Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Scootju

    Scootju New Member

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    I am using your file on a Moza R16 V2 and I am very, very happy. Thank you!!
     
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  2. Dmand

    Dmand Active Member

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    Has anyone tried both Moza V1 and V2 bases? Any difference in force feedback?
     
  3. Danielkart

    Danielkart Well-Known Member

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    I don't think there are big differences between V1 and V2. The software has been expanded to all Moza bases. Of course, a lot of it is marketing to sell the new bases. The engines are still the same. Other factors have more influence on the differences. The FFB software from the manufacturer must certainly be taken into account. How well is the signal processing of a base processed and output with the built-in chips. Encoder resolution is also a factor. This means Moza R5/R9/R12 works with 32768 (15 bit) pulses per revolution. Moza R16/R21 operates at 262144 (18 bits) per revolution. For comparison, a Simucube 2 Pro with Mige engine works with 4000000 (22bit). Do you need that? I think yes and no. You won't feel any difference from around (18Bit). But it can help if you use filters on the base because then there is more to calculate and your base can process it better without losing or overlapping other feedback. Everything will also become smoother, more even and more precise. In the end, as with the FFB, personal taste decides:)
     
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  4. GFoyle

    GFoyle Active Member AMS2 Club Member

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    I think it also depends on the base, R21 was from my understanding, slightly different from the rest on v1 already (according to SimRacingGarage review, it was smoother and didn't have some negative traits Barry experienced with v1 R9 and R16). So I wouldn't expect my R21 v1 to be that different to my v2 what comes to FFB, the differences are more in stuff like front mounting possiblity and such.

    ps. R12 was using similar tech than R21 from the start I think
     
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  5. Danielkart

    Danielkart Well-Known Member

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    Yes, as I said, I don't think there is a difference between V1 and V2. But there are differences between the bases. I had the opportunity to test an R9 V1 and noticed clear negative differences compared to my R21 (both tested with 9Nm). But of course there is also a different price that you have to pay for it
     
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  6. Dmand

    Dmand Active Member

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    Thanks for the info
    I've been trying to find this sort of information about the logitech direct drive wheel but for some reason its not well documented or looked into. I have had this wheel for a while and really like it but the lack of information about it is kind of annoying. Plus the silence about any addons still so far after release is making me reconsider my purchase.

    Meanwhile, Moza is spitting out new products left and right
     
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  7. Danielkart

    Danielkart Well-Known Member

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    Yes, there are manufacturers who unfortunately don't provide any further information, which I think is a shame, or do they want to hide something? It wasn't clear with my previous Fanatec dd1 either. The encoder resolution was never confirmed by the manufacturer and was only assumed to be native 12 (bits) which was scaled up to (15 bits).
    I can recommend a Moza if you like a lot of feedback, it's more aggressive and louder out of the box than a Simucube 2. But I wouldn't go below R12 for a Moza. I consciously chose an R21 alongside my Simucube2 Pro. I like both, the softer and the louder. Of course, a Simucube2 can be adjusted even more precisely and the Mige motor is the gold standard for me. But you won't go wrong with a Moza base
     
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  8. Siggi_Stoppschild

    Siggi_Stoppschild Active Member

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    I have a Moza R9 V1 and I‘m very happy with it. It works great with ACC, Rfactor2 & LMU (for me the game got strange FFB updates, but thats only a personal feeling) & Raceroom (my favorite FFB).
    It also works well in AMS2, but I get some oscillation with it if I try to use a (very) high FFB level. It‘s much better with Daniels custom FFB file!
    I don‘t know if it‘s a problem with the Base itself or maybe a result or my relative lousy mounting on a wheel stand (don‘t have room for a cockpit).
     
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  9. Rintintin78

    Rintintin78 Member

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    Hi, I tried to make the change but I feel all the bumps stronger.
    My problem is: at low speeds the HIGH curbs can be felt on the steering wheel, but if you go fast you can't feel them (for exaple if you cut corners too much 1 Variante or Variante Ascari in Monza).
    I have Fanatec CSL DD 8nm.
    Help me?
    Thank you
     
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  10. Danielkart

    Danielkart Well-Known Member

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    I recommended these changes for weak bases. If you drive fast you don't have enough feedback. You mention an important factor here. You don't have too little feedback, but it is overshadowed by the forces that are too high and the fine details are lost. Ams2 generally generates high forces and sometimes they are too high. There are bases that can compensate for this wonderfully and bring out even more details. Unfortunately, the old Fanatec dd bases with the FFB software are not included. But they can also do a lot of good things with the right in-game and base settings. Test different settings to find your sweet spot
     
  11. Rintintin78

    Rintintin78 Member

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    Thanks Daniel,
    what settings do you recommend I change/test?
     
  12. Danielkart

    Danielkart Well-Known Member

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    My files are actually very user-friendly and require little intervention. Interfering with the custom file is always dangerous and can change everything or it requires countless adjustments (I only recommend for experienced FFB users or people who want to test a lot and have a lot of time). I have adjusted it to the "momentum" and to the in -Game settings by Reiza. This means that with the Gain/LFB/FX/Damping settings you can quickly and easily find your preferred settings. In your case only gain and FX would be important. LFB is only useful for very weak bases and for damping it is advisable to set this at the base (if desired). Of course there are also the base settings, but that is also very individual. Always remember that every file works very differently and there are no rules
     
  13. Rintintin78

    Rintintin78 Member

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    Hi,
    Which base, that can compensate for this wonderfully and bring out even more details, do you recommend?
    Thanks
     
  14. Danielkart

    Danielkart Well-Known Member

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    Simucube2/Assetek/VRS
     
  15. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    ATMOS V1.5.7.X - BASE + Initial NDef_imm

    1.5.7 BASE+Initial NDef_Imm.jpg

    CHANGELOG: BASE + Initial NDef_imm
    (only further changes compared to the previous BASE + Partial Old_D_raw version):

    - Implementation of the new variables necessary to obtain specific customization for single car, in order to align the sensations for cars not only to physics but for how Reiza interprets them in its second "custom+" profile differently also called immersive;
    -Implementation of the Code necessary to introduce the "Linearly Decrease Cutoff Freq As Velocity Incaceses" for LP optimizations;

    Following the above indications, the file code was modified to prepare the implementation (in this initial version) of these first personalized characteristics:

    - Vehicle_accel_mz
    - Vehicle_braking_mz
    - Vehicle_grip
    - Vehicle_yaw_mult
    - Vehicle_damping
    - Vehicle_friction
    - Vehicle_lp_cutoff
    - Vehicle_lp_cutoff_min
    - Vehicle_lp_vel_scale
    - Vehicle_engine_vibe
    - Vehicle_flatspot
    - Vehicle_scrub_mult_front
    - Vehicle_scrub_mult_rear
    - Vehicle_Rodnoise

    Therefore the entire code of the previous file was hooked to the variables mentioned above.

    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 others Reiza implementations!!

    Info for Tuning:
    - this version of ATMOS 1.5.7.x "BASE+Initial NDef_Imm" file does not have tuning optimization and is identical to the first "BASE" and to the second "BASE+Partial Old_D_raw" to allow you to immediate comparison (only the resistance on tires and power steering have been slightly modified), if instead you have modified the first or the second BASE file enter the same values to compare it better;
    - however, if you are using it for the first time, I have no indications to give, tune it and adjust it as you see fit.


    I remember that the file is a little pumped in the values and settings and therefore has a little excessive movement and the powerful DDs could have oscillations if guided without the hands, please focus on consistency and coherence, everything will be reduced to finished development ... I hope next week with the last file (for now) ... then in the future i start the optimization or tuning of these files.
    Tested on the last AMS 1.5.6 and beta 1.5.8.2 versions

    EDIT: This is just a first implementation of car optimizations, for example, if you take gt3 gen1 (or any other single class) and focus on scrub (or on the braking/accel, or on engine vibration, or on damping, or on friction, etc), you should feel different nuances between one car model and another (not just the physics therefore) and this especially in dd steering wheels which are much more sensitive.
    As with the Reiza profiles (Custom & Custom+), it is not certain that the versions of the ATMOS Immersive file will be liked more than the Raw versions, in fact the opposite often happens but it is nice to be able to have the possibility of choosing.

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

    CHANGELOG (BASE + Partial Old_D_raw version):

    New code implemented in the slip:
    -calculation of tires average lateral slip front & determination of the front lateral scrub breaking point;
    -calculation of tires average lateral slip rear & determination of the rear lateral scrub breaking point;
    -calculation of tires average longitudinal slip front & determination of the front longitudinal scrub breaking point;
    -calculation of tires average longitudinal slip rear & determination of the front longitudinal scrub breaking point;
    -calculation of tires slip_speed_rear_avg;

    New code implemented in the yaw:
    -allow yaw sense only on oversteer;
    -calculation of the oversteer multiplier;
    -calculation of reduce_load_norm;
    -calculation of slide_lat_avg_rear_yaw;
    -overall redetermination of the yaw following the changes indicated above;

    New redetermination of the scrub effect, now following the changes in the code indicated above:
    -insertion of the lateral break points (front and rear) into the scrub;
    -insertion of the longitudinal break points (front and rear) into the scrub;
    -insertion of the slip_speed_rear_avg only in the rear scrub, now the effect in the rear is reduced if sliding;

    New redetermination of the tear effect, now following the changes in the code indicated above;
    -insertion of the slip_speed_rear_avg only in the rear tear, now the effect in the rear is reduced if sliding;

    New code implemented in the damping:
    - new code for increase damping on oversteer with compensation;
    - new code for damping on low lateral force and under 150 km (lateral and velocity compensation);
    - new code for reduce damping if is sliding (sliding reduction).
    If you are interested you can find the second file ATMOS 1.5.7.x BASE + Partial Old_D_raw version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

    CHANGELOG (BASE):
    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 ...
    If you are interested you can find the first file ATMOS 1.5.7.x BASE version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

    The next file?? BASE + Partial NDef_imm :whistle:

    Have fun, I hope so.... :)
     
    Last edited: Jun 10, 2024
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  16. Danielkart

    Danielkart Well-Known Member

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    A rig is of course always more stable but not everyone has the money and space for it. I also felt noticeable gridding and notching on the R9 compared to the R21, which also makes it more unstable and has a tendency to swing. Ams2 also tends to be very restless with the oscillation of the wheel (even with the defaults). It took me a long time to get these vibrations under control. You see, it's not just your base, there are other reasons too;)
     
  17. GTManSC2

    GTManSC2 New Member

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    A big up for you and for this very interesting work that you are carrying out.
    Even if sometimes I notice some excesses (on curbs and bumps) for now these files are the ones that give the best concreteness in terms of coherence, slip, movement and vitality. I don't have the ability to evaluate the code in the file or their meaning, but I'm fun and satisfying feelings, so I'm rushing to keep playing.
    Please know that I am already looking forward to your next file, the new features and especially the future optimization of all these files.
     
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  18. EcoBrum

    EcoBrum Member

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    You left me behind with the tests, my proposal is still valid but still not processed even if accepted. :(

    Regardless, I'm still happy to test these new files only when you publish them and I really like the idea that they are developed on three different lines BASE, RAW and IMMERSIVE. The thing I like most about all of them, in addition to the sensations, is that now we finally talk about code and new features again.

    I also find this last file very valid after the first tests and it is another particularly fascinating alternative to explore further.
    EDIT: GT3 1-2, GT1, Stock and many Formula are beautifull... :cool:

    But at this point the curiosity is too much. What do you think or plan to include in the next "Partial NDef_Imm" (Immersive)? o_O and why stop with the development and then complete them later? :confused:
     
    Last edited: Jun 10, 2024
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  19. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I don't stop the development, I stop the new publication after the next file which will implement (hopefully and without errors) other features of the Immersive always with the code calculated and derived only from the rFuctor (f/r, l/r, lat&long dry, aero load reduction and chassis ... and maybe other code).

    The drafts of the future files also already exist but now it's time to stop (after the next release), calibrate these, trying to make everything as pleasant as possible and wait for the development of the game in version 1.6.X to recalibrate everything and then complete the work with this files and only if necessary with the two others final files.
     
    Last edited: Jun 10, 2024
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  20. Scootju

    Scootju New Member

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    Did you manage to eliminate the oscillations of the steering wheel in AMS2? In my R16, they are sometimes very aggressive. Could you tell me how you did it? Thank you very much!
     

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