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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    @Dmand @Racinglegend1234 and who wants ... I finally managed to digest these values ;)

    (master_rack 1.00) # Rack and road scale. Suggested range: 0.75-1.25.
    (master_road 1.35) # Road features scale (texture, bumps, details, kerbs and suspension). Suggested range: 1.00-1.50.
    (master_effects 1.45) # Effects scale (engine, scrub, tear and flatspot). Suggested range: 1.00-1.50.


    I think it is not very missing, I recovered the Kerbs and I am at the clipping limit ... I can still tuned something but if it is not a misunderstanding I need of your fast test for confirmation, obviously when you can ... now after one day I managed to do the test only on Kansai and FU Gen2 ... :(

    I go to empty the bag ... continuous tomorrow. :)

    In a few tens of minutes I attach the test file here, the file is the same as the other and if you notice changes in the order of the code is only to prepare for my neighbor file, but this is identical to the other except obviously the modified parts for the curbs and for clipping, just goes smoothly I think ... tell me if can.

    EDIT:
    The file is on line..... @ricxx and @john Ellis please update this file to collection and remove the old ... this must be replaced and not added to the first... it was also replaced in the main post ... in a day or two I will publish the second ;)
     

    Attached Files:

    Last edited: May 29, 2024
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  2. Dmand

    Dmand Active Member

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    This is very nice.
    Tested with F-high tech, GT3, GTE
    Base settings at 11nm with no filter applied
    In game settings, 62,0,25,0

    Track bumps and weight feel nice and match visual sensation.:)
    Kerbs do not make you fight the wheel and have a good solid thumping.:)
    The brake weight feel is very nice but might be a little to stiff when losing traction, It does also make cornering a little stiff but i like the effect.

    I get a little red blip on the force feedback graph when i spin out. That was the only time i encountered any clipping.

    Feels very nice, well done. Totally fits my flavor.

    If you need anymore feedback on something specific just let me know.
     
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  3. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Perfect, the most important thing is to have found coherence for the functioning of the starting base (we will carry this with us in all the files and then it can always be resized or moved)... the information you are giving me corresponds with mine on the low range and correspond to those I receive privately... the rest are aspects that can be improved with simple personal tuning and everyone can resize the values to their liking and depending on the equipment they own... thanks, thank a lot!!! :)
    -------------------
    For All: I'll wait until tonight for more feedback and if there are no further problems (only structural not regarding the tuning), let's insert the second file BASE + Initial Old_D_raw :whistle:
     
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  4. EcoBrum

    EcoBrum Member

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    Just one word "Full_Force" a bomb. @Dmand has perfectly summarized all aspects, it is strong and coherent, there are aspects to be smoothed out but they can be taken up with simple tuning so as a base it seems ok to me... ;)

    @Stakanov send me the preview of the second file please... :p
     
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  5. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    My extensive testing of the additional lines of tire resistance has shown ( in my use case at least , which is using my daily tune as a familiar and repeatable control ) that it can create latency or delay in feeling of resistance.
    More noticeable in transition moments .

    It became quite clear to me when going back to back between files with the only differences being the alternative tire resistance code .

    Perhaps with lower timing values and further fine tuning of resistance values it could be reduced, but it is quite a fiddly feature to tune .
    So in my opinion , 3 resistance levels is enough to get good feeling and response.

    it might not be that noticeable to some , but I can’t un-feel it now ..:)
     
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  6. Danielkart

    Danielkart Well-Known Member

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    Agree! The more tire resistances you have, the more difficult or almost impossible it is to adjust them. It causes latencies, dead zones or notches. It's not without reason that I reduced it to one resistance. But I have to say that this applies to my file, I don't know about others
     
  7. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    After doing some further testing I can say that the files are really good. You only get clipping when doing something wrong. I just need to play around with the Fanatec settings to finetune everything
     
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  8. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I agree that 3 resistances are sufficient to fill all the needs... I use the further 2 only to add a bit of delay and friction necessary in the sensations, 80% of the resistance is in fact distributed in the first two max three values... maintain the five code does not avoid setting only one or three resistors and keeps the last two at zero... personally, although marginally, I don't mind having them available, especially if you use reduced timings with little delay or friction... thanks and have a good day!! :)
     
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  9. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    wouldn't no delay be best?
     
  10. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Thanks a lot ;) … I can go on ... the next code to implement will improve some aspects and worsen others but it is necessary to make the rFactor compatible with the Reiza profiles
     
  11. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Can you please explain what you mean by this?
     
  12. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    not necessarily.
    Irl there is a natural delay from when you turn the steering to when the inertial shifts and can be perceived.
    This is due to all the moving parts involved in steering and suspension.
     
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  13. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    All the functions of the basic Reiza rack (secret and not viewable) end up in the FFB Custom and Custom+ files, so we know what generates the output but we don't know how it calculates the variables upstream, so we only know the valley Reiza with the aforementioned profiles and not the montain.

    If I took the code from the Custom or Custom+ files (taking it with a copy) and inserted it into the rFuctor (with a simple paste) it would only create a practically disastrous mix... the Reiza functions would draw from the Reiza rack and the rFuctor functions they would draw from the momentum_rack ... the union would only be disastrous and above all useless.

    The solution?? I take the code of the Reiza function that I need, adapt it in such a way as to carry out the calculations drawing on the resources of the rFuctor (I therefore exclude Reiza and its rack) and therefore obtain the same function but in rFuctor format ... then I connect the result of the next function that is always rFuctor... it doesn't matter if it is a new function in the momentum or a new effect to add in the outpout ... the important thing is that it is calculated in the momentum rack and therefore in the rFuctor ... obviously the function or effect must serve the purpose otherwise you create a useless function. ;)
     
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  14. GTManSC2

    GTManSC2 New Member

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    Wow beautiful, full, powerful and predictable, I had to lower the values of the sliders in the game a little even if I still haven't decided which ones to settle on definitively, but finally they do what I expect them to do, maybe I'll also lower the strength of the base a little to avoid some peaks but it is informative as never before.
    With the steering wheel I make the car go where I want and the car instead transmits to me what I am interested in hearing, thank you for this. :)
     
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  15. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Deleted.
     
  16. Andy Reader

    Andy Reader Member

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    i had to swerve a car that pulled out in front of me a few months ago. i was going a touch over the national speed limit. I remember every ms of that moment and this delay was deffinately a factor. i had to be very delicate until i could feel how much grip there was. it took me a while to get used to the atmos file with that delay but i am comfortable with it now. i'm pretty sure irl (in my audi s3 at least) that the delay is even greater.
     
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  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Surely those moments must have seemed endless to you ;)... for now I use minimal delays so as not to have filters on the sensations and functioning of the code (I do the tests on the G920 which is the very low range and I already have a lot of delay and friction so I need immediacy to understand what the high end may need, thanks obviously to the guys who are always available) ... however if you want now more delays just remove a decimal 0 from timing 1 to timing 4 and leave the initial and timing 0 unchanged :)
     
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  18. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    Thanks for the head's up; I've updated the FFB Collection to include your revised file and @Danielkart's V2000 all Bases file.
     
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  19. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    ATMOS V1.5.7.X - BASE + Partial Old_D_raw

    1.5.7 BASE+Partial Old_D_raw.jpg

    CHANGELOG (only further changes compared to the previous BASE version):

    New code implemented in the slip:
    -calculation of tires average lateral slip front & determination of the front lateral scrub breaking point;
    -calculation of tires average lateral slip rear & determination of the rear lateral scrub breaking point;
    -calculation of tires average longitudinal slip front & determination of the front longitudinal scrub breaking point;
    -calculation of tires average longitudinal slip rear & determination of the front longitudinal scrub breaking point;
    -calculation of tires slip_speed_rear_avg;

    New code implemented in the yaw:
    -allow yaw sense only on oversteer;
    -calculation of the oversteer multiplier;
    -calculation of reduce_load_norm;
    -calculation of slide_lat_avg_rear_yaw;
    -overall redetermination of the yaw following the changes indicated above;

    New redetermination of the scrub effect, now following the changes in the code indicated above:
    -insertion of the lateral break points (front and rear) into the scrub;
    -insertion of the longitudinal break points (front and rear) into the scrub;
    -insertion of the slip_speed_rear_avg only in the rear scrub, now the effect in the rear is reduced if sliding;

    New redetermination of the tear effect, now following the changes in the code indicated above;
    -insertion of the slip_speed_rear_avg only in the rear tear, now the effect in the rear is reduced if sliding;

    New code implemented in the damping:
    - new code for increase damping on oversteer with compensation;
    - new code for damping on low lateral force and under 150 km (lateral and velocity compensation);
    - new code for reduce damping if is sliding (sliding reduction).

    CHANGELOG:
    What's new in how objects work (with or without new code in the file):

    - New "3 main_dials" now sets to 1.00;
    - New "tyre_resistance & timing" now calculated on 5 moments and not on 3 (the functioning and the formula was misinterpreted in the previous files because it was unclear);
    - Center_Full low_velocity (0 Kmh) during acceleration morphs to high_velocity (250Kmh);
    - Centering recalibrated and force_scale set to manual (small differences on both values bring great benefits so I didn't use the formula);
    - The code relating to velocity and the gyroscope has been slightly modified, so now all velocity variables can basically start from a value of 1.00 (modify anyway if you like);
    - Removed the front_grip_loss_feel (this was an error in my previous files the formula was misinterpreted and instead the rear_grip_loss_feel alone was enough to get what you want);
    - The follow_weight dynamics are now 5 different (accel, brake, bump, road and suspension);
    - The "front & rear drive_torque_feel" are now calculated differently or rather both in an increasing manner and as a function of the speed from 0 to 250 km where above we will obtain the maximum longitudinal forces;
    - The RELAXES have all been disabled (OS, US and YAW) and the code inhibited, the car is very balanced without them (but if you want to re-enable them you can do it by deleting the # symbol both in the objects and in the code below relating to the Relax);
    - Now you can also set the smoothness for textures and for both large bumps (not just for micro bumps);
    - New scrub and tear values added, now with additional variables to change on both effects to your liking (we have hardness, damping and effect);

    New code only:
    - KART code move up before the dynamic code and enjoy this now this feature, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - We have a new code "if isTRUCK...." i.e. I have implemented, if you need a different melody from the base, a specific code for the TRUCKS to be set to your liking, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - Added rolloff, offTrack and offTrackRollOff code to many items of the code such yaw, scrub and road_effects (this will make more sense later with the other files that implement the reiza code);
    - the Slide variables are no longer connected to the scrub (even only to the rear one) but only to the original Slide variables (this will make more sense later with the other files that implement the reiza code);
    - New load_norm_wheel, now the value is no longer fixed at 250 but is variable based on the weight and mass of the car, this allows you to lighten the load (the wheel) if you are in the air, on the grass or if you slip , furthermore the variable value will influence the way you feel curbs and bumps (depending on the car) and enhances surface variations as happens a lot when sliding on dirt roads (RALLY is great fun) or bump roads and reduce that sensation of weight which is always perennial (in subsequent files this change will be more noticeable when we implement the REIZA code);
    - The REAR has been removed in the ATMOS. Not because it is wrong but because the file already has the entire rear (slide, grip, textures, curbs, bump and all the effects) and does not need to be implemented as in the original file because only the front variables are calculated there.

    I stopped bothering you for the moment, the file is a neutral base that can be used by everyone, at the beginning of the file I inserted some simple recommended value ranges to first experiment with the cursors in the game and if necessary modify the main_dials as desired or go directly to the individual objects ... as regards the high range/DD, as usual, limit the Lfb and the Damping as much as necessary, raise the GAIN to your liking, trying not to reach either clipping or any oscillations, and finally raise Fx to your liking... the medium/low range on the other hand can also risk the use of the Lfb, on the Logitech G920 I use 95-25-50-25 but I won't deny that I also really like 70/80-50/ 80-50-25 ...
    If you are interested you can find the first ATMOS 1.5.7.x BASE version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

    I just ask you to mentally start from the beginning by resetting your brain otherwise feedback of superiority or inferiority is absolutely useless to me if based solely on useless comparisons ... this is another file and in the future will even most, with others Reiza implementations!!

    Info for Tuning:
    - this version of ATMOS 1.5.7.x "BASE+Partial Old_D_raw" file does not have tuning optimization and is identical to the first BASE to allow immediate comparison, if instead you have modified the first BASE file enter the same values to compare it better;
    - since the new lateral and longitudinal slip variables have lowered the level of forces, only the tire resistances at times 1 and 2 have been increased, if you find them low or high adjust them accordingly;
    - however, if you are using it for the first time, I have no indications to give, tune it and adjust it as you see fit.

    Have fun, I hope so.... :)

    EDIT: Tested on the AMS beta 1.5.8 version, the new lateral and longitudinal forces enhance Reiza's changes on the tires (such as hysteresis, overheating and slip ranges), remember that we are at the beginning and that these are not the final files, especially in the tuning which is totally neutral even if pleasant, later we will have time to adjust it in an even more coherent way....the next file?? BASE + Partial NDef_imm :whistle:
     
    Last edited: Jun 1, 2024
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  20. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    Whoops ... re-uploaded v2.81a to include both @Stakanov's BASE & BASE + Partial Old_D_raw files.
     
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