Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. R110DES

    R110DES New Member

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    Hi bud the only screen shot I can find for moza settings is on page 430 are these the settings that you mentioned or someone else.
     
  2. Danielkart

    Danielkart Well-Known Member

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    The base settings are tailored very precisely to the V6000 files so that they work as well as possible. Of course, if you use other files or the Reiza defaults, these settings are no longer relevant;)
     
  3. R110DES

    R110DES New Member

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    Thanks I have a question in regards to your V6000 that I am using as per your settings I have left per car ffb at 100 if the forces are a bit too strong should ajust the gain would that mess any settings up.
     
  4. Danielkart

    Danielkart Well-Known Member

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    That's why I recommend adjusting the gain on the base, it's pure power and won't change anything for you except the power. Depending on the car, 10-12Nm is completely sufficient. However, changing the gain will change a lot in the game, so I recommend not changing the 63% here
     
  5. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    I wish it was simply camera movements, but my boat feeling is purely down to the physics and hence the ffb feeling, not the visuals.
    Anyways, it is what it is and most others seem to like it.
     
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  6. R110DES

    R110DES New Member

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    Inside the pithouse software i have the base set at 80 percent so if I understand what you are saying correctly is leave the ingame settings alone and adjust the game force feedback intensity in the pit house settings am I correct.
     
  7. Danielkart

    Danielkart Well-Known Member

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    Yes, exactly. You can only adjust in-game FX to your taste (my recommendation 15-20%)
     
  8. R110DES

    R110DES New Member

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    Thanks for the help it's greatly appreciated i will do some testing at 75 percent or below and I will go from 15 percent details to 10 I run a wheel stand with a low profile rig coming next week so will test more then.
     
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  9. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    History shows that most of the people are often wrong, that progress is made by the few looking forward and not by the crowd looking back.
    That's why significant leaps in human development are from a single person (like Newton or Einstein) or by a very restricted group of people.
    That's where fans do more harm than good. The good incentive should be to say it's already nice, but this and that needs further development (to achieve what others are already doing, meaning, it's possible).
     
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  10. zero71

    zero71 New Member

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  11. newtonpg

    newtonpg Active Member AMS2 Club Member

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    Take a look at his signature, please;
     
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  12. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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  13. Grip4x4

    Grip4x4 New Member

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    I hope I'm not bothering you, Mr. @Stakanov, I have doubts about the "dirt management" topic mentioned a few posts ago. I understood that the file containing the code for its management is the 4th ATMOS, the one in the Immersive or Default+ version to be clear.

    This file is wonderful and all the aspects are well transported to the steering wheel, but frankly on the topic of dirt I can't identify the sensations or the noise when offline.
    If it's not too much trouble could you explain me how it works? Or why I don't feel it? Am I doing something wrong?
     
    Last edited: Nov 15, 2024
  14. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    The topic of dirt/noise or better, let's call it what it is called that is, the "noise of the ideal off-line track", must be mixed with the road texture and its noise during rolling, all characteristics that put together define an important aspect of the track (obviously we ignore the bumps, the curbs, and everything else).

    On the rFuktor side we have the texture code and the code related to the road rolling, but we do not have the off-line noise code.

    On the Reiza side, we do not have the basic rack codes (because they are secret), but we only have the recall code for the operation of the off-line noise, which is contained in the Default+ or Immersive profile and which I implemented in the ATMOS.

    These are the current Reiza rules that we know.....

    RECORD track default track
    name "track_default"
    track_road_noise 1.0
    track_offline_noise 0.0


    TEMPLATE oval track track
    track_road_noise 1.0
    track_offline_noise 1.0


    TEMPLATE dirt track smooth track
    track_road_noise 2.0
    track_offline_noise 0.0

    TEMPLATE dirt track rough track
    track_road_noise 0.5
    track_offline_noise 0.0


    So, ignoring the textures, I connected the variable "track_road_noise" to the road rolling code of the rFuktor and, that as you can see, the Reiza value varies from 2.0 in smooth tracks to 0.5 in rough tracks, that is, it is more noticeable in flat tracks and less noticeable in rough tracks (more present of bumps and textures), so it is easy to understand that the effect of the rFuktor is doubled or halved, while it is original, as the rFuktor establishes because it is equal to 1.0 or better multiplied by 1 in all standard tracks.
    I must be complete, there is also another variable that is specific to each individual car and this is the variable "vehicle_road_feel" or "vehicle_roadnoise" which is also 1.0 by default but varies from car to car depending on the Reiza settings, for example we have less noisy cars with a value of 0.7 and noisier cars with a value of for example 0.9 up to a maximum of 1.00 or if you want even more, in short a multiplier nothing more.

    Finally we come to your question, that is why you do not notice the effect of dirt/noise out of line.
    As you can see and guess from the Reiza settings, the effect is present only in the circuits defined by Reiza as Ovals and has a value of 1.0, that is, the effect is activated, when we are not on the ovals the effect is deactivated, because the value is 0. So you are right not to notice it in all the tracks that are not ovals and so it is.
    Here too I have to be complete, the effect is expected up to a certain speed, beyond which the effect goes off because it is empirically demonstrated that the different level of noise off-line inside a car disappears as the speed increases!!!

    I hope I have been exhaustive. :)
     
    Last edited: Nov 16, 2024
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  15. Grip4x4

    Grip4x4 New Member

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    Wow that's really enlightening ;), thank goodness I asked, because in a week I'd have burned through at least 100 sets of tires in Kansai in search of the sensation, skidding like crazy and overtaking off-line, who knows how long I would have continued in vain. :D
     
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  16. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Good evening everyone, continuing to patiently wait for the game update to version 1.6.x, I spent some time (it's not true, it was a lot) to carry out long tests both on the official version of the game and on the beta currently in development.
    I took this time available as an opportunity to deepen my knowledge of the various MOD cars present on the net and to also try some unofficial circuits exclusively on the official version of the game (on the beta it made no sense to do so if then everyone will update the same MOD cars).

    The tests also helped me to resolve some response anomalies given by some MOD cars and reported here by some users in past posts (and others privately), who reported anomalous behaviors on some MOD CARS especially at low speed but also other small nuances. I managed, especially thanks to their feedback, to identify settings that eliminate (or completely mitigate) the reported anomalies, so I can only thank them warmly.

    I also made a further development step to ATMOS, managing to implement a further feature, that of the "center tightening" that is added and goes well with the "center full" of the original rFuktor by Karsten (I specify that it has nothing to do with the output tightening placed at the end of the ffb file), so now this aspect is also inserted in the rFuktor and tuned in Reiza key, therefore each car will have this well defined aspect. As usual in the Old_D_raw it is calculated in a fixed way and only the physics of the car will define the center, while in the NDef_Imm in addition to the physics there will also be the specific FFB voice that will differentiate it car by car.
    Finally I implemented some other lines of code of the Default and Default+ profiles and above all I moved the Yaw (which previously occurred springed together with the rack_momentum) to the end, after the spring (therefore without spring) and only added subsequently to the rack momentum together with the new center tightening voice.
    The final result on the output is now more predictable and above all even more aligned with the Reiza logic. Reminding everyone that the file uses the Reiza profiles but is calculated in all respects in rFuktor key extended to all 4 wheels.

    Soon the 1.6.1 files .... time to clean up the text files.
     
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  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    1.6.1.jpg

    ATMOS 1.6.1 Base
    (Original rFuctor 5.0.1/5.0.1.3/5.0.1.4 with some adaptation and with code extended to all 4 wheels both in the rack and in the effects)

    ATMOS 1.6.1 BaseEVO
    (Atmos Base as above - Relax OS_US_YAW functions + the little implementations of other Reiza's base code and variables)

    ATMOS 1.6.1 BaseEVO + Partial Old_D_raw
    (Atmos BaseEVO as above + the implementation partial of the profile Default of Reiza's also called "Old_D_raw")

    ATMOS 1.6.1 BaseEVO + Partial NDef_imm
    (Atmos BaseEVO as above + the implementation partial of the profile Default+ of Reiza's also called "NDef_imm")

    It is obvious that the last 2 files should be considered the most informative for ALL, both for DD and for the MEDIUM-LOW BAND, but even the BASE files could be the most substantial on very old and very weak steering wheels.

    As explained above in the previous post, the changes only concern the code and therefore the tuning has not been touched (as far as possible) (just a couple of items), so if you have changed the values to your liking in previous versions of the file, you can safely overwrite the settings.
    For newbies to the file, I recommend initially not to tinker and to dedicate a lot of time to the game, first dedicating a lot of time to finding the right values of the sliders in the game settings.

    All 4 files are tested with:
    Original Game AMS2 1.5.6.3
    Last Beta Game AMS2 1.6.x
    Last MOD 4OnTheFloor (RacerXtc)
    Last MOD Xela1 & Wolf
    Last MOD Thunderflash
    Last MOD Project Cars Modding Team
    Last MOD IndyCar_2023 2.2 (KAOS)
     
    Last edited: Nov 17, 2024
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  18. GTManSC2

    GTManSC2 New Member

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    Thank you so much for this further update, I can't wait to try it, but I think I'll try it tomorrow, if I can get sleep now! :D

    When you can and if I'm not intrusive, I can ask you after the tests you've done what you think of the MODs in circulation... ?
     
    Last edited: Nov 17, 2024
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  19. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    They are all exceptional works, some in quality, others in quantity, some are excellent on both fronts and others instead would need a bit of updating.
    I don't know the efforts that these good guys apply to publish their work for free or for offers and therefore I don't have the ability to evaluate their technical work done, but I can only highlight what my personal tastes were in the FFB tests carried out on these MODs ... I am therefore referring mainly to my personal sensations received in the tests and secondarily to the graphic aspect (nothing more).

    For me the most successful MODs that almost seem like a Reiza product, both in the ffb and in the appearance are those of 4OnTheFloor (RacerXtc) and those of Xela1 & Wolf ... a wonderful well structured work.

    I also find the MODs of Thunderflash and Project Cars Modding Team very pleasant in the differentiation and quantity of offer, the first has a lot of automotive content but some cars should be improved in the output and sometimes they release a correct but too simple and poorly structured ffb, the second in addition to its own decently represented cars has the great advantage of proposing many alternative tracks present in PC2 and therefore is a story in itself, this remains an advantage regardless.

    The Indycars 2023 is a beautiful project that should be updated just a little in sliding especially in sliding during a sharp braking in a light or heavy curve.

    I did the tests by switching all the FFB Reiza profiles and not only using mine and I had the same sensitive and emotional response.

    It remains to be considered that the Reiza offer has now become truly vast in content and in forecast it shows no signs of decreasing, with excellent quality, so if the mods will not be of increasingly higher quality I do not see the future need, but if the excellent work continues then it can be a nice surplus.

    It was a pleasant journey through the MODs that I recommend doing and if you can offer a coffee to the guys, they deserve it.
     
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  20. Boci

    Boci Member

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    Just a quick question, should i use Damper settings in the Fanatec menu, or just use it in-game ?
    im using a CSW V2 :)
     

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