Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. ulotrix

    ulotrix Member

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    I have an issue with this thou. When the car is stationary, turning the wheel is almost impossible. Is it normal?
     
  2. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I'm very pleased and happy for you, the slightly higher gain confirms the lower level of forces and stresses, the damping has had a small modification in the code that links it to the FX slider marginally (as in the Immersive profile) and therefore you show me that this also works (as on my weak base) and also a greater use of the LFB cursor, even if moderate, means that everything is more organic and allows greater use of the sliders.
    THX for the feedbck ;)
     
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  3. AntoAntoDD

    AntoAntoDD Member

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    Astonished, this time you really surprised me (at this point I lied the other times), now I understand why you deliberately kept the file a bit overexcited until today. The file has become a silk now but also informative as before. :)

    My son thanks you and I no less, as always wonderful work very well on both bases that you guys see in my signature.
     
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  4. Michael3

    Michael3 Active Member

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    Gain is probably your friend. I think that's more or less all that will be in effect for the in-game settings.

    Although having tested both side by side I'd say pretty much what default+ does makes the raw, noisy signal from the physics engine smoother across a bunch of different wheels.

    If you have a really smooth DD motor maybe it works really well.

    But to my mind you start with this file back at the beginning again and you'll add lines to that file until you get to more or less where default+ is.

    It's like here are 3 lines that do force feedback. It works. But original author added a line to get the nice histogram. Next person along adds a line for the LFB so it works better with older, low force wheels. Someone else has already noticed the resistance you get when the car isn't moving kinda sucks (and feels really notchity and geary on old wheels as well) - undoubtedly there's a line or 2 that will get rid of that because you mostly just want to centre the wheel in the pits or on the start line.

    Then you notice that although it has all the information you need to drive the car it is, as I say, a bit spikey so maybe someone else will smooth it out.

    And that's what default+ does. Until a few months later someone will come along starting from scratch again.

    The rest is really just setting up gain at various points to suit your wheel. e.g my wheel sucks long before you get clipping. Hence 60 gain in the settings and usually lowering to 70% in the vehicles to get something where it feels smooth as butter when it matters, so I can easily make small fingertip adjustments to the steering when the force is at its highest mid corner. The rest of the time with those settings it would feel nothing were it not for LFB.
     
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  5. Xzanman

    Xzanman Active Member

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    A quick way of solving the problems with the rack force file is to just use the default custom file, if a less smoothed feel is wanted the damping and smoothing can be removed/lessened from the file, which like you mentioned was done by someone about 2 years ago, then someone did it about a year ago.

    Even going back to realfeel which introduced steering rack forces people started blending it with leoffb to get parking lot forces and tyre feel.
     
  6. RAA

    RAA New Member

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    Thank you for such a detailed answer)
    Of course, I understand the general rules, I tried both standard game profiles, chose a more suitable one for myself, and came here because almost everyone says that you definitely need to try custom ffb, that it's much better, that it changes everything. I came here, so to speak, in search of the best. And it really changes everything and it's great that there is such an opportunity. It is absolutely clear that feedback is a very individual thing, someone likes this, someone likes that and you will not please everyone.

    My answer in the end also turned out to be very voluminous) I will also place it under the spoiler.

    I'm new to AMS2, but not to simracing, I started with Logitech, Fanatec and now I have a Simagic Alpha mini and it's more than enough for me. With regard to the base settings, everything is fine there, everything is just disabled, I get clean feedback from the game without any post-processing, except for the speed of rotation of the steering wheel and minimal smoothing to remove debris if there is any. As for the sliders in the game, aren't they linear? Well, that is, if I decrease the FX, I quickly understand the power of which effects I decrease and that it will continue to decrease if I continue to decrease the slider. It's the same with the others. I mean, it doesn't take me long to figure out what changes each slider in each file and what happens to the feedback in general.

    I tried each file as follows - I run it with the slider settings from the developer, see how the feedback changes, see what I like and what I don't, then I try and see if I can remove what I don't like with sliders, if not, I take a trace. file))) Well, for example, do I like your file number 3 for its purity of feedback? there is no debris there even without smoothing from the base, but the following point is not familiar to me: when you drive in a straight line, you have a very light steering wheel with a slight rocking on irregularities, and when you enter a turn, the steering wheel becomes too heavy, i.e. high contrast feedback, if I may say so, i.e. you are driving in a straight line, you have 5-10% of the feedback force, you fly into a turn and bang you already have 80-90% of the resistance feels… how can I fix this with sliders? I believe that in no way is this the individual nature of the feedback you are talking about. The only option is to reduce the overall feedback force, but then it is practically lost completely on the direct line.

    For myself, I find the default profile more uniform in this regard without sudden changes in feedback, the same is in the file from Alex, but in his file there is a lot of unpleasant garbage in the feedback, very sharp which has to be smoothed out without losing the details. There is also garbage in the default profile, but noticeably less. That's why I say that for me it would probably be an ideal option - it's a default or a file from Alex, but with the purity of your file number 3 or 4)))) by the way, in my opinion, these are the only files where the steering wheel turns smoothly without moving.

    I repeat, I am well aware that with regard to feedback, you will not please everyone, it is also clear that a lot depends on the equipment, so these are just my preferences and thoughts out loud) of course your files are interesting and I see that many people deservedly like them, thank you again for your efforts. And if you ever manage to combine these 2 files, I will be happy to try.
     
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  7. DaveS78

    DaveS78 Member AMS2 Club Member

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    I tried the 'steering rack' profile that Alex made and I also tried @Danielkart profile for DD wheels. The steering rack one is better than Default and Default+ for my small Mige DD but it's still too 'noisy'. Fire the engine up in the pits and the wheel starts going crazy but the oscillations aren't as severe as the Default profiles. I may try it some more with the gain turned down a bit.

    Daniel's profile finally killed the wild oscillations which is a huge plus. I like it so far, but the low speed forces in some cars (GT3s specifically) seem too high in comparison to the forces in a high speed bumpy corner. Like it takes quite a bit of effort to turn the wheel in a hairpin corner but then it's light through what would be a high load corner. But again it seems to be car specific. Not sure if that's a slew rate issue or something else.

    FWIW when I used a larger round wheel with the Formula Classic Gen 4, it felt good everywhere. I was using a 290mm Ascher F64 with the GT3s.
     
    Last edited: Dec 5, 2024
  8. Danielkart

    Danielkart Well-Known Member

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    This is very good information you have provided. You are using a dd Mige base. I assume your base doesn't have static force reduction yet? Otherwise your problem would be solved and you could add a little static force reduction in the base. Your 2 good pieces of information relate to your wheels. There is a big and important difference which wheel you choose because the size and weight can play a decisive role. My dd files are all tested with wheels of 30-32cm, so not a very small wheel. Then I recommend simulating a heavier wheel, as you can read in the files. For most bases, increasing can be easily simulated with “Inertia” or with “NIN” for Fanatecs
     
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  9. Dam

    Dam New Member

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    After trying ALL custom FFB files, several times each, in 1.5 and 1.6, my personal conclusion is that @Danielkart V6000 Extrem 2 is "the best for me" with a Ts-PC Racer.

    Thank you Daniel and thank you to all the guys who are sharing custom files. You allow us to enjoy this sim so much
     
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  10. DaveS78

    DaveS78 Member AMS2 Club Member

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    No, the older Simucube software for the OSW stuff doesn't have static force reduction. Seems it will always be exclusive to the Simucube 2. Thanks for your reply, I'll keep experimenting with it and mess around with inertia when I use the formula wheel.
     
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  11. Dusan Strineka

    Dusan Strineka New Member

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    I am also on small Mige DD and using the simucube configuration tool. I dont have my wheel turned on at the moment but, static force reduction is definitely there as a setting. I'll upload the screenshot for you. (maybe it disappears when I plug in the wheel, I'll check)
    I still havent had the chance to play around with the FFB settings as I am just getting the new PC set up. I will post my findings then.

    I wish these programmers would just give us all the possible variables as sliders for easy real-time changing while driving. If we could only map the variables to like streamdeck buttons how easy and fast it would be to adjust.
    From the past I remember just how different FFB felt on formula 1 open wheel cars (which is what I drive 99%) compared to some other cars. There has to be a way to normalize all these forces and give us a dynamic range slider for the peaks and then compression type effect slider which bring them more towards the middle. There is so many settings from physics in game to FFB in game to FFB on Base to Effects and scales and endless combinations of them interacting with each other. By the time we get it set up, a new game comes out and we start again. hahaha

    upload_2024-12-5_10-46-54.png
     
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  12. DaveS78

    DaveS78 Member AMS2 Club Member

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    Yep, my mistake. I was thinking of another setting that we don't have. I may be wrong all around though since I'm not at my PC. Slew rate maybe?
     
    Last edited: Dec 5, 2024
  13. Danielkart

    Danielkart Well-Known Member

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    This is good news for older Simucubes :) I didn't know that either, thanks for this information
     
  14. Dud

    Dud Member

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    Is there anyway to extract 1.6 default and default+ ffb into txt files?
     
  15. Rob Davies

    Rob Davies Bobby Dazzler AMS2 Club Member

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    Evning folks - back after a year off to give 1.6 a whirl, so where are all the latest and greatest files now located for ease?

    Here - Your Custom FFB File Collection ?
     
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  16. ijac

    ijac Member

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    Is there a guide that explains what all the settings in these custom files do?
     
  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I understand your needs perfectly, but I can't do more than aggregate the entries by type and insert the detailed explanation for each individual entry in the file. I myself, like everyone else, have learned with time and experience and it took me years to understand what to change to obtain the desired result that I have in my head. How could I summarize three years in a post or in an explanation?
    Remember that what for you is a garbage effect for others is the exact opposite and this applies to all files and all individual aspects. The only objective argument would be the mathematical correctness and coherence used in the coding of the LISP language in translating the physics model, but here another chapter would open.

    Having said that, among your needs, you have expressed that of reducing the lateral resistance when entering or a curve usually therefore during braking (which many others like instead) and in this I can certainly help you.

    In the file there is a part with specified MOVIMENT LAT, LONG with mainly the following entries:

    In ATMOS Old_D_raw change this

    (brake_feel 2.50) ----> change this lowering it to your liking even up to 0, find your taste
    (brake_feel_follow_weight 1.00) ----> the same here lowering it to your liking even up to 0, find your taste

    In ATMOS Immersive the same .....
    but the starting value is lower because there is another part not under your control because defined by Reiza, but you can always reduce the manual part up to 0

    (brake_feel 0.50) ----> change this lowering it
    (brake_feel_follow_weight 1.00) ----> change this lowering it
    ------------------------

    If instead your problem is only in OverS or UnderS when entering oe exit a curve then the voices to play are different in both files and precisely...

    (over_steer_scale 1.325) 1.275 #Decrease this value for less resistance on over_steer.
    (under_steer_scale 1.300) 1.250 #Decrease this value for less resistance on under_steer.
    --------------------------

    This applies to all rFuctor based files, hope it helps and good luck.
     
    Last edited: Dec 5, 2024
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  18. Tomas nilsson

    Tomas nilsson New Member

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    Many thanks Mr Stakanov for this I`ts perfect(for me)
     
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  19. Michael Muhr

    Michael Muhr New Member

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  20. Michael Muhr

    Michael Muhr New Member

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    ich habe die immersive Datei für Fanatec csl dd mit 8Nm ausprobiert und bin begeistert.
    Fühlt sich an wie bei Race Room.
    Mir fehlt jetzt nur noch etwas Kraft in der Mitte, die immer anliegt und auch wenn ich aus der Kurve zurück auf die Gerade komme.


    Dies gilt für alle rFuctor-basierten Dateien, ich hoffe, es hilft und viel Glück. [/ZITAT]

    Ich habe die Datei von Stakanow immersive datei probiert und bin she
     

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