with the beta and I feel it OK as it is :D. And so is Alex'.
     
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  12. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Same, but I prefer the V800 over the V1000. I have to try the V900, but there’s something which I don’t like in the V1000
     
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  13. Danielkart

    Danielkart Well-Known Member

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    That's why everyone should choose what they like best. Preferences vary greatly among people. The good thing is that Reiza offers this option and you are not forced to take a predefined FFB
     
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  14. ViperMan3

    ViperMan3 New Member

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    @Dmand what are your in-game settings for Force feedback and can you also specify your Base settings. I'm also using the Logitech pro DD wheel. Thanks
     
  15. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    I don't know it wasn't intentional, I'll compare both files next time I'm on the pc.
     
  16. Alexandre Bauer

    Alexandre Bauer Active Member AMS2 Club Member

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    Thanks, I figured it out, here is my smooth interpretation of it.
     

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  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Hello everyone, it's been a long time since you read me, I no longer participate assiduously in the FFB Custom forum mainly for health reasons and secondarily because I have to stay away from thoughts and obsessions even if they are pleasant, I don't have much strength and therefore I dedicate myself to the game in a very detached and light-hearted and when I have ideas I try to jot them down with a small number of friends, but no more superfluous things, let's get to the point.
    As you know Reiza has two profiles, Custom and Custom+ (same base but to which different features are added, the first simpler and the second more seasoned), then as an alternative we have the customized files and primarily (excluding the other minor or non most up-to-date) the Karsten's rFuktor files.
    I also respect the idea of some of not sharing the extension of the code and effects to all 4 wheels (with obviously the two front wheels that remaining directional and with a yaw which for me must be and remain central), but i don't think so, on the contrary, the more time passes, the more I am convinced that this approach brings stability to the model and informativity, but we will experiment with it better much later, now I don't want to be a professor (I'm not) or a know-it-all (it's only my vision).
    Well let's say right away that it would be wrong and useless to think of making the two Reiza-rFuktor projects 100% united, they are based on two totally different racks, etc. etc. ..... but the question I asked myself is: would be possible to make the karsten file compatible in the same way as the Reiza files are adapted??? would it be possible to generate an rFuktor file that tunes to cars specifically like the originals do??? In short, if Reiza wanted to implement the file on the platform, what would he do in the secret of the reiza code and in the public profile to add as if it were a third Custom++???


    I had fun messing around and implementing the Reiza profiles in the rFuctor and I managed, starting from the base, to generate 5 different rFuktor files, with same code rFuktor and different code with increasing implementations of the Reiza profiles... that is:
    Nuovo Immagine bitmap.jpg

    As you can see, there are 5 ATMOS FFB in tester or work format for my use (with the wording Work) and 5 already ready for publication, i.e. cleaned of superfluous lines of code necessary only for testing.
    I would like to inform you right now that only three files will be published here for now... the first two shortly (tomorrow the first) and the third only when the final version 1.6 is released.

    Now I say goodbye and wish you a good evening.
     
    Last edited: May 25, 2024
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  18. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    The mistake I made in the past on the previous ATMOS was to keep the scales and proportions of the file the same as Karsten's original (which are not wrong but are correct for that setting and for those proportions).
    The rFuctor calculates the forces of the 4 wheels only in the "rack momentum" (even if some aspects are only calculated for the front), only 2 wheels in the "road" code and finally only 2 wheels in the "effects" (excluding the tear which is calculated on 4 and excluding the scrub which however takes and uses only the maximum value between the right and left sides), then in the reassembly phase the 3 initial "main dials" (which you find at the top in the file) rebalance the forces by multiplying the momentum by 0-70-0.76, the road by 1.30-1.45 and the effects by 1.45-1.60 (small differences between the various tunings)... furthermore, before the output is the value of the "road" and "effects" are amplified by a double value multiplied by the power of 1.6 of the fx slider "(* 2 (power fx 1.6))" giving the user the possibility to adjust the effects with the FX slider in game.
    The ATMOS starts and started from a different proportion i.e. 4 x 4 x 4 for both the momentum, the road and the effects (no 4x2x2), therefore maintaining that proportion was wrong in the past because it meant overloading especially the 2nd and 3rd part of the code with an oversizing of the values.
    Now the 3 main_dials all have the value 1.00 (you will be able to modify them as you wish, according to your tastes with an equivalent starting value)... and finally the road part and the effects part will be multiplied by a unit value (no longer double) the power of the FX slider i.e. "(* 1 (power fx 1.6))". We have thus obtained the new balance which obviously only applies to this setting and not to the other bases that reflect the original file.
    The scales of the objects and effects have all been revised, rebalanced and normalized, you will in fact notice a certain redundancy in the starting values of the individual objects and so it will be very simple for you to modify them according to your tastes (I repeat, test and modify according to logic and sensations, not import values from other files and we do not make useless comparisons because the basis is now totally different and the reasoning made here does not apply to other files).
    Therefore, already in the first basic file, I added many variables, a lot of new code and many new features which I will explain step by step.

    Let's start with the first file that we call "0-ATMOS rFuktorBase.... v1.5.7.x", it is therefore nothing other than the basic version of the latest rFuktors, in the ATMOS version, i.e. with all the wheels enabled on all parts of the code and addressed in the output of the force feedback and DOES NOT CONTAIN THE IMPLEMENTATION OF THE REIZA CODE that I anticipated, so this file is the update of my last ATMOS from a year ago, this will be the basis on which we will implement everything else.

    By this evening if there are no problems I will publish the poster, the complete changelog and the 1st file ... there are already many new things here ... I hope I'm not wrong and that you like it. :)
     
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  19. newtonpg

    newtonpg Active Member AMS2 Club Member

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    Welcome back Stakanov!
    Get well soon.
     
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  20. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    ATMOS BASE V1.5.7.X

    1.5.7 base.jpg

    CHANGELOG:
    What's new in how objects work (with or without new code in the file):

    - New "3 main_dials" now sets to 1.00;
    - New "tyre_resistance & timing" now calculated on 5 moments and not on 3 (the functioning and the formula was misinterpreted in the previous files because it was unclear);
    - Center_Full low_velocity (0 Kmh) during acceleration morphs to high_velocity (250Kmh);
    - Centering recalibrated and force_scale set to manual (small differences on both values bring great benefits so I didn't use the formula);
    - The code relating to velocity and the gyroscope has been slightly modified, so now all velocity variables can basically start from a value of 1.00 (modify anyway if you like);
    - Removed the front_grip_loss_feel (this was an error in my previous files the formula was misinterpreted and instead the rear_grip_loss_feel alone was enough to get what you want);
    - The follow_weight dynamics are now 5 different (accel, brake, bump, road and suspension);
    - The "front & rear drive_torque_feel" are now calculated differently or rather both in an increasing manner and as a function of the speed from 0 to 250 km where above we will obtain the maximum longitudinal forces;
    - The RELAXES have all been disabled (OS, US and YAW) and the code inhibited, the car is very balanced without them (but if you want to re-enable them you can do it by deleting the # symbol both in the objects and in the code below relating to the Relax);
    - Now you can also set the smoothness for textures and for both large bumps (not just for micro bumps);
    - New scrub and tear values added, now with additional variables to change on both effects to your liking (we have hardness, damping and effect);

    New code only:
    - KART code move up before the dynamic code and enjoy this now this feature, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - We have a new code "if isTRUCK...." i.e. I have implemented, if you need a different melody from the base, a specific code for the TRUCKS to be set to your liking, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - Added rolloff, offTrack and offTrackRollOff code to many items of the code such yaw, scrub and road_effects (this will make more sense later with the other files that implement the reiza code);
    - the Slide variables are no longer connected to the scrub (even only to the rear one) but only to the original Slide variables (this will make more sense later with the other files that implement the reiza code);
    - New load_norm_wheel, now the value is no longer fixed at 250 but is variable based on the weight and mass of the car, this allows you to lighten the load (the wheel) if you are in the air, on the grass or if you slip , furthermore the variable value will influence the way you feel curbs and bumps (depending on the car) and enhances surface variations as happens a lot when sliding on dirt roads (RALLY is great fun) or bump roads and reduce that sensation of weight which is always perennial (in subsequent files this change will be more noticeable when we implement the REIZA code);
    - The REAR has been removed in the ATMOS. Not because it is wrong but because the file already has the entire rear (slide, grip, textures, curbs, bump and all the effects) and does not need to be implemented as in the original file because only the front variables are calculated there.

    I stopped bothering you for the moment, the file is a neutral base that can be used by everyone, at the beginning of the file I inserted some simple recommended value ranges to first experiment with the cursors in the game and if necessary modify the main_dials as desired or go directly to the individual objects ... as regards the high range/DD, as usual, limit the Lfb and the Damping as much as necessary, raise the GAIN to your liking, trying not to reach either clipping or any oscillations, and finally raise Fx to your liking... the medium/low range on the other hand can also risk the use of the Lfb, on the Logitech G920 I use 95-25-50-25 but I won't deny that I also really like 70/80-50/ 80-50-25 ...

    I just ask you to mentally start from the beginning by resetting your brain otherwise feedback of superiority or inferiority is absolutely useless to me if based solely on useless comparisons ... this is another file and in the future will even most, with Reiza implementation!!

    Test many machines and don't dwell on the details (which remain personal and you can set them as you want), but if the mass needs to enhance the rack, or the road or the effects we will do it... if necessary I only need to fix the base of this (and of the next file that will be released next weekend, I will explain the further news) ...

    Have fun, I hope so.... :)

    Edit: File N.0 Base re-uploaded after being recalibrated - in the final approval phase!! ;)
     

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    Last edited: May 28, 2024
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