Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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  2. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Nice & thanks!

    I never had the T300 myself, but a TX, which was cogging too much for real immersion. I imagine the T300 being more pleasant than DD's for most current racing sims, since they likely are developed with that base in mind, and also it adds some natural rubber to the mix that DD's just don't.
     
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  3. PeterV

    PeterV Member

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    Karsten - this text from your post, or something like it, and maybe trimmed to be just the real details needed, should be inside the FFB file also. (text in the header). Giving information about what is what etc so that it is always available to the user(s), because if they are using that file then they HAVE that for sure(!).
    I always put it into the FFB file myself, but I also make a text file to go into the file folder where I store FFB files etc. (every file has its own folder, named appropriately - version etc). Whether your FFB or some others. (yours still wins so far!)

     
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  4. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Hey Peter,

    I would normally agree. However, I'm doing this for fun and have very little time, so when I do have time, I spend it on improving the functionality, not on documenting. Also, any llm's(chatgpt,gemini,claude, mistral etc.etc.) can document blocks and specifics in a heartbeat, and they document it based on what you want to know from it, so there's no real need for this any longer. I hope it makes sense :) It's all about "having fun" technically for myself, and in ping-pong with others, since I make absolutely $0 from this.
    I hope it makes sense :)
     
  5. PeterV

    PeterV Member

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    WOW!!! What a 'weird' revelation......

    I have been racing LMU only for about two weeks now. They do not have very good tire slip FFB - zero for the rear tires(!!) and very little even from the fronts. (tested via racing/drifting and Motec FFB data graphs of that). But all in all the cars are very raceable, very much to the feel of racing a real car of its type. EXCEPT for missing that FFB force reducton on slip.

    rFuktor V3.3 has been the best I have used in AMS2 and you only get a good rear tire slip feel (feedback) if you increase the FFB file value to "(rear_grip_loss_feel 1.5)", up from the default 0.5
    That MIGHT be a bit much in realism terms, but you need it to truly feel what the rear end is doing in AMS2. As you go lower in that value you may as well consider its feedback as 'zero'/useless.

    So I keep trying each higher rFuktor version, but V3.3 remained the 'best' when viewing it in all ways. The big picture of what it does and what you get.
    Now I tried V3.7.... but remember I had not driven AMS2 in two weeks - and was 'LMU programmed' now.
    I left the Rear Slip Feel at 0.5 and I also would usually have FFB Strength about 90% in AMS2 (70% in Moza driver, R12 in use). But it seemed Karsten was saying use 50% region (I might be dreaming!) so I did that. It was too light really, but FFB was there of some degree of course, BUT there was zero wheel slip info except a BIT from the fronts. It was like racing a car that had front tires, but SKI SKIDS for the rear - and you are racing in snow maybe!! So the rear having zero feel can slide around how it wants and you have little idea of it coming, happening, and how to control it well. It really highlighted how you really NEED the rear end feel, to not have the feeling that it is not even a real car (skids at the rear now!)
    Oh well, 50% FFB Strength could be making it all hard to discern really, so back to 90%....

    The steering was OK in strength terms now, but the rear still had no feeling at all really.
    With the LMU "This is feeling like a real race car" ingrained in me over the weeks, it really highlighted the massive difference. But WHY was it like this in AMS 2 now?
    Next.... increase the Rear Slip Feel to 1.5 once again......

    Now I could feel SOME value, which helped quite a lot in controlling ther rear, but AMS2 continued to feel like a car with skids at the rear!! It took a LOT of laps to get back to racing the car well - and note that before (with much AMS2 racing and tweaking hte FFB etc) I am a top end lap time drive who DRIVES in a totally 'normal', non-exploiting manners, way. But now I was WAY down in lap times.
    This would be because the car's FEEL is just not natural and realistic. I could probably jump into any form of real race car and do a quite good job - because they all have 'normal' vehicle dynamics, even if aero based car's have some quite different aspects, the fundamentals are very similar so you could drive anything.
    But this AMS versus LMU difference was massive!!
    In the past I drove BOTH and I can only think that you KNOW how to drive/feel things in each one, but now I had 'forgotten' the AMS2 feel/manners of racing them! Which shows it was a ''specific" manner needed. To drive this now 'half snow skids' on the rear type car(s)!

    I am getting closer to my prior lap times now, but it still FEELS blah. In realism terms.
    I had never thought it before (ever) but now it feels like AMS2 tires are NOT connected to the road 'properly'. I guess that is what people used to mean with 'floaty' - it is just that the feedback of things is not 'solid'... heavy?... truly running on the road with weight and friction, of the right amounts/levels.

    I put rFuktor V3.3 back, with my 1.5 Rear Slip Feel, and it is better..... but overall still, NOW, has this floaty feel. Which I would think the explanation is "Lots of LMU racing" has overwhelmed what the 50-50 mix of AMS2 and LMU made bridge together as both being quite good, but a BIT different in some ways. Now it is "AMS2 is TERRIBLE".... for the moment anyway.
    If it was "good" before, then surely it will return to feeling good again?????
    Everything is identical to as before..... FFB file, settings, it is the same car(s), setups, tracks....

    The "Revelation" is sort of how the exact same game/sim can FEEL completely different - and if it can come out two very different ways for ONE person, imagine what range of difference "100" other drivers would assess it as!!!
    Before I would have rated it as "90% sim realistic" sort of region, but for the moment right now that has plummeted to about "70%" or maybe even less!
    I will see what I think 'tomorrow'... or in a few days... after racing it again more!
    It would seem that your 'brain' adjusts to make the sim (whatever one it is) the 'new reality' - or at least you assign it a higher value once you learn how to 'feel' it the best that it can convey to you. You always still have the real world reference, but the feel of the sim can bridge that to be closer - just by using it more, and possibly even because you 'see and hear' more as you attune to that sim. So TIME could make you feel better about that sim. Nothing truly changed, but YOU did (your perception of it).
     
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  6. wegreenall

    wegreenall Active Member

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    I usually eat beefburgers. I love beefburgers and they provide such a realistic feel. Recently I tried chicken burgers, which to me are not as good as beefburgers, but not bad. Then I put blue cheese on the chicken burger and it was even WORSE. Now I have changed MY perception of CHICKEN BURGERS. I don't even like CHICKEN BURGERS without the BLUE CHEESE any more. Now I understand what it means when people say they don't like CHICKEN BURGERS.

    - a post I put on the chicken burger forum
     
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  7. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    90% in-game force will limit the downforce bandwidth, so it depends what you want to feel.
    In 3.6 and 3.7 that compression can be better controlled using the LFB slider instead.
    If you have a high end DD base, then put it at 100% and use lower gain in-game.
    In your case I would use:
    100% on the base
    63% in game
    Which should give you the same force in general + more bandwidth for cornering and downforce. That leaves more control to you by the LFB slider for compression.

    Interesting how much you want to feel the rear end sliding. @carloscepinha is experimenting a little, I think, and if he comes to the same conclusion I can change it back so it's felt much more, like it was in 3.3. This needs to be nailed in the next version.

    Unf. there's not much to do reg. the physics. In ams2 the cars slide too much always.
    We can easily make the custom ffb file feel like it's not sliding, when it's only sliding a little. However that comes at the cost of less control & more surprising slide ramp up.

    As posted before, I think it likely that Reiza lowered the physics update frequency significantly, which likely would result in a lot more sliding. I base it on PCars2 feeling far better in this regard, and Reiza did experiment with lowering the ffb calculations at some point too.
     
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  8. PeterV

    PeterV Member

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    Huh?? But you already DO type it into a post when you release the new version. So why wouldn't you just copy that same text INTO the FFB file?

    Mind you, whilst it explains SOME new stuff, differences etc - which you also do need to know - it does not really outline the OVERALL meanings of the sliders etc.
    ChatGPT can't tell you about YOUR FFB version, what the sliders do and you changes/aims explanations.....it wouldn't even find the information reliably or properly!
     
  9. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    No, you're right it cannot really tell why I think certain things are important to update.
    But comparing the older version with the newer version will give a lot of information, more than I even post. And right, it sometimes makes mistakes.
    Anyways, it's just not a science project to me, I need it to be fun as I said, and that part is just plain no fun :)
    Posting in the forum is about the ping-pong, so that is ok.
    Why is it better in the file than in the forum? In the forum it does not clutter the file + all kinds of additional comments are discussed and posted, so much more detail.
     
  10. PeterV

    PeterV Member

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    30 laps later.....
    rFuktor V3.3 with 1.5 Rear Slip Feel......
    So I am back to how it was - I can drive it!!! And back into 2:14's at Spa.... but not quite back to optimals.
    Repetition... repetition... re-trains you. BUT.... even though I can race it very well again, it FEELS quite amiss. WAY too slidey.
    When you race a real car you sort of have 'two levels' (which is actually really infinite!!) where if you race to "90%" fastest - and this only applies if you ARE a good driver (!!! As slower people won't get anywhere near these limits!) - you will have the tires tracking pretty close to 'true' - not slipping much at all, if anything. Nothing like driving down the road in a road car, but in race car terms it is 'linear' and extremely safe. Nothing much could go amiss.

    Then when you push to the "98%" (and you almost NEVER do 100% or you have no leeway to save an error and would go off track or crash!), you now have SLIP ANGLES in use a lot.
    If you are "in tune" you will race with all four tires slipping, and it is easy to feel that level/difference (versus slower and thus more tracking) - you just feel at one, and that you have the car lapping FAST and near limits - but the Slip Angles used might be, say, 2 degrees. (who knows exactly for sure).
    But a SUPER good driver - say Kevin Estre - would take that car and lap WAY faster... still with equal all four tire Slip Angles, but they are running at 6deg sorts of levels!! (again, who knows - it is just that it WILL be way more than you did!)

    You are 'racing'.... running car well beyond what anyone in a road car ever would. And it is nearing 'dangerous' because your leeway to loss of grip is WAY closer than that road car (and way closer than 70% of the other racing drivers who are generally quite mediocore!). But you left that X % margin to be safe..... and even if you DID use "6deg", which you likely could AT TIMES successfully.... it is extremely likely that you will over-do it, error, and run off track and/or crash!! So you are never going to (should never) even attempt those 6deg - unless you were some super excellent driver!!!

    So... WE are not that 'super excellent' driver!!! Almost no one in sim racing!!
    When I get 2:14 at Spa, it is running LARGE Slip Angles - like a "Kevin Estre" type real car lap(!) but that is not because I am 'super good' it is because AMS2 ALLOWS that, with far less dangers thus you can attempt and do it..... relatively easily really. UNREALISTICALLY easily!!!
    You feel like you must be Kevin Estre - his skill, ability!! But you are not at all.....

    Sim Aliens still do even better.... that is just their skill level being higher, so no matter what the 'scale was' (like a sim allowing large slip angles, or not) they will still extract faster lap times. However they get that result... whether smoother inputs, or using a fraction more slip angle. It is usually from SMOOTHNESS and thus being able to use maximums of braking levels, and 'clean' acceleration out of turns etc. But most of them still would never match 'Kevin Estre' !!
    Just watch how many Sim Racing 'aliens' have been given GT3 etc drives (or even F3 and F1 !!) and they are 'above average' but MILES short of the very good drivers!
    Yes, they need more TIME.... weeks... years.... to learn more, but they still never get there....
    They are only 'aliens' (or maybe just 'extremely good') in a SIM.

    So anyway, AMS2 is allowing WAY too much slip angle.... and too easily. But they do have the very sharp grip drop off at SOME point. I would say that is WAY too sharp, and also WAY too "late" - in allowing way too much slip angle before it ever is reached.

    Plus then the 'floaty' lack of road feel, which now stands out to me. LMU is way more realistic in that feel. Plus even in its tire LIMITS, behaviours, which enforce racing a car far more like a real one! (but it has that lacking FFB grip loss reduction in force)

    So now... back at prior lap times.... I am thinking AMS2 is about a "80%" sim accuracy of realism. It does TONS of stuff really well, but a few aspects really detract from the better score it could have otherwise. Which of course the TIRES are one single biggest factor of a car, that is detracting from its realism.
     
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  11. Peykan

    Peykan New Member

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    3.7 is still a winner. Belt/DD, doesn't matter what you throw at it. 3.6 was already our favorite, but looking at the lap time consistency and very long endurance races we live with; 3.7 should be printed with 24 Carat gold on a piece of Carbon Fiber and display at Louvre.
     
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  12. PeterV

    PeterV Member

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    rFuktor V3.7.....

    Well, for the moment that seems 'lacking', not good....
    The first thing is that there is little Grip Loss Feel - front or rear. I changed the rear to 1.5 and it is still almost non-existent. Versus prior versions it made a clear difference.
    The front end has a BIT of grip loss to feel in its default form, and that suggests that if I changed Front Grip Loss Feel to a higher number that WOULD increase (versus the rear doesn't seem to increase it really). But I don't really need any more feel from the front - it is OK.

    Well, the front feel is SORT of OK.... but to have a good overall steering weight I had to use 90 FFB Strength in AMS2 and what that did was make TURNING overly heavy. Turning versus straight, or at rest etc. It gains steering weight TOO MUCH per car load/turn type etc.
    This high steering weight when turning COULD make a front grip loss standf out more - it is just a matter of what maths and values are involved - but it DOES NOT do that.
    You have a very strong increase, due to tire load cornering, and a SMALL Front End Grip Loss due to slip angle and excessive slip (say you corner with understeer).
    BUT, that steering load SHOULD reduce a lot more if it was understeering.....

    No Slider settings I tired can help with that.... which will be because the Sliders do not have control over that aspect.

    Next was that I got ZERO 'bumps' from curbs that are not 3D modeled. These are really just 'flat' in the game 3D model, but they have 'flags' in their polygon data to say "I am a curb" so then the game - the FFB system really - just ADDS 'bumps' to tires that run over those polygon types. The 'flat' curbs. To make 'fake' rumbles/bumps for those simpler modeled track areas.

    No Slider changes helped bring those back.... you would think FX would do that (and does in the default FFB sets, or most other FFB custom files).... so maybe something is amiss in that? I went in 10's from 0 to 100 and it never helped.
    But I also tested across the LFB and Damping Sliders also.....

    This applies to ALL 'fake surface' areas of a track. Grass... dirt... gravel.... fake rumble curbs....
    They all give their AMS2 game SOUND responses (of course) but ZERO FFB information from those.

    I went back to V3.3 (with the Rear Grip Loss 1.5)....... LOL
     
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  13. carloscepinha

    carloscepinha caaarlosYT

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    Quite interesting that you mention Project Cars 2... before jumping into AMS2 the other day I recorded some races at Portimão with the Ferrari GTE from project cars, using their "default+" profile, immersive I think, or some other.
    What surprised me was that IDK why people hated so much on PC2 and madness... maybe they didn't fix the bugs and glaring flying cars online or AI bugs in long races...

    But the FFB felt quite informative regarding the rear end oversteer gyro effect. It always had priority over everything else like in AC. Funny because I'm faster in AMS2 than in AC (relatively speaking to others) but AC is a lot less complex, more limited and less forgiving but somehow it's easier for me to find the limit and play around it.
    While many people said AMS2 physics felt slidey, I saw telemetry that made me disagree. There was nothing wrong in AMS2. But many times the rear tires are slipping away but the FFB doesn't tell that, it is telling front grip, it is telling lockup and many other things which are also useful.

    But the reason why I even want FFB wheel over a gamepad is to feel oversteer, slip angle, and correct it. If I can't accurately drive on the limit and counter-steer as needed (just like IRL) then a gamepad with gamepad filters would work just fine.

    For me the "rear axis feel" it's a huge topic in itself and I do have a small rant about it: If you have the time or stomach for it xD ahahah

    I've been testing your file vs default+ and also daniel's v7000 topspeed trying to figure out a few things.

    AMS2 and PC2 madness engine is quite a lot more complex than good old ac, and due to that it's a lot more nuanced, there is more going on and it's harder for the brain to interpret everything

    What I notice from what people tell is that they want to feel front tire grip etc, and I think that is fine, if you lockup or steer too much past the bite point you get a bit more lightness, but that lightness must be very careful.

    In my opinion, the main reason why we even have or need FFB in racing simulation games, is to feel slip angle and rear axis oversteer. in many other games or even with gamepads, before wheels, no FFB is the reason why so many people spin, and why we need FFB if we want realistic physics.

    Therefore, IMHO, if the rear end is starting to slip or to loose grip somehow, that feeling should be the priority. I've been in AMS2 for a long time and it has passed sometime but I might need to go to AC to compare.
    I think the main "advantage" i see in AC ffb to drive on the limit 99% of the time is that rear self correcting forces (drift gyro forces) and rear grip is communicated very accurately for every car, track, and track condition all the time.

    In AC I don't change ingame ffb settings per car or per track, if I need anything I can use the Fanalab wheelbase settings to do minor adjustments but the ffb feels "the same" in a way. Like in Raceroom or ACC.

    In AMS2 the FFB does have huge variations, it tries to communicate "too well" the differences between cars.
    For me if I am in a corner with a bit of understeer but my rear starts to slide, I want the rear slide feeling to have priority, because I need to correct it more. To drive fast any driver must use slip angle, so I need to feel that as the most important thing otherwise sometimes I will go into a corner past the limit.

    Like sending in on Spielberg with the Audi GT4 in the last 2 corners, sometimes I can turn right and not feel that the rear end is braking loose, and instead of correcting it (as I would in ACC or AC or RRRE or even Forza) because I don't feel that the rear is braking loose in AMS2, I turn past the limit of the rears, and then I enter an uncontrollable spin where the car snaps 180degrees suddenly.

    While I enjoy AMS2 this kind of FFB makes it almost "undriveable" to me, at least on the limit. I can do WR after I "memorize" movements in a "guitar hero" like experience. But to drive by instinct and reactively control the car like I do in AC it's near impossible here.

    Funny enough, even in old AC tolerances for slip angle are lower, meaning I'm slower there with an aggressive driving style and I need smoother and more precise inputs, but somehow, it's easier for me to do such inputs and understand the limit because the FFB communicates it very very well. (or maybe all the cars I've tried were "that good") (but I've also made mods for AC that I really enjoyed driving, very intuitive while challenging)

    I think the last version I was really enjoying was 3.6 but I'll try 3.3 again, I think I never tried that one due to not having time and you just released newer versions. I can also try to fiddle with the values inside 3.6.
    IDK if "going lighter" it's always the way FFB communicates loss of grip in every other game.

    Also, about oversteer, most people think I will want "stronger and stronger" oversteer self correcting gyro forces, but that is wrong, it can become "too much". I want to feel it earlier, as a priority, with the correct amount of force.
    (like this video) (I couldn't find it online so I posted it on this secondary account lol)


    Even in the arcade game of Forza Motorsport, where at first the FFB had too many sliders and was horrible, I found some odd random Japanese video about drifting, I couldn't understand a word but I found out which settings helped control drifts. I don't use 100% drift settings but by using my settings in FM with some changes heavily inspired by the drifters, I gained control over the rear end slip angles and I've been able to post top 1% and top 0% world record laptimes with a wheel and pedals there (which is not ideal, since it's usually faster to drive on a gamepad LOL!)

    This is also the main reason I never played much ACC, only after having a DD1 I could really feel the rear end of the cars. On weaker wheels ACC felt dampened and numb.

    I'm sorry if this is a huge text or even a huge rant, maybe I should post this in a public place even if some of these opinions are too strong... but for me this rear end oversteer gyro correction feeling is the most important topic inside the FFB topic, and it is the whole reason why I want FFB. If there is a moment where I feel understeer more than the oversteer while the car is oversteering past the limit, there is no point in having FFB because I will spin out as if I was playing on a gamepad.
    (or maybe not, I would play better on a gamepad due to gamepad filters... so that "wrong" priority in the FFB can make a wheel almost as inferior to a gamepad in my opinion)
    (the gamepads also never steer past front tire grip limit when they have filters.

    Lockup feeling is also important but it shouldn't be mixed with front grip loss. I think in AC you barely feel or you feel very little from front grip loss when turning in, the car just doesn't turn much.

    I know that IRL if you go over a rain puddle, the steering gets light, and I feel that too in AMS2 or AC. But because FFB is also communicating rear feel from the body, which IRL you feel not on the wheel but on the body 100% of the time, the FFB forces are "divided" and the front feel must never overpower the feel of the car itself.
     
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  14. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    "rFuktor ? experimental 3.8"

    * Goes lighter on oversteer & tear on the rear tires. There was a bug in 3.7 that prevented it from working well.
    * Oversteer should be felt more clearly early on.
    * Tear feeling slightly adjusted down, mostly in the front.
    * Rear torque set to 0.0, no matter FX slider.

    REMEMBER: Ingame "Low force boost"/"LFB" is "compression", you should start at 30 or 40 and go from there.

    It remains to be decided if it is good to have the steering go lighter on oversteer, or if it's best kept for the front tires alone, which would make sense, and then instead focus on the early feeling of correction on oversteer.
    This version still tries to do both.

    If you want it to not go lighter on oversteer, change:
    (rear_grip_loss_feel 0.5)
    to
    (rear_grip_loss_feel 0.0)
     

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    Last edited: Jul 10, 2025 at 7:07 PM
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  15. PeterV

    PeterV Member

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    Thanks for another version Karsten!
    Keeping those two parameters for a USER to adjust the front/rear grip feel is a good way to go. Then 'everyone' can make it how they want it.

    Another interesting thing was I changed to DEFAULT+ to try that again. And it had the car feeling heavier and planted - not the rear end FEEL like it is sliding out madly all the time.
    rFuktor V3.3 that I use does not give it that weight, but the rear feedback makes it measurable and controllable,

    And a weird thing is that the 'tail happy slipperiness' when I used any rFuktor, is it is not FFB giving you that - or so it SEEEMS - but it feels more like the visuals, or something else, makes you believe it is really sliding a lot. But if you do change to Default+ it is gone, so how could it be visuals/sound etc if that was that changed! (eg some inputs 'convince' your brain X is happening, thus you 'feel' or think that.)

    So there is some aspect of the Default+ that very notably changes the car to have weight and tires having friction with the road - at a more suited feel to what the car is (GT3).
    I wonder what area, parameter, aspect, they have different that can make it feel heavier?
    It is not the Steering heavier, it is the whole car FEELS heavier as you drive... which would be the FFB and how it CHANGES per motions (or changes LESS per motions I would think!). It has very little feel that the rear is sliding out so easily - it is more as if the rear DOESN'T slide(!) - and again, that is not the lack of their rear wheel grip loss in their FFB, it is tied in with that heavier more planted car feel it gives.

    I was amazed at what a difference the FFB file could make to the car's weight, ignoring all the other information bits that are good or bad in Default+ (eg It has fake rumbles, but some other parts are so-so).

    One big issue they have is there is a severe 'opposite direction kick' to the steering if you slide the rear and it re-grips - which a car would have a kick in the rear end as it re-grips, but not in the steering wheel like they are giving! It is really sudden, severe, strong... but fast/short lived! It is fine to just ignore it as a 'nuisance' and the rest of the FFB it gives is 'pretty good'.... the main reason to even consider using it is just that better car 'weight' feeling it gives.

    I have changed to Default+ at various times for comparison to other FFB files, but this is the first time it really stood out as VERY different - with that better car weight aspect!

    I have to go and do best lap times with BOTH FFB version (V3.3/3.8 and Default+) and see if either type really make a lap time difference!!! I feel very good rear end control in rFuktor V3.3 (with Rear grip Loss 1.5), but you might not even 'need' that rear slip info in Default+... I will see...
     
    Last edited: Jul 10, 2025 at 8:11 PM
  16. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Well, coming from LMU I can see why you like the very strong center. I don't think any real car feels that way, but I might be wrong. Reg. the feeling of balance, it's a matter of priority. Those forces will disguise other things. There is a "balance" block in rFuktor, however I have set it to 0 :)
    If you want a more planted feeling, so it is heavier more of the time, you will lose the early sliding information, so it will be more of a surprise. Older rFuktor files relaxed the sliding feel more.

    Peter, I'm curious if you tried changing the ingame and wheel base settings as I suggested?
    Wheelbase at 100%, instead of 70%
    Ingame force at 63%, instead of 90%
    And REMEMER to set the LFB slider to something 30-40's, for 3.6, 3.7, 3.8, as a starting point.
    One of your last comments suggested you did not adjust the LFB slider ingame, at the least, when you ran the newer files.
    Also, on the wheelbase, no damping, no inertia, no friction, only some smoothing or similar.
    ?
     
    Last edited: Jul 10, 2025 at 8:23 PM
  17. PeterV

    PeterV Member

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    For the 'heavier car' feel, could it be the amplitude of the MOVES. Not the FFB output amplitude but the MATHS of the components, and physics being 'less'.
    For eg.... there would be maths that adds up the cars rotation I would expect..... BUT a FFB file could possibly NOT even have that part in it(!).... but say if it is in there, that maths says "The car is rotating so I will reduce FFB values on the tires maths, or who knows what maths part (Karsten would!!)"
    This now gives the Steering Wheel a weaker 'rate' information feed IF there is rotation/yaw.
    If the car is driving and tracking solidly, linearly, both the 'car heavier' FFB (default+) and the 'car lighter, floaty' FFB (rFuktor) could still very well have IDENTICAL Steering Forces (FFB main constant force) around the same corner. The 'correct' force of the tire load for doing that corner. But the DIFFERENCE shows up when the car has SLIP - whether front, rear, or both, as that is the maths part that is produced with the difference they have between them.
    And it is not from ONE end, or the other... it is from BOTH - those both being 'equal'... the grip of both front and rear. And if they are equal you get the 'heavier car' feel(???).

    I am not sure.... I am just pondering over WHAT is involved in it. But there is SOMETHING in there that can produce a heavier feeling car!
    Actually it seems like a 'heavier feeling car'. but it could even be producing a feeling of a ' higher grip set of tires'.... seeing either case would feel very similar, if not the same, in what a driver would feel. (only in feeling of lateral motions it shows)

    In the chain of "FFB maths" calculations and then their additions, there is probably one (could there be two?) sections/modules that have the parts that cause this. Possibly even that Default+ FFB does not even HAVE those portions at all. Thus they never make it 'lighter'... though I think they do, and just do it at a MUCH smaller scale or change, and maybe with that EQUAL front and rear change rate (for this function - not for showing understeer or oversteer). Which thus gives that heavier feeling.
     
  18. PeterV

    PeterV Member

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    I did use the LFB.. in 10's from 0 to 100

    But yes, there are a lot of combinations to try!! Especially if including the wheelbase settings too! At least the wheelbase ones can be done in real-time easily! The AMS2 ones you need to get out of the car, go and adjust them, and begin lapping again!
    But I will go over a heap of things to see.....
    Plus use V3.8 for a start.

    I wonder if wheelbase things should show up 'equally' (the same sort of feeling/output changes made) whether rFuktor or Default+ ??
     
  19. carloscepinha

    carloscepinha caaarlosYT

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    what does this mean?


    BTW PeterV to make Default+ as usable as other ffbs on my DD1, I go on Fanalab and reduce "Force Effect Intensity" by quite a lot, otherwise, many of the small effects are quite powerful and it's easy to feel many small things that do not help figure out the grip of the car and have the steering wheel very sensitive to kerbs etc... jumps quite a lot. The settings that I use try to make all profiles feel a bit more similar with each other.
     
  20. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    "Rear torque" is simply an effect that strengthens the steering depending on the acceleration. In a normal car you feel it by being pushed back in your seat. So it tries to include that in the ffb.
    It does add some immersion, and maybe it should always be active, but only at a low value, I think.
    You can change this line:
    (rear_drive_torque_feel 0.0)
    to
    (rear_drive_torque_feel 0.1)
    for just a tiny bit of that sensation.
     

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