Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Djin

    Djin Active Member

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    After trying a dozen custom FFB settings, I think my favorite is still the default one, but I really like the subtle 'scrub' effect from rFuktor 5.0.1.3. Would it be possible to add this effect to the default without altering anything else? I was hoping to tune the original FFB custom setting file, but there is nothing referring directly to the scrub effect. Maybe it would be easier to tune rFuktor 5.0.1.3 to make it closer to the default one, I don't know xD
     
  2. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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    Thanks for the reply. I had already tried both of those with very little change to the sudden, and forceful turn of the wheel when the car lands. I will just wait to see if you can sort it out.
     
  3. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    @Michael Enright, as you highlighted, I am preparing some small tuning changes to improve the harshness especially during braking in the 2 Immersive type files... and then further changes in the code of all 5 files, some to make the microbumps work better in a less impetuous way and jumping, while others to make the largebumps softer and wider where I actually detected a lack of informativeness as correctly highlighted by @Xzanman...

    Just out of curiosity and comparison, which values have you substantially modified to improve your tuning or test??
    Don't explain everything in detail or the small changes but it would be useful to know just the main variables and what values you attested them to?? …
    Thank you both in advance for the feedback and suggestions on the necessary improvements to be adopted…
     
  4. Xzanman

    Xzanman Active Member

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    For myself I only Adjusted the four variables that you suggested. I adjusted them individually and then in pairs, and finally all four together. I had no success with any of the test.
     
  5. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Yes @Xzanman I understood it, I wrote the request bad which was addressed to @Michael Enright who said "he had found a pretty good place now in many aspects" (hardness, brake, slip, etc.) except on the big kerbs .... I wanted a comparison of his changes and values to see if they corresponded more or less with mine. ;)

    For what you Xzanman found, I replicated the test exactly as you described it by changing between Default+ and rFuctor and try to feel a large bump at the point you indicated at the end of the Goiana straight (outer ring version) ... you are right bump is not feel, for this i need to modify the code, it's not enough to increase the scale
     
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  6. Rintintin78

    Rintintin78 Member

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    Hi,
    what is Damper used for in the game? If I set it to 0 what are the effects? What if I set it to 100?
    thanks
     
  7. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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    This is where I have landed at the moment. I didn't spend a lot of time, as my wrists were taking a beating. :) I have a Simagic Alpha;
     

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  8. Danielkart

    Danielkart Well-Known Member

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    This is a simple question and yet very complex and, in my opinion, one of the most important things in a simulation. First to your question: setting damping to 0 on your dd1 makes much more sense than increasing damping or setting it to 100%. At 100% you will get anomalies and wild swings of your wheel. Additionally, it will make your wheel sluggish and less reactive And exactly here lies the problem. Everything you feel in reality (lateral acceleration/longitudinal acceleration/vertical acceleration) you have to try to compensate for in the simulation. The usual way is via your wheel (tactile). Now this EPAS damping model from Reiza is used to mix and combine the static resistances with all these accelerations. And here there are problems and anomalies with the FFB. By the way, there are bases that have damping compensation (controllers) and therefore have a huge advantage (Simucube2/Assetek/VRS). You see, your question is very complex and difficult, but I can only recommend that you leave the damping (in-game) on your dd1 at 0. At least in the current state of Ams2, of course this can change again with the updates and changes from Reiza
     
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  9. Rintintin78

    Rintintin78 Member

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    Thanks,
    I have ClubSport DD 12nm, is the same? Damper to 0?
     
  10. Danielkart

    Danielkart Well-Known Member

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    Sorry, I thought you had a dd1. But it doesn't change anything for your dd 12Nm either. Yes, it is better to set the in-game damping to 0. At least with my files but also with many other files from other modders, increasing the damping only brings disadvantages with dds. Just test it yourself to see what changes
     
  11. Gabriel Maldonado Suárez

    Gabriel Maldonado Suárez New Member

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    thanks a lot
     
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  12. GTManSC2

    GTManSC2 New Member

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    Hey @Stakanov, I am getting better and better with your file and I must confirm that many values tuned in Mr. Michael's file find my approval. You can see my equipment in the signature.

    There is hope to have in future updates:
    - the microbumps and the curbs a little less impetuous?
    and
    - the large bumps a little more pronounced, soft and evident?

    I'm not referring to the value/level of the scales but I'm referring to the way of sensing them.
    These are the only features that I would like to see improved!
    Thanks for your efforts
     
  13. ConCarRace

    ConCarRace New Member

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    I agree with the need to improve these large_bumps, they are not all of them, they are the largest and most humped ones and they are not represented.

    Same equipment as yours here :) and I feel great about it ;)
    I can only ask you what values you use in the game sliders?
     
  14. Xzanman

    Xzanman Active Member

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    After a long spell of trying various custom files, I have spent the last few weeks using the default and default + files.
    I find that in many most ways they perform much better than any custom file, if the time and effort is put into setting the in game sliders just right. Even a change of 3 on the slider can make a difference and the balance between the sliders is also important.

    However where the default and default+ files are lacking is tire feel, especially the subtle differences that should be felt when driving at the limit.

    I feel that is the tire part of custom files that is the most useful but many files are bloated with unnecessary changes to other parts of the FFB.

    I would like to see a file that concentrates on the tire feel but leaves the other parts as is.
     
  15. Manolo

    Manolo Member

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    @Michael Enright, @Xzanman, @GTManSC2, @ConCarRace and others,
    the needs highlighted and requested have been fixed and fulfilled (at least we hope so), we have:
    - a slight change to the micro_bump code to make the steering wheel bounce less;
    - a change to the large_bump code to make them feel softer and differently than micro bumps;
    - a further modification to the suspension code to manage and warn large bumps on all cars such as those present in the Goiana in the external ring version (practically before the overall suspension was obtained from the front suspension from which the rear suspension was subtracted or reduced, this is why the movement was not felt on Goiana now the new suspension code adds them both and therefore the large bumps are well highlighted and not reset in the output).

    I don't know if Stakanov has the time, or the desire to publish the file before the final release of the game in version 1.6, but I would do it, also to test that the code changes I listed are also noticed and confirmed by users and especially if they are pleasant to them. The test seems useful to me and we will have time to correct beforehand if necessary.

    I know he's doing something else, we'll see if he can...






    Invia commenti

    Riquadri laterali
    Cronologia
    Salvate
     
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  16. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    What’s your opinion on the ATMOS FFB?
     
  17. Xzanman

    Xzanman Active Member

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    My initial thoughts were that it was very similar to the default/default + files, which is a good thing, and did indeed have better center and tire feel. However it was missing some information with how bumps were felt. However on reading Manolo's post, a couple above this one, it seems these problems have been addressed, although the file as not been released yet.

    I think the Atmos file might be what I have been searching for, something that addresses the weak points of the default files without losing the good points.
     
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  18. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    I wish they release the file so I can test it in the beta
     
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  19. muzarati

    muzarati Member

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    What controls the body contact forces, I'm missing some of that info in some of these files, especially on the nose of the car during nose to tail contact?
     
  20. Dmand

    Dmand Active Member

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    What is the difference between the new files from Stakanov?
    We have...
    BASE,
    BASE + Initial Reiza NDef_imm
    BASE + Partial Reiza NDef_imm
    and i think i missed one.

    I know he explained it somewhere but i didn't really understand.

    Also, is it ok to change the... (tyre_resistance0-5_timing to zero on all of them?
    I think that last timing on 5 is causing a strange effect.

    Keep up the great work folks... good stuff
     
    Last edited: Jul 18, 2024

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