Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    IMO try them all to find the best one for you
     
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  2. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    For the moment the indications are always to lower the damping as much as possible, paradoxically the damping above 25 dampens the characteristics and effects or the curve of the same but generates movement... keep it low and lower the effects for now but rest informative.
    What you detect in the file is normal now because it is not optimized and only standardized (all 3 versions are the same), so it is currently voluntarily wanted because the file is over-seasoned to highlight its defects and is tuned with high bumps, high effects and high suspensions, so what you detect for now is normal, most of the oscillations come from the movement generated ... as soon as I finish the 5 or 6 files we will arrange them and try to level out what is needed.
    So what you detect is practically true but desired, indeed, if by holding it with your hands you can control the DD steering wheel with high gain then it's a good start... for now I ask you to focus on the information received and whether it is coherent.
    Have a good day.
     
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  3. ConCarRace

    ConCarRace New Member

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    ok it promises to be a long day of testing with continuous restarts of the game, but it is not possible to load the profile without restarting every time? o_O
     
  4. chonk

    chonk Well-Known Member AMS2 Club Member

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    No, best not to do it like that unless you really have the time. It's better to just pick one spend sometime with it over the course of a few days. Compare it to the defaults, make some notes about it, mental or otherwise. Add them to the file itself. Maybe make some adjustments to a file to see if you can dial in/out some of the features that aren't quite there for you, and then trying out another file.

    Jumping from one file to another in quick succession just doesn't work. You don't give your brain a chance to adjust and you miss a lot of the details.
     
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  5. Danielkart

    Danielkart Well-Known Member

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    Yes, riccx and John Ellis made very good tables for this. My recommendation is that you first test a file from different modders. Then stick with your favorite modder and test different files from them. Otherwise you will still be testing next year when you run each file for weeks because there are countless files
     
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  6. Wutzmann

    Wutzmann New Member

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    Hello Danielkart, what are the differences between your versions V500 | V400 | V300 | V200 | Rally V70 Plus | V70 Plus | V100 | V90 | V80 | V3000?
     
  7. Danielkart

    Danielkart Well-Known Member

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    It's best to read the changelogs for the respective versions. Basically, the higher the version, the newer and more up-to-date the file is
     
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  8. ConCarRace

    ConCarRace New Member

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    Given the different points of view above, and in order not to waste too much time, I need another clarification.
    Are all these files custom based on the same origin or are there bases with different origin or code?Can they be grouped by type?? I hope so, because if so, I could test one of each type....
     
  9. EcoBrum

    EcoBrum Member

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    Reiza custom base, Karsten Hvdberg (rFuctor) and Nuscorpi (Heavy Messing) are the original bases. ;)

    Based on the first type is TomP
    Based on the second type are Alugunner, Danielkart, Schultz, Kuku, tUmi, P.Stefani, Dud, Manolo and old Stakanov
    Based on the third type is Joaquim Pereira
    Finally in development there is Stakanov's BASE Atmos based on Karsten's original and the subsequent BASE+Hybrids (that are being released) also based on Reiza's Default and Default+ profiles in the game... that's all

    EDIT: It would be useful to divide and/or merge them by origin also in ricxx's summary post...
     
    Last edited: Jun 4, 2024
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  10. 0ct0

    0ct0 Member

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    It would be nice to have a tool to simulate typical ffb outputs from the game and visually show the affect on the custom files. I guess it could be done in excel if we could capture some game ffb output i.e understeer, bumps, kerb etc.
     
  11. Peter Stefani

    Peter Stefani Active Member AMS2 Club Member

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    FFB widget shows the effects as you drive.
     
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  12. Xzanman

    Xzanman Active Member

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    I have tried them all. There is no best file, just a file that will be best for you.

    Once you find one you like, stick with it, you can always try others at a later time.
    Thats the only shortcut.

    You really need to spend a good amount of time with each file tweaking the in game settings to get the best from them.

    My personal favorites, are Joaquim Pereira Fullffb v12 follow the recommended settings and you are good to go ( you may want to tweak) , and Kuku Maddog latest file, which takes a bit more in game fidderling to get to my likings.

    Stakanov file seems promising and I am excited to see where it goes.

    But you may find a completely different file to your liking.
     
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  13. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Absolutely, the best file is the file you like and that suits you most. He doesn't actually need to spend a lot of time trying all the files. Just try each creator's latest file, drive at least 3 different type of cars, say open wheel, GT and some slower classes, see if you like it and proceed to the next file. After a few days one file will stand out, that'll be the file you want to use.

    I honestly thought all of the files are based on the rFuktor 5.0.1, but yeah NuScorpii said on page 1 that it was a new custom file. I could correct the info in the file collection thread, but I don't know if it is that relevant.
     
    Last edited: Jun 4, 2024
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  14. Dmand

    Dmand Active Member

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    I see in a lot of files it is recommended to have in game Gain between 50-65 but there is a line in the FFB files that says...
    ''(df_compression (power (max 0 (* (/ 1 0.6) (- gain2 0.4))) 1.5)) #calculated range 0-1. 0 is result for gain 0-40%. This will keep DD bases at compression of 0, when using high output on the hardware."

    Is the compressed signal a big downgrade?
    Should we be setting up these files to have gain set to 39 / 40 and no higher?

    If i turn my wheel base all the way up and set the in game gain slider to 40 or under, it feels to weak on the custom files
     
  15. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I think there is a misunderstanding and I think it has been misinterpreted in the past, at least I hope I'm not wrong with my bad english ..... :)

    the original gain in the rfuctor is gain2 and is calculated as a derivative of the original gain slider command....
    (gain2 (min 1 gain))
    it is therefore identical and linear from 1 to 100, then gain2=gain, 1=1, 50=50 and 100=100 or in unit from 0 to 1, 0=0, 0,5=0,5 and 1=1, where 1 is the max.
    If you follow in the code the Gain2, it is applies only and directly to the end of the file in the rack_big and will therefore determine the output in the same way and in a linear way from 0 to 1 (taking into account the master rack that you have set in the file) and here is the line code....
    (rack_big (*gain2 rack_big master_rack))


    --------------------------------------------------
    Instead the downforce_compression thus determined it is a compression that is not applied to define the gain, this....
    (df_compression (power (max 0 (* (/ 1 0.6) (- gain2 0.4))) 1.5))
    is applied to define how much the gain (gain2 is equal) must influence the determination of the limit of the high_downforce, this formula is always 0 between 0-40 and is exponential between 0 and 1 when the gain2 is between 40 and 100. ..
    So when you blend the df_compression between 1 and 100 to determine the limit_df_scale1 the exact opposite (of what you claimed) happens and therefore the DDs are helped when high gains are used to determine the value of the limit1 itself ... and it can go down but not beyond limit2, the subsequent formula in fact chooses the greater of the two limit (1 and 2).....

    #limit high and low df
    (limit_high_df_scale1 (blend df_compression 1 100))
    (limit_high_df_scale2 5)
    (limit_high_df (* limit_high_df (max limit_high_df_scale1 limit_high_df_scale2)))


    Surely Karsten could explain it better than me, I hope my bad English is understandable... ;)

    -----------------------------------

    EDIT...

    #Blend ...
    #(blend <bias> <input for one> <input for zero>)


    Then Blend formula works like this:
    (blend b v1 v2) = (1-b)*v1 + b*v2
    where b is df_compression, v1=1 and v2=100 ;)
     
    Last edited: Jun 4, 2024
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  16. Dmand

    Dmand Active Member

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    Thank you for explaining that. Yeah i totally misinterpreted what that line meant, so thanks for clearing it up. :)
     
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  17. ConCarRace

    ConCarRace New Member

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    Thanks again for the advice, however I must underline that I found the differentiation made by @EcoBrum very useful, because in this way I was able to select 4 files of different origins and I am making initial comparisons only between these, I easily understood that many files are based on the same version personally tuned by the person who tuned it and which I will only look at later to evaluate the differences.
    I will continue to read you trying to understand as much as possible and if I have an answer, a doubt or feedback I will ask you for it.
    Thanks again everyone. ;)
     
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  18. NBrembo

    NBrembo Member

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    Thanks Stakanov - latest file works gr8 with old G27 wheel!
     
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  19. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Thanks for your feedback. I'll sort the custom files by the file they're based on then.
     
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  20. Oetz86

    Oetz86 New Member

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    Thank you very much for your work, I get along very well with the Moza R16V2, it has taken the entire AMS experience to a new level!
     
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