Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. mikesch250

    mikesch250 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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  2. 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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  3. ViperMan3

    ViperMan3 New Member

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    @stakano
     

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  4. 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)
     
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  5. 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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  6. mikesch250

    mikesch250 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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  7. 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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  8. 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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  9. 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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  10. 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
  11. Rintintin78

    Rintintin78 Member

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    HI,
    Do you know what file mikesch250 uses?
    Thanks
     
  12. mikesch250

    mikesch250 Member

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    Hello @Rintintin78 ,
    sorry to answer that late. I am still experimenting with the FFB settings, but this are the ones i use in the moment. Remember, everyone has a different taste and maybe this will not suit your racing style. For me, i can push fast constant laptimes with it (at the moment i only drive with the 992 GT3 at the ring). They are sometimes some small oscillations I have to get rid of, but the rest is working better for me, than the standard or standard+ Reiza settings (at this car/track combo, my current best time is 8:11:840).

    Now to my settings:
    Fanatec Control Panel:
    SEN: AUTO
    FFB: 100%
    FFS: Peak
    NDP: 50%
    NFR: 15%
    NIN: OFF
    INT: 1
    FEI: 50

    Ingame:
    Gain: 35
    LFP: 10
    FX: 40
    Damping: 50

    For the ffb_custom_settings.txt i used Stakanovs "ATMOS Mod V1.5.7.x (2-rFuktorBaseDpFr+Initial NDef_imm)" which you find in the first post of page 412.
    I just increased texture_smooth, micro_bump_smooth, large_track_bump_smooth and
    suspension_scale a little bit. You find the file attached to the post.

    Still have to do more testing with this settings, but will keep you updated.
     

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    Last edited: Jun 15, 2024
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  13. Danielkart

    Danielkart Well-Known Member

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    Hello guys!

    As you may know, I have reduced the tire resistance since version V2000.This brings enormous advantages to my entire file.But I had to rearrange the forces, which I already did with the V3000.
    Now I have been able to optimize it even further and am now very happy with it and so everything is now coordinated with this reduction in tire resistance.

    As always, optimized for the following bases:

    Optimized for Simucube 2 Pro (25Nm) (My reference base)
    Optimized for Simucube 2 Sport (17Nm)
    Optimized for Moza R21 V2 (21Nm) (My 2nd base)
    Optimized for Moza R16 V2 (16Nm)
    Optimized for Moza R12 V2 (12Nm)
    Optimized for Moza R9 V2 (9Nm)
    Optimized for Fanatec Podium DD1 (20Nm)
    Optimized for Fanatec Podium DD2 (25Nm)
    Optimized for Fanatec CSL DD Base (8Nm)
    Optimized for Simagic Alpha Mini (10Nm)
    Optimized for Simagic Alpha (15NM)
    Optimized for Simagic Ultimate (23Nm)
    Optimized for Assetek LaGreat (12Nm)
    Optimized forAssetek Forte (18Nm)
    Optimized for Assetek Invicta (27Nm)
    Optimized for VRS (20Nm)
    Optimized for Cammus C15 (15Nm)
    Optimized for Cammus C12 (12Nm)

    Have fun with it

    Daniel's Custom File V4000 based on Karsten Hvidberg 5.01

    File updated on June 23, 2024
     

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    Last edited: Jun 23, 2024
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  14. Rintintin78

    Rintintin78 Member

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    Thanks a lot.
    Can you explain to me what they do:
    texture_smooth
    micro_bump_smooth
    large_track_bump_smooth

    Thnks
     
  15. Rintintin78

    Rintintin78 Member

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    Hi, I feel the curbs are too loud, how can I reduce them?
    Thanks
     
  16. ViperMan3

    ViperMan3 New Member

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    @Stakanov , thank you for addressing the question. I'll look forward to the next upload. Your contribution here can only be noted as exceptional. Thank you again for all the effort you put into this project.
     
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  17. xNAPx

    xNAPx Member

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    I was about to say that your work is amazing after I installed and tried the v3000 (just little note, I think it is a little too soft on curbs and slightly weak at high g forces turns), I'm looking forward to try this new version. Very good job
     
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  18. ConCarRace

    ConCarRace New Member

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    So guys, a long week of testing has passed between all the custom files, from Reiza's basic to all those present in the ricx summary page, I'll start by thanking everyone, both for the advice received and for the work you've done with these files personalized, now includes a little more animosity that you put into your projects.
    I am a lover of Reiza profiles and in particular of Default+, after an initial adaptation phase I understood that through custom files it is possible to obtain a more detailed and tailor-made experience, even for those like me who can only upload the file and find the balance with the sliders because I still don't have the experience that allows me to modify the settings (except the effects which are intuitive and easy to modify).
    The Basic is coherent in movement but does not give particularly informative sensations, you can see that it is a base that needs to be seasoned and implemented so I would choose the original Reiza profiles all my life;
    The TomP file fills some shortcomings of the basic, adds some sensations and effects but remains insufficient for me for daily use, so the Reiza profiles are always better;
    The 3 NUscorpi files are already on another level, you can feel the organic nature of the project and I must say that the latest evolution of JP based on them improves the experience, but personally I still prefer the Reiza profiles;
    The various Karsten files, here the game begins to get serious, I tried 5.0.1, 5.0.1.3 and 5.0.1.4 and in all the files the complexity of the project is understood, the cursors must be readjusted with respect to the Reiza profiles, to Basic and Nuscorpi, but the information and effects are more pronounced, personally I preferred 5.0.1.4, but above all I noticed a common tendency, namely that of using damping and lfb very little, so everything boils down to finding the balance between maximum gain and maximum fx to the extent that oscillation and jolts do not begin, in these conditions the information obtained is greater than the Reiza profiles but the sensation of sliding is often compromised, so the final judgment is let's say equal to the Reiza profiles where the movement of the car remains superior even if rubbery and muffled;
    I haven't found any particular boost in the many files customized by users and based on Karsten's originals, all of them are beautiful and emphasize some effects in their own way and penalize others, but all of them are a shaded or accentuated copy of the originals, I wouldn't want to say anything not true but from what I have noticed they all use the same underlying code and therefore can differ little except in nuances;
    I'll leave my winner for last and maybe I'm influenced by the fact that I love Reiza profiles but for me the best was the ATMOS BASE + Initial N_Def..
    I was about to underestimate it because I had tried the first BASE 1.5.7 with the cursors set as if it were the rFuctor but I was wrong and if I had stopped I would have classified it incorrectly. The turning point came by returning to using the sliders as recommended in the previous posts and trying again first the BASE + Old_D_raw and then the N_Def as if I were on the original Reiza profiles (i.e. using the Damping again, using a bit of LFB, I raise the Gain and the effects not at their maximum but just enough) I immediately had the connection I was looking for in the car while always remaining super informative as in the Karsten files.
    What can I say, movement, sliding, sense of position, well-defined effects, presence of the rear, sensation of the load rising and falling and many other effects. In summary I am now getting the best of both worlds even if with some details to fix but not knowing how to get my hands on them I cannot claim to be perfect when the topic is personal sensations which remain subjective. Among other things, if I'm not mistaken, I understood that it is a new project and still in the development phase but for me it was the turning point that could make me forget about the Reiza profiles and obtain the same results and the same coherence but with the the informativeness of the rFuctor is extreme.
    A thousand thanks to all.
     
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  19. GTManSC2

    GTManSC2 New Member

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    Wow, what a great review you did, thank you for the patience you put into your tests, I also found myself in your initial conditions and you couldn't describe better what I also felt and among other things also arriving at the same conclusions as you .
    Although I also have limited knowledge this ATMOS is another totally different file compared to the rFuctor, just use them both one after the other or open them to realize that even if it shares the base it has an unparalleled complexity, both as new code and as new functions, and sensations they convey the same thing, complexity and stability.
    Both the implementation of the rear and above all the implementation of the Reiza code were obviously a brilliant idea in my humble opinion, I'm happy to know I'm not alone!!!
    I completely agree ;)
     
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  20. EcoBrum

    EcoBrum Member

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    You guessed it right, leaving this new experimentation aside, the rFuctor project has been at a standstill since the compiler has been absent for practically 2 years, it had returned some time ago for a short period but then development stopped again with the latest version 5.0.1.3 Exp2.
    Frankly, from this point of view, I hope for his return to compiling new files and new code, otherwise we will have infinite updates of the same file without any improvement, where users will change a value, i.e. a sensation or a gradient and then they will republish the same file.
    I hope that the remaining ones don't escape too but your analysis of the last files is 100% shared by me.
     
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