Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I reciprocate the pleasure :) and thanks for the feedback. ;)

    I'm very happy :), thanks to you too for feedback.;)
     
  2. xNAPx

    xNAPx Member

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  3. GTManSC2

    GTManSC2 New Member

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    Stakanov, the more I use the Atmos the more I enjoy it, wonderful, in curves the support of the load on the tire, especially along the path of long curves, is of a unique informativeness.

    It is marginal but I only lack a little more informative vivacity in straight lines and therefore in the center (I am not referring to a further movement or to the full center that is fine and the car does not oscillate) and then perhaps a little more deformity effect on the surface of the tire during braking (before the wheels lock) and when climbing the curbs, but this effects are also very pleasant and perhaps I can recover it by modifying some entries in the file. Any advice? If you have an idea it would be very welcome.
     
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  4. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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  5. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Surely these voices....
    (front_tyre_stretch_feel 0.125)
    (rear_tyre_stretch_feel 0.125)


    if you increase the values (example 0.150) you increase the stretch and therefore soften the sensations but after a while if you exaggerate you widen the deformity but then you numb the information of the tire, on the contrary if you lower the value (example 0.100), the stretch is reduced, the sensations harden but if you exaggerate with the reduction of the deformity and the hardness you reduce the information again.

    It is also true that the feel of the tires depends a lot on the scrub and tear effects and also on the timing of their onset, so these factors are also important..

    (tear_threshold 0.20)
    (scrub_threshold 0.35)

    (tear_scale 0.50)
    (tear_frq_scale 4.80)
    (scrub_scale 4.80)
    (scrub_frq_scale 0.50)

    .... find your taste ;)

    EDIT: For a more informative straight line try to lower the Damping slider a bit, or, even if you are on a powerful DD, try to experimentally make a few more small steps on the LFB slider even if for now I keep it at 0 (only 1-2 notches more than your usual) and a few steps on the GAIN slider but less (also here only 1-2 notches) especially if the LFB change should bother you, otherwise wait for Atmos 1.6.1 maybe it will be right for you.
     
    Last edited: Oct 30, 2024 at 3:52 PM
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  6. Rintintin78

    Rintintin78 Member

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    @Stakanov
    hello,
    I wanted to understand if in your custom file there is a part that manages the vibration of the pedals (brake and accelerator)?
    Thanks
     
  7. cuadolo

    cuadolo Active Member

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    Thank you very much for the information.
    I don't want to take advantage of your kindness, but it would be nice to know what effect the entries I left above have.
    To understand how to make the custom FFB work better.
    Thanks!!!
     
  8. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    The file works like any other profile or file, in this case the ATMOS is based on the original rFuctor, included modifications extend the code to all wheels (not just the front ones) and I am gradually implementing the features of the Reiza profiles (always in rFuctor key) and so, coming to your need, if with your question you mean whether there is a direct connection between the file code and the pedal hardware the answer is NO (no custom file has a dedicated lines code optimization), the game so if it recognizes your hardware it will make it work accordingly as expected, at most with the tuning of the individual voices you can adjust the effect to better match what you feel on the pedals with what you feel on the steering wheel and with what you see at video .... If you also want to know which voices regulate the braking effect and the acceleration effect then the answer is more intuitive and you can deduce it from the name and description of the individual voices... if you want I'll list the items for you but I think you can guess... if you need I'm available. ;)

    So in conclusion, the driver for your hardware, the game that recognize your hardware and the physic, will determine how your hardware will react (in this case the pedals, but it applies to all hardware).
     
    Last edited: Nov 1, 2024 at 3:53 PM
  9. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Hi @cuadolo no problem... :)

    threshold ... means how early the effect arrives

    scale ... means how intense or strong the effect is, the volume in short

    frequency ... means how fast the effect is, increasing it and therefore speeding it up flattens the effect (smooth the effect), slowing it down makes it rough or scrappy

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

    scrub ... is the scraping of the wheels when the wheels slip and you are understeering or oversteering

    tear ... is the fraying of the tire

    both characteristics define an important part of how the tires feel.... you can anticipate or postpone the effects, so you can make the rubber weep first and then scrape it, you can also invert them by scraping first and then tearing, you can adjust the intensity or the volume and finally how rough the effect should be

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

    it is obvious that the main part of the tires is instead defined in the heart of the code and in the tire model adopted (the initial resistance, the friction resistance, the load, the deformity, the slippage, etc...), all items that influence the perception of the tires on the steering wheel.
     
    Last edited: Nov 1, 2024 at 3:46 PM
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  10. cuadolo

    cuadolo Active Member

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    Many thx Stakanov!
    Very precious informations :)
     
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  11. xNAPx

    xNAPx Member

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  12. PeterV

    PeterV New Member

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    Are there any parameters (variables etc) in the FFB file that can be used to convey 'offroad' - such as on grass - effects? Even if they need to be used to 'create' the effect you want. For example, you might do a lowish frequency oscillation to indicate grass - and maybe even use the grass 'variable' as a FFB multiplier to reduce the rack strength then (still with low frequency oscillation).

    At the moment grass is a lot like ICE..... and you have no feeling/feedback on that. Or rather, it is not klike ice UNTIL you try to accelerate at all ! THEN it is like ice, or some oil was poured over your tires! LOL.

    But my aim would be to have 'bumpiness' for being on grass, and then steering going a lot lighter as the wheels spin (if they do).
     
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  13. Darko Jovanoski

    Darko Jovanoski Member

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    Hello guys. Will someone be kind and tell me which custom ffb file can give me most of the effects but not make my wheel going wild over kerbs? I am using dd wheel and everything I tried in the past had these effects over kerbs making the experience not great. Thanks
     
  14. Rintintin78

    Rintintin78 Member

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    Yes thenks a lot
     
  15. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Mainly these variables...

    (accel_feel 0.75)
    (brake_feel 2.50)
    (accel_feel_follow_weight 0.25)
    (brake_feel_follow_weight 1.00)


    then there are other variables that indirectly influence the sliding during the lateral and longitudinal force (both in acceleration and braking), but I will not go into it in depth because these variables simultaneously modify many other aspects and the answer would become more complicated and difficult to be exhaustive ...
     
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  16. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    The answer would be very long ... in this previous post of mine the changelogs of the previous versions of the files up to version 1.5.7 are indicated ...

    Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

    Then even before that we have this post....

    Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

    And when I published the first version this was the info...

    Automobilista 2 Custom Force Feedback - Overview & Recommendations
     
    Last edited: Nov 2, 2024 at 12:15 PM
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  17. AntoAntoDD

    AntoAntoDD Member

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    I had a Renault Clio and the only thing I remember when I went off the road on the grass was that the car was sliding without any possibility of correction, how did it end?

    I had to scrap the car and I learned that grass is worse than ice. :D

    I don't think that in your parts the grass is different and i find all the files on this forum very consistent in this aspect, without going into detail about the differences.
     
  18. Manolo

    Manolo Member

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    You can choose which one you want, because on any file based on rFuctor, you just need to lower these two variables to the desired level and if you want you can even reset the effect by setting the value to 0.00.

    (kerb_surface_scale x.xx)
    (kerb_bump_scale x.xx)


    The modification can also change the way you feel the road so you experiment with different values and find your taste or your level.
     
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