Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Oulton Park is my new go to track to test extreme suspension travel.
    I went there with a Porsche GTE and it has lots of suspension travel with my file (Default+ does a better job containing those, so... work to do... :))
     
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  2. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    What version of Atmos are you trying? o_O
    This should be fixed in version 1.6.0 check the file you are using in the game folder and see if you use an old the version (maybe it is 1.5.x), if so download version 1.6.0 ... here is the correct link ...
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

    In the meantime that you confirm it I'll go and replicate your test which never hurts. ;)

    EDIT: Sorry but Group C XJR-9 is a MOD CAR of Thunderflash i can't replicate (i don't use) and i don't now if is a problem only for the mod car ... you can try only official cars of Group C of AMS2?? ;)

    EDIT 2: On my station I tried the Official Group C of AMS 2 and everything seems ok (at most some sliders need to be adjusted but nothing wrong) ... I don't feel any erratic bumps, BOOM or anomalies that are not in line with what I see on the video.
    In any case I don't feel the anomaly that occurred in the V10 Gen2 in the Atmos 1.5.x files and earlier, in version 1.6.0 seem all ok. Check if you have the latest version because I feel a great movement of suspensions, nice medium/large bumps and I feel a hard bump only if I hit the highest curbs but everything seems correct and in line with the track.
     
    Last edited: Oct 21, 2024
  3. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Then you want more "amount of 'snap/spring' back to centre you get in default/default or when you correct oversteer. If correct and if i understend, that makes sense, and i communicate that you are a very sensitive user, compliment.

    I have reduced a value to avoid the elastic effect in the street cars or in the most swaying cars, then go under in the file and try to modify this line of code under indicate....

    from this 0.25

    (steer_pull (hard_clip (* steer_spring_strength steer_delta 0.25) 0.5))

    try to this 0.40

    (steer_pull (hard_clip (* steer_spring_strength steer_delta 0.40) 0.5))

    but after you find your level try the swaying cars that I have mentioned and if necessary set an intermediate value (according to your taste) to reduce it. If you dont like return to the default value (0.25). ;)

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

    Alternative solution.... at the top of the file between the various scales search this voice..

    (steer_spring_strength_feel 0.750) 1.000 0.500 #Range: 0.0 - 1.0.

    and try go up from 0.750 to 1.000 or intermediate value according to your taste (0.80-0.85-0.90-0.95). ;)
     
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  4. carloscepinha

    carloscepinha Member

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    OFC It's assumed a linear/neutral profile on wheelbase software/driver.
    :D
    "This file assumes a (safety) best practice of limiting max torque at wheelbase software/hardware, not by reducing GAIN in game."
    I must say I could "feel" that philosophy in the FFB.

    I must say, after trying like 20 or 30 custom ffb files for my DD1 ... the FullFFB is by far the best for me. Many times other custom ffbs had some lag delay or sort of dampening regarding disalignment bettween the axis, or weight transfers, and thus the corrections were slow.

    Your ffb provides the snappiest feel. Very realistic.and the tightning on the brakes is exactly the same what I feel when karting.

    I've kept coming back to default and default+ after all my attempts but this FFB I hope this never changes and this custom FFB still works the same with updates because this file is by far the best nothing else I've tried comes even close.

    Huge thanks for your great work on this file, grande abraço!
     
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  5. Xzanman

    Xzanman Active Member

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    This is the track I always test FFB on first, it's bumps and mix of corners make it perfect imo.
     
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  6. PeterV

    PeterV New Member

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    Thanks for thereply and info Stakanov! I will test some more.... maybe the car/mod has an issue that shows things up, or different.

    Meanwhile..... Joaquim Perirera.... FullFFB..... Whilst the ATMOS was very good (great), the FullFFB custom FFB does EVERYTHING in an excellent way! Well, all the reactions/actions in ways I would expect them to do....
    One problem I have is across different cars. Some create more specific aspects of the FFB outputs, than others. Some a bit too strong, but the Gain slider is too 'all encompassing' to correct only what you want to change. Of course this is a limitation of having a 'blanket' (eg Master) slider - or limit of how many sliders. It wouold be good to know what exaclty each slider NOW does, for FullFFB. A breakdown of the effects each will alter/affect.
    I look through the file and try to isolate what sliders do what, but some is a bit unclear to decipher/derive :(

    I also noted that in a post along the way you said to alter the GAIN, but in the file you say use 100% and only adjust the PerVehicleGain - though maybe the opost was too old and now it is different? So I used the Gain100% and PerV_FFB to lower the gain. On my Moza R12 that means about 55% region to feel about the right force (at least in fast GTE or Group C type cars).
     
  7. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Make a like here ;).

    All my sliders stick to their names and do exactly that, been FX the scrub and engine vibrations only.

    About GAIN: it should be 65% to get the desired clipping effect (just a touch of red, here and there), but changing it does not modify anything but the global gain itself (as far as I know, in most rF*cktor based files, it changes the transfer curve, not just the gain - in my file, is just like Default/Default+).

    However, take in consideration that "From v6 onward, vehicle-specific gain has a double impact and is the best method to adjust clipping behaviour.".
    It changes both rack forces from physics and is also a global gain (as defined by AMS2 implementation).
    So, set GAIN to 65% and adjust vehicle-specific gain from car to car, it should give good results.

    Set your Moza R12 to default values (this means "Gain Force Feedback Intensity" to 100%), except "Natural Inertia" to whatever cancels wheel vibration (in my case, with FSR, is 200-250%). The new "Natural Inertia" is there to adjust base-wheel control, it's game independent.
     
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  8. TheBurntAvocado

    TheBurntAvocado New Member

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    hi, after my pc died i lost my custom ffb file i dont remember what i had but i know it was a rfuktor file, can anyone recommend me a good file for a g923, ive tried so many and none feel right
     
  9. Danielkart

    Danielkart Well-Known Member

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    Gear bases work differently than belt and dd bases. I recommend you take a file from Stakanov or from Cuadolo (dedicated thread for Logitech bases) because they were coordinated with Logitech bases
     
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  10. QuoikaSimir

    QuoikaSimir New Member

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    Hi, I like your ffb file the grip feel is really good, but I still get undesirable vibrations even with natural inertia on my moza R12, can you post the moza pit house setup file (or screenshots) pls?
     
    Last edited: Oct 23, 2024
  11. PeterV

    PeterV New Member

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    What car do you get the "vibrations" in? (One or two? All? Some? Most?)
    And what does your description "vibrations" exactly mean? Oscillations? (eg, like swinging side to side if the wheel is not held down a straight)

    Mine (FullFFB) has been working great! I use 100% in the GAIN, but almost always 54% to 57% range in the Per Vehicle Gain. This gives a 'true to life' weight/force. Though for some reason, from yesterday, I 'needed' to move down to 40% to 45% range in Per Vehicle Gain. And the Default+ runs best at the exact same values as FullFFB Custom.
    I don't know why it was great at 57% area, but then now 45% area! That does not make sense!! So I am trying to work out what happened.....
     
  12. QuoikaSimir

    QuoikaSimir New Member

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    The vibrations appear at very low speeds (e.g. in the pits) or when I turn even when the wheel is only at a slight angle. The sensation is like riding on a very grainy road.

    I have these vibrations on all the cars, by modifying the natural inertia and road sensitivity in the moza pit house I've been able to attenuate them, but I'm having trouble finding the right setting to limit the vibration and keep the ffb accurate.

    ps: sorry for my poor english

    ams2.png moza basic.png moza advanced.png
     
    Last edited: Oct 24, 2024
  13. Triplexbee

    Triplexbee New Member

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    Hi, do we have a repository of these FFB's anywhere? Or do I need to trawl this thread to find candidates? Post 2 on page one doesn't seem that up to date.
     
  14. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Your Custom FFB File Collection
     
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  15. muzarati

    muzarati Active Member

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    @Stakanov There doesn't seem to be any off road feeling i.e grass and gravel and I see a section in your file called "Dirt WIP", is this something that will be implemented at some stage?
    Love your work!
     
  16. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Apart from "Road Sensitivity" (I have 10, meaning flat, no filter), everything seems the same.

    You may not like the scrub or engine effect?
    Have you tried to change FX slider?

    Or try to change line 38... change it to (micro_details 0.0) to see if is that component of the suspension that's troubling you. Modelate accordingly. It only appears when the front tyres are sliding.
     
    Last edited: Oct 25, 2024
  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    No, you are misunderstood, by dirt we mean the dirt on the track and off the optimal slipstream (not offroad), it is applied in ATMOS to the same extent as the Reiza Default+ profile and it is present only under certain velocity, something still needs to be optimized in AMS2 regarding dirt and especially regarding individual tracks, but regardless of the level of completion, it is implemented to the same extent, so if there are no changes in the original Reiza code, Atmos will also be at the same level.
    Regarding off-road flat sensation, you don’t feel certains effects because are off as intended. In the grass you slip without scrub and road effect, only tear simulate the grass.
     
    Last edited: Oct 26, 2024
  18. PeterV

    PeterV New Member

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    "Regarding off-road flat sensation, you don’t feel certains effects because are off as intended. In the grass you slip without scrub and road effect, only tear simulate the grass."

    Is that because the tracks have no 'surface values' for grass? Or AMS2 itself just does not do much (give out much) for grass affecting wheels?
    Grass around a real track, or road, would have kinds of variations - in texture/grip, bumps and undulations etc. In most cases it would be a bumpy excursion if running across a grass area.
     
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  19. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    You misunderstood me because i have not been complete, you have various types of variations: in texture/grip, bumps and undulations, tear, etc. all physics and effects are active always ... only the scrub and road effect are deactivated in the grass and off-track to simulate the plain … as in Reiza's profiles!!
     
    Last edited: Oct 26, 2024
  20. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    FWIW, I updated the custom FFB collection to include the more recent variants (V6000 extreme, ATMOS 1.6.0, Full v1.8, etc.)

    The AMS2 Custom FFB Collection
     
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