Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Gazzawesty

    Gazzawesty Active Member AMS2 Club Member

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    I also have this, I just thought it was the engine vibrations. I like it. But I wonder now if there are some force overlap causing my R5 to be the temp of the sun. My in game settings are 80 Gain, 20 FX, no damping and no LFB. Every car I run at 90. In Moza I turn off all the friction and Inertia stuff.
     
  2. Danielkart

    Danielkart Well-Known Member

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    Moza R3 to R9 bases are very susceptible to vibration. For these bases, I would personally set this line in the file:

    (engine_scale_at_still 0.3) to 0.

    In addition, for Moza bases, the setting:

    "Natural Inertia 200" must be increased to prevent vibration. Unfortunately, this is the case with Moza. Try 250 on an R5.
     
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  3. Gazzawesty

    Gazzawesty Active Member AMS2 Club Member

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    Thanks for the tips Daniel, I will try.
     
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  4. Danielkart

    Danielkart Well-Known Member

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    I also don't like having to use "Natural Inertia" with Moza. Unfortunately, there's no other way; they have to set this value between 200 and 250 to get the vibrations under control
     
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  5. Gazzawesty

    Gazzawesty Active Member AMS2 Club Member

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    (engine_scale_at_still 0.3) to 0 - This was 0.2 in my/your file. Its now 0.0

    "Natural Inertia 200" - I've now set this at 250 in Pithouse. All the other friction stuff is 0.

    Ill report back later after a few laps. Thanks for the help Daniel.
     
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  6. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    rFuktor2 - Eddie de Beer & Friends Tribute

    A modified version that:

    * Drops oversteering fast when over a threshold. @PeterV some variables are there you can play with.
    * Improves the 3d feel of the road.
    * Improves engine effect.
    * Improves damping.
    * Improves tire effect.
    * A few other tweaks/changes/fixes.
    * Adds in the nice standstill rack feeling again.

    This might fix the oscillations at standstill/close to standstill as well.
    - This version is not necessarily "better" than the other, just different in some ways.
     

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    Last edited: Aug 10, 2025 at 2:44 PM
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  7. NoHandRick

    NoHandRick New Member

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    Hi Daniel,

    first of all: Thank you very much! I love the FFB from your files <3 Thanks for sharing your work!

    I just have one issue: I am using File 7 with a Asetek Invicta Wheelbase. I have set the max wheel rotation to 360 degrees. When I push the wheel into the Bump Stop the wheel starts to oscillate very violently. Is this because your file expects a 900 degree wheel radius? I have applied all other recommended wheelbase settings from your file.
     
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  8. Danielkart

    Danielkart Well-Known Member

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    Yes, that's exactly how it is. The files are set and adjusted to 900 degrees for the bases.Normally, the game does the rest and automatically sets the correct steering angle for each car. Furthermore, your forces will be significantly amplified the more you reduce the steering angle. This means that if you set it to 340 degrees, for example, the forces will be extremely proportionally amplified, and you'll be fighting with your base (wheel). In addition, these shorter steering angle paths increase the "rocking of the wheel" because the time is too short to correct the shortened steering angle.

    Now, that doesn't mean you can't reduce the steering angle, because a reduced steering angle can give you more on-center feel, requiring less steering input, and everything will be more responsive and lively. I know some people who reduce the steering angle to 720 or 540 degrees. But if you do that, you have to keep two important points in mind.
    Then calibrate your desired steering angle (for example, 540 degrees) in the in-game settings. Also, be sure to reduce the force (gain) on your base; this will improve the force ratio again.So, instead of 10-12 Nm, you might only need 6-8 Nm to get a good feel. It's up to you what you prefer :)
     
    Last edited: Aug 10, 2025 at 4:00 PM
  9. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    rFuktor2 - Eddie de Beer & Friends Tribute

    * Slightly changed the load normalization - this is again more planted.
    * Standstill rack slightly adjusted.
    * Tire effect adjusted.

    Whatever is better in one or the other we can mix/match. Or maybe this is it.
     

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    Last edited: Aug 10, 2025 at 6:15 PM
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  10. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    I think the original/first post of rFuktor2 feels best, so will mix&match a few items between them.
    Let me know if you disagree.
     
  11. Koos

    Koos New Member

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    I'm not fast and I'm on a Thrustmaster TX so YMMV but I also feel the original is the best, the second one has more sensation of understeering (which is appreciated) to the detriment of feeling oversteer and the third file has this even more imo. I prefer the first one though it would be nice if it could have a bit more sense of understeer (wheel going lighter when losing traction on the front) without it negating the sensation of oversteer which makes the original rFuktor2 feel great (to me).
     
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  12. ijac

    ijac Member

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    I agree. The original rfuktor2 file is best. I'd like to feel the understeer more though like Koos said
     
  13. carloscepinha

    carloscepinha caaarlosYT

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    I've actually had trouble with "too much" understeer feeling in the past.
    I would ask you to make the car go into a 4 wheel slide driving on the limit, and then when the car is really sliding but still needs you to correct the rear while at high speeds (over the threshold).

    What happened to me sometimes was that because of the understeer feeling making the ffb light, if it becomes too light and too vague, suddenly I'm not aware of the rear end of the car as much as I should since all forces became lighter, and if you're already slightly over the limit on the front and due to that you have smaller forces precisely in the middle of a high speed corner, and if for some reason you're required to manage the rear, you might fail at having precision to do so.

    While the feeling for the fronts is nice, and you don't really want to underdrive them, it's more "natural" and even with a lower "effect" on the ffb you can still feel it, and specially if you try the rain you'll notice the fronts can feel light quite easily in the rain with this rfuktor2 file. The effect is still there but in a less "exaggerated" style (in my opinion). Because depending on what car and track, how fast and how much on the limit you are driving not feeling the rear well enough can make you either spin or underdrive the car bellow the rear slip angles to avoid being on the limit since it's hard to feel (when the ffb goes light all the time from the fronts).

    Before this file, depending on other or some files... it used to be very easy for me, to turn into a corner, and just have the rear end of the car slide away without feeling it because all I felt was the grip levels of the front tires.
    (even on slow cars like Audi GT4 at Spielberg) (imagine on a Group C car, I couldn't drive in a straight line because I didn't feel any self alignment counter steer correction forces on the wheel going straight until the rear tires were already a lot past the limit of grip)
    I would just smash throttle, the FFB felt planted and the car would suddenly do a 180 flip and rear tires would turn yellow lol
    The weight of the ffb on the wheel was there, but it was almost as driving the wheel at 0% ffb regarding knowing well how the rear of the car was behaving under slip angle at the limit.

    We've talked about this at length in PM while I send my reports and hotlap videos etc and it's hard to "find a balance".
    You can actually add or remove oversteer feel on a variable inside the rfuktor2.txt file so that most people can find their own personal preference.

    The signal is digital and only goes from 0 to 100 (in a % perspective) and it's only 2 dimensions, left and right instead of all the up down front right G forces and other vibrations we get IRL, so compromises must be made to cram and compress all other dimensions into just a single L R signal.
     
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  14. Gertjan

    Gertjan New Member

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    Thanks for the new rFuktor2 file. Feels amazing on my T300!

    There is only one sensation I am missing and that is the feeling of the kerbs when I drive over them. Is that anything I can adjust?

    Thanks!
     
  15. Caraci

    Caraci New Member

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    Hello everyone! I'm new to this forum. I currently use a Simucube 2 Pro and GSI FPE v2 and was using the custom file on page 458 (Daniel's Custom File V7000 Topspeed 4 for dd bases) and I'm very happy with how the ffb feels, it really changed AMS2 for me, so kudos to the people who made this available for us! But I have two questions to ask, if I may.
    1.) I feel a lot of oscillations, is that normal? I followed the Simucube Tuner settings as stated in the file and set "custom" in-game as well.
    2.) What "per-car FFB" should I set it to? Is it a 100%?

    Thank you in advance!
     
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  16. Danielkart

    Danielkart Well-Known Member

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    If you set everything as recommended, there are no vibrations with the file. You seem to be setting something wrong, either in the in-game settings or on the base. Yes, always use 100% vehicle-specific bFFB at top speed 4. You can also send me your settings in a private message if you'd like;)
     
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  17. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    rFuktor2 - Eddie de Beer & Friends Tribute

    * Combining the better parts from the prior rFuktor2 files.

    This or the 1st file is the better pick of them.
     

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  18. Koos

    Koos New Member

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    I think this one and your original one are both great. This one retains the oversteer better than the previous 2 files. I have a hunch the original is faster (I think I can find myself in the explanation of carloscephina). Maybe keep these two, one front biased and one rear biased or something.
    Thx again, I haven't had better FFB than this on my old wheel.
     
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  19. ijac

    ijac Member

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    This file is great!
     
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  20. Terry Ayers

    Terry Ayers New Member

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    I really like the original rFuktor2 file but this one is much better than the previous two files. On my equipment this file strikes a very nice balance and I very much like the combined parts from the prior rFuktor2 files in it. The GT3 class cars have never felt better!
     
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