Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Boci

    Boci Member

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    Thank you for your work...will test it today :)
     
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  2. Grip4x4

    Grip4x4 New Member

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    +1 Thank you.... I can't wait to unwrap this gift!!!
    Happy 2025 to Stakanov and to all on forum!!
     
  3. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    What do I change to get the steering wheel a bit lighter and also make me feel the loss of grip a bit better? Feels like the feeling has really changed this update and made the steering a lot stiffer and less detailed
     
  4. Manolo

    Manolo Member

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    I'll take the liberty of answering... if you like the previous sensations 1.6.3, just restore the entries of the previous version in the new 1.6.3.4 ... the file works in the exact same way so if you put the alternative values that you find adjacent (or the old value) you will find the same setting... after all, either you like the feeling of lightness (as you do) or you like the feeling of heaviness (as others have pointed out), but it is right that in both ways the file remains informative as you point out... let's see how the emotions go and surely Stakanov will find the middle way.

    In particular:

    (velocity_res_offset 0.750) change this to 0.500.
    (low_velocity_res_scale 0.500) is the same then leave 500.
    (high_velocity_res_scale 0.250) if the stiffness is over 250kmh set this to 0.000

    Furthermore, you must restore the crossover curves as the previous ones, that is:
    (slip_crossover_pos 0.100) change to 0.050
    (slip_crossover_width 0.750) change to 0.500
    (slip_crossover_line1_slope 0.000) change to 0.225
    (slip_crossover_line2_start_y 0.500) change to 0.825
    (slip_crossover_line2_end_y 0.950) change to 1.125

    The other secondary voices that could change the feeling of lightness compared to the previous version are:
    (accel_feel 0.25) change to 0.75
    (front_drive_torque_feel 2.50) change to 1.75

    Finally, only if you don't like the feeling related to the deform or the viscosity, just set these items to 0
    (front_tyre_deform_feel 0.125) change to 0.000.
    (rear_tyre_deform_feel 0.125) change to 0.000.
    (front_tyre_viscosity_feel 0.125) change to 0.000.
    (rear_tyre_viscosity_feel 0.125) change to 0.000.

    and chage this line
    (steer_pull (* 12 (/ 1.5 master_rack) steer_pull grip_feel_front (* (/ 1 8) (+ FL_def FL_visc FR_def FR_visc 3))))

    to this line without viscosity, and you have practically restored the previous setting. ;)
    (steer_pull (* 12 (/ 1.5 master_rack) steer_pull grip_feel_front (* (/ 1 8) (+ FL_def FR_def 5)))

    I hope I was helpful @Racinglegend1234. :)
    ------------------------------------------
    I think that this information is useful for all user that like previous feeling of 1.6.3 and i think that Stakanov should include it in the main post of the files as soon as possible for him.

    Happy new year 2025 to all!!!
     
    Last edited: Dec 31, 2024
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  5. AntoAntoDD

    AntoAntoDD Member

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    If I am not mistaken there is a typing error in the latest Stakanov files 1.6.3.4 but fortunately it is not relevant because the variable is set to 0.

    Change the line 422
    texture_vibes_scale (* texture_vibes_scale texture_vibes_weight_scale))

    with this
    (texture_vibes_scale (* texture_vibes_scale texture_vibes_weight_scale))

    the initial parenthesis is missing. ;)

    Regardless, the file is very nice and adds more information, I will have fun calibrating it to my taste in these days ... at hot, I agree with @Racinglegend1234 that it needs to be lightened a little and the level of detail increased as in 1.6.3.

    Thanks Stakanov, as soon as you can correct it.
    Happy New Year to you and to everyone!!
     
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  6. GWiz

    GWiz New Member

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    I wanted to ask the same question, but for DanielKarts file. Many people have asked for information on the custom FFB file to find out what the variables mean and how you know what variable name is possible, but I haven't found an answer in the forums yet. What effect for example does "over_steer_scale" have with a high value compared to a low value and how is this different from "rear_grip_loss_feel" which is set to zero?

    Obviously I can edit the file and play around, but it's random fumbling in the dark and not easy to quickly compare changes as you need to restart the game each time. Luckily, I find the DanielKart files to be excellent already, but I would ideally like for the steering wheel to go lighter than it does on loss of grip to help me catch a slide.
     
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  7. Danielkart

    Danielkart Well-Known Member

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    For your question: rear_grip_loss_feel 0.0) that won't give you your desired effect.
    As I have often told people, for me these files are "final" files and are very precisely tailored to the various bases. The time of endless “testing” and the endless “possibilities” that exist with these files is over for me. I've had this "rabbit hole" for a long time, but it's definitely over for me now. Of course, I will continue to share files with you if I notice something is wrong or could be done better (through your feedback or if I notice something myself). Ultimately, it will remain my interpretation of what a simulation vs. reality should feel like, with all the compromises.
    Happy and healthy New Year to all of you and see you in 2025:);)
     
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  8. EcoBrum

    EcoBrum Member

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    You are right to say that because the files mentioned are broken in many aspects and have been for a long time, as in the one you are asking for rear_loss_grip, for example ...

    (grip_l (max 0 (- grip_fl (* rear_grip_loss_feel (- 1 grip_rl)))))
    (grip_r (max 0 (- grip_fr (* rear_grip_loss_feel (- 1 grip_rr)))))
    (grip_l (max 0 (- grip_rl (*front_grip_loss_feel (- 1 grip_fl)))))
    (grip_r (max 0 (- grip_rr (*front_grip_loss_feel (- 1 grip_fr)))))


    the grip_l and grip_r lines are calculated sequentially twice without ever being recalled the second time, so when you set different value in the two variables rear_grip_loss & front_grip_loss, the file will calculate the first two lines with the rear_loss_grip and overwrite the result with the second two lines of code with the front_loss_grip. Basically the rear_loss_grip variable is normal that it does not work in those files becouse always overwrite by the second twice of lines.
    Since both variables are set to zero by the user, he is happy and considers your file definitive and correct, but it is obvious that there is no solution because the rear_grip_loss_feel is wrong and you are right.

    Many other variables are wrong, non-existent and not connected to the code and therefore broken (but not noticed in the use because set to zero or disabled) and I too have (like you) wasted years on wrong projects. This forum needs technique moderation by either the compilers (who created the discussion and the original files) Nuscorpi or Karsten (or by Reiza) because this is not good for their projects or for the game.
     
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  9. EcoBrum

    EcoBrum Member

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    What do you find funny Danielkart, what I wrote?
    The code does not lie. People here follow you and no one can correct you? You find funny? OK

    Let's talk about these other two variables that do not exist in the entire file?

    (yaw_feel 0.00)
    (brake_coef 1.18)

    What happens if I set 100 or 0?
    I tell you, nothing at all, becouse the are not code with this variables in all the file!!!

    Want to dig into all the other bad code? I don't think you're interested, yes you are right i am funny :)
     
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  10. EcoBrum

    EcoBrum Member

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    Let's keep smiling :)

    Given a circle, a pi greek and a ratio scale you are the only one in the world who does not divide the steering from right to left in half i.e. 0.5 (the only correct value), but interprets the geometry in your own way and does it for 0.8.

    (steering_angle_rack (* (+ steering_angle_FL steering_angle_FR) 0.80 3.14159265 ratio_scale))

    What do you think could happen to the steering rotation, to the ratio_scale and to the rotation set by game car by car? Should I tell you? Or do you tell the users who go crazy because the rotation does not correspond to that of the game? Or is it Reiza's fault and the animation on the video?

    Let's smile!!! Shall we continue?
     
    Last edited: Jan 1, 2025
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  11. Cisco

    Cisco New Member

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    Hey all. New to AMS2. Using a T-GT 2 and I am curious as to what custom file (or default settings) plus slider settings other users with this base (or similar TS-PC, TS-XW) are using. I will mainly be focused on GT3s and prototypes. Any advice or place to start would be much appreciated. Thanks!
     
  12. Danielkart

    Danielkart Well-Known Member

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    You can test the file V6000 Extreme 5 on page 452 (2 file for belt bases)
    Optimized for Thrustmaster T-GT / T-GT II / TS-PC / TS

    You will find all in-game and base settings in the file when you open it.
    If you want to test defaults there is a separate thread for that
     
  13. TargetRace

    TargetRace New Member

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    I played again a bit with the sliders using the ATMOS 1.6.3.4 file. In particular I raised the FX a bit which, as per the instructions was lowered a bit in the main dial, and I played a bit with the Damping, before I always kept it from 25 up, now from 25 to down or even less (maximum go down to 15).
    With both changes I found the informativeness of the previous files while maintaining the greater hardness that you highlighted, Now I am only undecided whether to further lower the resistance at low speed and whether to exchange the crossover values with those of the previous file, with this I would increase the detail but some cars become perhaps too light during sliding, but the compliments remain, in each new version there are always more objects, settings and nuances to set. Good job @Stakanov
     
  14. Denis_W

    Denis_W Member

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    Hello and Happy New Year, everyone
    In the last couple of months I just played with the default /default + FFB.
    I'd like to have it a bit more "raw"
    Don't know how to explain exactly, I just don't " feel" the road properly.
    My wheelbase is Simagic Alpha Ultimate + Simagic FX Pro wheel
    Which FFB would you recommend, guys?
     
  15. Boci

    Boci Member

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    Bruh, stop crying...and create your own custom file if you doesn't like Danielkarts file (and you can create a better one lol)...u made yourself a clown and u asking what is funny...yes the forum needs moderations, maybe they can start it by suspend your account...stop beign a child. :D
     
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  16. Leen-q

    Leen-q Active Member

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    Ik have a Moza R5 base, what settings are recommended for this base and what are the recommended ingame settings? Thanks in advance
     
  17. clomay1120

    clomay1120 Member AMS2 Club Member

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    hello and thank you for this file Atmos 1.6.3.4 I find it very nice but is there a way to increase the hardness of the steering wheel when parked?
    thank you ;)
     
  18. R110DES

    R110DES New Member

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    Happy new bud i hope you are well I tried your latest version on my R12 it's very good once I get more time with it will do a more in depth review but extreme 5 is really good keep up the fantastic work that you do for the community.
     
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  19. Danielkart

    Danielkart Well-Known Member

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    Thank you. I also wish you a happy new year. Yes, the Moza update has changed the settings significantly. Now every setting can be changed and adjusted with every wheel (even not Moza Wheels). This changed the “Maximum Wheel Speed” setting. “Natural Inertia” also behaves differently now. It's better to leave it at 100% (neutral) anything higher will have an unfavorable effect on the FFB. At best it makes sense with a Moza R5 to reduce vibrations. You don't have to write a review, it's enough if you like it and have fun with it;)
     
  20. MoonieGT

    MoonieGT New Member

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    Let's get this part out of the way, I think I'm weird and/or have weird ffb tastes. I've been using the extremely simple ffb file that I guess is meant to just be rack forces (the one GM did a video on)? I've no experience with writing custom ffb, and I'm not even sure that this question makes sense or is doable... But, if I just want to essentially reduce the magnitude of what I think are the bumps from the road or the chassis moving up and down, can that be done by adding to or modifying the below? Thanks in advance

    # NAME: Rack_Force

    (rack (/ arm_force M_max_force_at_rack))
    (output rack)
    (output (* output gain))
    (histogram output)
     

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