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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    Unfortunately there is no main switch where you can eliminate this. There are many, many factors in the file itself that influence it. Everything has to be harmoniously coordinated. The combination of the custom file with the in-game and base settings make the difference. The file is the most important thing and together with the factors given below you can achieve even better results

    1. In-game gain (too high causes swinging)
    2. In-Game FX (too high causes pendulum)
    3. In-game damping (better left at 0, higher causes swinging)
    4. Steering angle too low causes swaying (set 900 or 1080 degrees in the base)
    5.Steering angle adjustment in game (the higher set, the more sway may occur), but is not a problem if you set the base to 900 or 1080.
    6.Increasing vehicle specific FFB over 100% causes swaying (In my files)
    7. How does your base process the signals
    8. The wheel you are using (light, small wheels swing more) can be corrected with “inertia” or damping in the basic settings
     
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  2. ViperMan3

    ViperMan3 New Member

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    @Stakanov , is there any variable that I can adjust to feel opponent car collisions on the wheel? I like how the ATMOS V1.5.7.X - BASE + Initial NDef_imm feels but need more feedback on the wheel to know when opponents are bumping into the car. Additionally, when turning hard, I feel the wheel almost tends to self-correct almost as thought there is some assisted counter steering occuring. I have the Logitech G-Pro DD Racing wheel.
     
  3. Rintintin78

    Rintintin78 Member

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    Thanks,
    will I feel high curbs at high speed with the La Prima™ Direct Drive Wheelbase 12Nm? Or will you need more nm?
     
  4. Danielkart

    Danielkart Well-Known Member

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    No, on the contrary, the more force you use, the less you will feel. You will feel less with 15Nm than with 10Nm because you are constantly fighting with this high force and these high forces will take away the fine details and therefore more feedback. It has more to do with the dynamic range of a base. In addition, there are bases that have features (filters) that can correct this, such as Simucube2/Assetek or VRS. This has to do with the static force that these bases can handle better than others. But don't promise yourself that it will be perfect. I also have enough feedback from high curbs with the Moza R21. It's always a matter of personal taste and which track and which cars you test it on. A lot is already given by Reiza with the physics of tracks and cars
     
  5. Ernie

    Ernie Active Member AMS2 Club Member

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    @Stakanov
    I actually have only tested your ATMOS 1.5.7.x BASE and ATMOS 1.5.7.x BASE + Partial Old_D_raw and not your new Initial NDef_imm file.

    Overall both files feel really good, but unfortunately they are not usable on my Asetek Invicta wheelbase now, because of some strange behaviors on kerbs.

    As an example -> Nürburgring Nordschleife - Hatzenbach section:
    There are some tight corners and pretty high kerbs. If i slightly touch one of the high kerbs, while i turn into (a cambered) corner, i get some violent FFB peaks and an unexpected strong and fast countersteer effect, where my steering wheel almost knocks out of my hands.

    It's pretty much reproducible in the following corner:
    [​IMG]

    I really don't know why this happens. I don't have this strange behavior with other custom FFB files. As much as i would like to use your FFB file, the unexpected violent peaks in various high kerb situations makes it undriveable for me, unfortunately.

    But i have to test, if this also happens with your new Initial NDef_imm file.
     
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  6. mikesch250

    mikesch250 Active Member

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    Hi Ernie,
    i have the same problem with the file. I really like it so far, but i also have these strange "countersteering" or weight transfer issues like you. I only drove 12 laps Nordschleife with the file so far, but have the same at Hatzenbach (and sometimes happening at Hedwigshöhe/Wippermann chicane).

    And at the Pflanzgarten jump, sometimes the wheel is acting strange when landing again, have lost the car one time because of this unexpected behaviour. Have to test and reproduce it more.

    I use a Fanatec CSL DD 8nm and the ffb_custom_settings - ATMOS Mod V1.5.7.x (2-rFuktorBaseDpFr+Initial NDef_imm) file.

    If @Stakanov sort this little bug out or has a tip what to modify, i will keep using his file for sure! :)
     
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  7. GoobMB

    GoobMB Active Member AMS2 Club Member

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    +1 to these countersteering effects (CSL DD 8Nm)
     
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  8. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Sorry for the delay.... for now I go in and out of hospitals for routine checks ... :(

    Thank you for the detailed and kind feedback it's just what I need.... ;)

    For the curb/kerb bounce is easy to solve, for now I use all 4 wheels to calculate the effect and therefore in some cases the doubling leads to the jump, often when the jump is large the passage of the rears after the fronts creates the anomaly that you find ... this does not worry me because if I were not able to solve it with this configuration just put the original karsten code back with only two right and left kerbs and the file returns to being the same as all the others.
    In fact, soon I will attach in this post the same 3 files released up to now with the original code for the curbs i.e. equal or identical to all the other files ... you should be ok .... LET ME KNOW IF IT SOLVES THE JUMP ANOMALY FOR YOU
     
    Last edited: Jun 13, 2024
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  9. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Regarding the countersteering effect... I wanted to tackle it later as soon as I finished developing the files but nothing prevents me from doing some tests.... :)

    At the end of the file, in the damping code, try to disable this code by placing the # symbol in front of this lines:
    - first those with the code in red (do a test);
    #increase damping on oversteer
    #(oversteer_comp 2.0)
    #(oversteer_comp (+ 0.5 (* oversteer_comp (- 1.0 oversteerMult))))
    #(oversteer_comp (smooth oversteer_comp 0.5))
    #(damping2 (* damping2 oversteer_comp))

    - then those with the code in blue (do a test again by re-enabling the first ones)
    #on low lat force and on low speeds only (under ~150 km/h)... not necessary a lot of damping.
    #(lat_comp (abs lat_G))
    #(lat_comp (+ 0.3 (* 0.7 (tanh (* 1.5 lat_comp)))))
    #(vel_mod (max 0.0 (/ (abs vel_mag) 41.0)))
    #(lat_comp (+ lat_comp vel_mod))


    #if is sliding, reduce damping
    #(l_slide (max 0.0 (- (abs (/ (+ FL_sl_lat RL_sl_lat) 2) 0.05))))
    #(r_slide (max 0.0 (- (abs (/ (+ FR_sl_lat RR_sl_lat) 2) 0.05))))
    #(l_slide (power l_slide 1.2))
    #(r_slide (power r_slide 1.2))
    #(slide_damping_reduce (- 1.0 (* (+ l_slide r_slide) 0.5)))
    #(damping2 (* damping2 lat_comp slide_damping_reduce))

    If in both tests the solution is partial, try keeping them all disabled ... otherwise it reactivates the rows as they were originally ;)
     
    Last edited: Jun 12, 2024
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  10. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    @mikesch250 @GoobMB

    Regarding the countersteering effect
    ... if above not resolving (is possible) another solution could be applied, eliminate the oversteerMult from the yaw when in oversteer.

    Disable this line with # symbol
    #(Yaw_final (*yaw oversteerMult rolloff offTrackRolloff))

    and insert this line under whitout the oversteerMult
    (Yaw_final (*yaw rolloff offTrackRolloff))

    now this multiplicative effect should not occur when in overstreet ... i hope!!! :)
     
    Last edited: Jun 12, 2024
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  11. mikesch250

    mikesch250 Active Member

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    Thanks for your input and for your work! I tested a few laps and no changes really helped that much. I reverted to the original file and set the DP setting ingame from 0 to 50 which gives a good improvement for me. Setting LFB from 0 to 10 and FX from 30 to 40. Gain is at 65.

    The only little issue is now, sometimes when i breaking harder into a longer corner with little oversteer, I get a short "kick" to the opposite side in the wheel. The FFB feels if its off for a split second. I really have to hold the wheel tight after it kicks back in. I can reproduce this in the first right corner downhill after Sabine Schmitz Kurve (T13) into Hatzenbach on the ring. Maybe its because of the bump in the road?

    And one general question:
    How/What do i feel, if my FFB is clipping? I see some infos in the telemetry hud, but
    what are the different bars for? Is there a documentation somewhere? Will to rule out that its not the FFB clipping what i am feeling.
     
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  12. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I'm happy that your problem are more reduced with different setting ;), in this file it is very important to recalibrate the sliders differently, unlike the others here you can be more daring with the LFB and with the Damping, certainly lower the GAIN slightly to avoid oscillations but for the strongest DDs there is no lack of power if you reduce 1-5 points the gain and go up with others ... I'm talking exclusively about my mod...

    but for my knowledge I would like to be sure that I understood you (my english is bad) ... what you mean that you "reverted to the original file" ... are you talking about the last 3 files posted today with the alternative original curb code or do you mean that you used the original files prior to the ones I posted today???

    With which car do you get this short "kick" to the opposite side in the wheel and the FFB feels if its off for a split second ... I think it happened to me in the past and I had solved it, maybe it came back and I need to reduce something related to the slide in the code... I need to reproduce it and understand if it happens to you with various cars or just with a combination of them ... whether it's a bump I find it difficult, you drive off with various cars, brake violently and turn the steering it should always do so if it's a defect or it's a setting at the limit and it only occurs occasionally and therefore a few reductions are enough,...
    or
    I don't want you to be referring to the breaking point of the lateral and longitudinal scrub, when you slip at the moment of the wheel loses grip you feel this blow and then return to vibrate above the threshold... this file has this characteristic and perhaps you feel this and it just needs to be reduced.... let me know ;)

    For the widget FFB, different bar indicate difference force and full force are when more bare are used toghether ... the last bar are the max force near the clipping ... the clipping occur when the red bar are max or go bear the max and when the ffb line yellow hystory go up more then 100% ... if yellow line touch 100% for a moment is no clipping but if rest up for more you are in clipping and you feel the that the force of whell are dead or flat ;)

    FFB Widget.jpeg
     
    Last edited: Jun 12, 2024
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  13. ViperMan3

    ViperMan3 New Member

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    @stakano
     

    Attached Files:

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  14. AntoAntoDD

    AntoAntoDD Member

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    @Ernie @GoobMB @Racinglegend1234 @Michael Enright
    do what @mikesch250 tried, use normal files (no the last 3 of today) and recalibrate the cursor, in this new ATMOS files the Damping in low range is 15-25, in the medium range 25-50 and in high dd 50 or above (try your taste but without defect), then low the gain lower until there are no more unnatural oscillations, not too much, just a few points of under your usual attitude (we need to use our powerful means but not necessarily to the limit) and finally also use a bit of LFB just to fill any gaps as if it were the salt in the foods, at the end raise the FX slider until you hear not too many effects or jerks or scrubs especially in oversteer or countersteer (remember that damping attenuates this effect)!!!

    These files are much more similar in settings to the original Reiza profiles where is recommends other values which are instead used on the custom ones which almost all have very low lfb and damping. Maybe only the first file ATMOS BASE is most similar to other custom but not the others (Old_D_raw or NDef_Imm)
     
    Last edited: Jun 12, 2024
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  15. Dmand

    Dmand Active Member

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    Just want to jump in this conversation for a moment with my two cents.
    The only time i have noticed that swinging effect is when i set my wheel base max rotation to 360. I tried that once to see if i would like it better then my usual thing of keeping it at max rotation.

    Went back to the max setting for my wheel or even 900 and that pendulum effect went away.

    If that doesn't completely solve it and my suspicions are correct about wheel rotation then maybe the power steering effect in the file is set to high? Just a guess
     
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  16. mikesch250

    mikesch250 Active Member

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    Things are getting interesting. :)

    I was testing with my go to GT3 car, the 992 and i used your prior file (not with the alternative curb code) and changed some values at texture_smooth, micro_bump_smooth and large_track_bump_smooth and remove the oversteerMult at the yaw. Then i reduced the ingame gain to 45.

    Then I was driving only two quick laps in hotlap mode at the Nordschleife 24h to test and I beat my previous best time by 4 seconds on both laps. From 8.17.0 to 8.14.1 and 8.14.4. It feels great and only 1 or 2 times I got some of this "unnatural oscillations" (Hatzenbach was okay). Also checked the FFB and its not clipping.

    Before, i was using Danielkarts custom file v1000 and v3000 and was driving over 100 laps on the ring with it, but the instant four seconds gain with your file was really cool. I will keep experiment with it. Looking forward to your next versions!

    Also did another test in the LMDh Porsche at LeMans and was not that satisfied, the standard+ preset of reiza feels more calm on the straights and bumps. Have to make some more testing with FFB gain and dampening and dig deeper into the FFB file. Maybe I should test some other FFB settings in the FanatecApp also.

    Will keep you updated and thank you for your answers!
    (And sorry for my english, its not my first language). ;)
     
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  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    @mikesch250 thanks for the detailed report, it is very useful to me and don't apologize for the English because I am worse than you... as soon as I finish the next file I will start dedicating myself to optimization and I would like to analyze what you are already doing in in advance (regarding your bump, try lowering the suspension a little and play with the dynamic weight values)...
    I will ask you later for the values that you have modified in private but now it's early, thank you very much again for your constructive collaboration.
    -------------------------------
    For @All now I would therefore say to ignore the 3 files that I published yesterday to try to solve the problems encountered and to satisfy the tastes of others (in fact I delete them to avoid confusion) and to use only those published in the official posters ... as mentioned from @AntoAntoDD, concentrate on the cursors and base settings, we will have the opportunity to improve everything else once all the versions of the files have been completed ;)
    Obviously if you do your tests and have good feelings these are very useful and welcome... have a good day everyone!!
     
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  18. Danielkart

    Danielkart Well-Known Member

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    Yes, try to stick to a steering angle of 900 degrees on almost all cars. Only for the rally cars do I go down to 720 or 540 degrees. Here it is advisable to reduce because you need faster steering movements and you don't have to crank your steering axle forever. These cars should respond more quickly to their steering movements and have less steering angle when going around tight corners. They also use the “static force reduction” on their base if their base allows it. This will give you a new level in rally cars
     
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  19. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Viper I didn't want to but my vision involuntarily missed your post, I apologize I'm only seeing now, so regarding the rear bump I think something can be done... I'll dwell a little, also to take a break from work working on the adaptation of the code I'm doing on the next file which I hope will be finished by Friday and so I'll take advantage of your question to take a break. ;)

    In the original karsten file (and therefore in all the users' tuned files) there is a part of the code that I disabled which is called "rear"... surely this code emphasized the simulation of this aspect (which you refer) but I don't think that the main reason for the existence of this code was just that... in fact I think that the objective was also to simulate the posterior information that the normal rFuctor did not have because the effects were mainly calculated only in the 'front or just as left and right.

    In previous rFuctor files such as 5.0.1 the "rear" variables were these:
    (rear_bump_scale 0.50)
    (rear_bump_hard 0.80)


    In subsequent files such as 5.0.1.4 the "rear" variables have become these:
    (rear_micro_bumps_scale 0.30)
    (rear_micro_bumps_smooth 0.00)
    (rear_kerbs_surface_scale 2.00)


    Now in the latest rFuctor 5.0.1.3 exp.2 we have returned to the first version.

    BTW as you can see, in addition to the scale of the rear bump and its hardness, the rear kerb was also added, so I hypothesize (also looking at the calculation code) that in all files it referred to the rear effect of the jolts and the curbs ... so not what you think, but certainly having different scales and calculation code from the front one, that code gives you that amplified sensation when someone hits you from behind because the bump shoots up.

    For now I have disabled this code because having the complete rear and therefore, when they hit you from behind, you feel the blow much less... but if you want I think it can be reinserted in the future especially in version 5.0. 1 which is mutch simpler and re-emphasize what you like... please be patient because on friday I will publish the last file ... once this is finished we will either insert it or I will tell you how to do it ... remember me!!! ;)
     
    Last edited: Jun 13, 2024
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  20. Rintintin78

    Rintintin78 Member

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    HI,
    Could you upload the file use? And what settings do you use in the game and in the Fanatec panel?
    Thank you
     
    Last edited: Jun 15, 2024

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