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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    Thanks to everyone for the constructive help, I have two days before resigning, I have memorized your information and I know that the things to improve are the mobility of the load to the outside and if we do not have to solve it (with this next update) the steering shake. ;)
    They will be my points to face but first know this .....

    I am testing the ATMOS V.1.3 file for posting on the forum, it is dedicated to skaters, gliders, haters of both the perennial Grip and the Tear, and has these characteristics:
    - Further corrections of some lines of code especially in the bumps but also in the part of the code dedicated to the preparation of the road (now we should have finished correcting and have a stable code base to develop in detail);
    - New variable and new code dedicated to deactivating the sense of grip when the sliding of the wheels is maximum or better than 85% and up to 100% ... so the Grip is not present in this interval ... but on the contrary when slide is from 0 to 85, the grip is present from 100% to 15% (you can change the deactivation level of the Grip from 15, down to 10 or up to 20 as you wish .... or restore it as before by setting 0.0 or 100% Grip if you like !!);
    - New variable and new code for the deactivation of the tear, useful to lessen the sensations on the wheels when the tear effect has not yet arrived (for now the deactivation will be present only for values of tear lower than 0.01, therefore at values lower than the tear will not be felt while at higher values it will (you can increase or decrease the amount of deactivation or remove it completely, returning it to the original effect by setting 0.00);
    - With the mobility changes indicated above (of the Grip and Tear) the sliding is no longer flat and characterized by the ON-OFF or 0-1 or grip-release effect of the Grip, but it is very modular, therefore, it was possible to bring the coefficient back of sliding to the original levels of the Karsten file 0.85-0.90 and it is not necessary to reshape the curves as before (you are always free to do so);
    - Dynamic adjustment to accel feel based on car weight (thanks to Daniel);
    - Only one settings for both DD and for belts or gears, few are the different values proposed and these have become only as ALTERNATIVES no longer dedicated to DD but to anyone who likes them ... so all the voices or item are without alternatives value (only tyres resistence and Os Ds have), if you don't like them, will be from set as you desired;
    - Tuning updated to new changes.

    I hope I am not the only one to notice these improvements and if confirmed by next weekend we can devote ourselves to the details!!! See you tonight for the file!!! ;)
     
    Last edited: May 20, 2022
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  2. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    1.3.jpg

    As usual, two Atmos 1.3 files (with and without YAW) ... and as usual I attach the last original Karsten's file .... ;)

    Name: MOD ATMOS 4.1 (4xFX.1WHEEL) V.1.3 (with & without "Yaw") based on 5.0.1.4
    (GRIP&SLIP REVISITED, TEAR, CORRECTIONS TO CODE AND RETUNED)

    Name: rFuctor 5.0.1.4 Original Karsten Files


    Use whatever you want, the last habit of the user wants that the file without yaw is for DD, while the other with the Yaw is for the belts and for the gears, but this obligation is not true, for DD it is only harder to balance a file with Yaw (maybe) and Karsten's original to date has it.
    Start with the tests by finding the right sliders in the game (this is very important), initially use the original values of the files and try more cars and more tracks (it often happens to me too to change the values because you don't like a car but then the modification is not good for another one, if I change more values I don't understand what to correct anymore, so test well I recommend) thus applying only if necessary your taste by raising or lowering the values.

    New item....
    (tear_deadzone 0.01)
    (grip_deadzone 0.15)


    Item moved for yours comodity .....
    (slide_factor 0.85)
    (scrub_deadzone 0.00) -----> Not used


    The Grip is the opposite of the Slip....... then when Grip is 100%, Slip is 0% and the contrary...
    (grip_fl (- 1 slip_fl2))
    (grip_fr (- 1 slip_fr2))
    (grip_rl (- 1 slip_rl2))
    (grip_rr (- 1 slip_rr2))


    but is rare that the Slip is 1 or 100% (maybe only when fly) then the Grip is always here in the tyres ... then if we set a deadzone of 0.15 on the grip this is present only after this value and when the Slip are from 0.0-0.85 (even if the scale are 0-1) ... then

    (grip_deadzone 0.15)
    (grip_fl (max 0 (- grip_fl grip_deadzone)))
    (grip_fr (max 0 (- grip_fr grip_deadzone)))
    (grip_rl (max 0 (- grip_rl grip_deadzone)))
    (grip_rr (max 0 (- grip_rr grip_deadzone)))
    (grip_fl (/ grip_fl (- 1 grip_deadzone)))
    (grip_fr (/ grip_fr (- 1 grip_deadzone)))
    (grip_rl (/ grip_rl (- 1 grip_deadzone)))
    (grip_rr (/ grip_rr (- 1 grip_deadzone)))


    Then is not always present here in the stretch ....
    (tyre_fl_stretch (* front_tyre_stretch_feel grip_fl FL_stretch angle_d_l wheel_diam_FL 0.5))
    (tyre_fr_stretch (* front_tyre_stretch_feel grip_fr FR_stretch angle_d_r wheel_diam_FR 0.5))
    (tyre_rl_stretch (* rear_tyre_stretch_feel grip_rl RL_stretch angle_d_l wheel_diam_RL 0.5))
    (tyre_rr_stretch (* rear_tyre_stretch_feel grip_rr RR_stretch angle_d_r wheel_diam_RR 0.5))


    and then is not always present here in the tyres ....
    (tyre_l (+ tyre_l_init tyre_l_res1 tyre_l_res2 tyre_l_res3 tyre_fl_stretch tyre_rl_stretch))
    (tyre_r (+ tyre_r_init tyre_r_res1 tyre_r_res2 tyre_r_res3 tyre_fr_stretch tyre_rr_stretch))


    If you want the Grip at 100 you can set this to 0 and all is as it was before....
    (grip_deadzone 0.0)

    The same for Grip are applied for the Tear, but the deadzone are activated only for reduced or stop the effect on the tyres when the Tear are very little or not present ... the value 0.01 is the limit for not consider the Tear in the tyres .... then

    (tear_deadzone 0.01)
    (FL_tear (max 0 (- FL_tear tear_deadzone)))
    (FR_tear (max 0 (- FR_tear tear_deadzone)))
    (RL_tear (max 0 (- RL_tear tear_deadzone)))
    (RR_tear (max 0 (- RR_tear tear_deadzone)))
    (FL_tear (/ FL_tear (- 1 tear_deadzone)))
    (FR_tear (/ FR_tear (- 1 tear_deadzone)))
    (RL_tear (/ RL_tear (- 1 tear_deadzone)))
    (RR_tear (/ RR_tear (- 1 tear_deadzone)))


    If you want the Tear without this you can set this to 0 and all is original
    (tear_deadzone 0.0)

    Everything should be smoother, less pumped up, less impetuous and very informative ... personally I live very well the conditions of the road, the information coming from the wheels and the general games of the forces ... I hope you feel it too, but for sure, this is a finally stabilized version ... from here on I will only follow your advice to develop it slowly and without haste. ;)
    -------––--------------------
    EDIT: for now, in this 1.3, i have low the lateral load for stabilized the rest of file ... if you want restore the lateral Load sensation of 1.2 you try to modify this line which is at the bottom of the file .....

    (as (power as 0.6)) ---> set to 0.65 (the same of 1.2) or, if you want more, set to 0.7 that is the original value for lateral load of suspension;)

    For all, I communicate that it is possible to restore the 1.3 file to the state of the previous 1.2 just set the following new items as indicated below:

    (steer_spring_strength_feel 0.50) ---> set to 0.65 (the same of 1.2)
    (grip_deadzone 0.15) set to 0.00 to restore the different grip sensation
    (slide_factor 0.85) set to 0.6 to reduce the slide
    (tear_deadzone 0.01) set to 0.00 to remove the deadzone

    with these changes the file 1.2 and 1.3 is practically identical ... only the correction code of bump and of the road are the difference ... remember this if you take the tests. ;)
    -----------------------------------------------------
    EDIT 2: The file was update to version 1.3.1 ... in this post the download ....
    Automobilista 2 Custom Force Feedback - Overview & Recommendations
     
    Last edited: May 21, 2022
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  3. TexasSpecial

    TexasSpecial Member

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    Awesome... Will try it tonight. Question: in an odd case I have a DD pro (CSL DD) base and AMS2 wont recognize it as anything but a CSL elite in the profile name.
    So do you suggest the with or without Yaw version of the file?
     
  4. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    You can start with what you want, let's say with the No Yaw one, first find the right sliders and modify the values that you think are most suitable for you ... try more machines ... once you have found your balance you can replace the values on the other files with Yaw, they are interchangeable, and so you will have the exact comparison between Yaw and without Yaw .... ;)
    Regarding the lateral forces, the setting is a bit wanted down to be able to easily use all the cars, even the most swaying ones with the same file ... the difference between a Formula and a V8, or a Chateran with a GT3 is huge in terms of strength .... then if you want some advice I'm here for you as soon as possible ... :)
     
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  5. TexasSpecial

    TexasSpecial Member

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    thanks. I tried the with Yaw yesterday, so I will try that again for a fair comparison.
     
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  6. EcoBrum

    EcoBrum Member

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    Same here Yaw version ;)
     
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  7. Manolo

    Manolo Member

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    File the 1.3 very different from the previous 1.0-1.1-1.2 and despite being the same base has a final effect that is completely different, we note the stability and coherence (even the previous ones were not terrible despite the errors), but above all the wheels are different,
    You feel the grip all the same, but now also the lightening, the slide and the final tear and scrub effects, which I see again reversed in order, which you haven't done for a long time, a symptom that perhaps the tear does not give more bother ??
    The effects on tyres and the "road" are awesome and I think it just needs to balance the load only on very few cars.... for the rest I am amazed ... thanks as always @Stakanov
     
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  8. AntoAntoDD

    AntoAntoDD Member

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    (Son)
    It is amazing how a few lines of modified code, two more correct lines and a perfected tuning can upset the result.
    Here on T300 everything seems alive and less impetuous and it looks like another file than before!!!:)

    I will use it a few days before highlighting what I don't like, if I find it ... congratulations!!!! ;)
    I like it very much !!!

    @Stakanov I'm starting to study the code of the FFB file a bit, how did you train on it? I would like to deepen ...
     
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  9. Bull Shark

    Bull Shark "Later has already begun." AMS2 Club Member

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    thanks for the effort and sharing. Will hopefully test it this weekend.
     
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  10. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    This time the changes modify the instructions on the tires and the Grip component was and is very intrusive, inserting it or not inserting it put many people on not marrying or marrying the variable, or they loved it or hated it, so the difference is like this noticeable (positive or negative), then the bumps have been corrected and some values revised ... the summation is easily noticeable compared to before, I hope positive, we'll see.

    Regarding the code, I did everything by myself, there is no specific language, indeed you write the code following certain rules, only you need to be aware of the product to be achieved and therefore know how to instruct, aggregate, shape and calculate what you want. it serves to reach the final goal (in the case of the FFB to self-learn mathematics, geometry, physics and dynamics). Even today I don't know how to do it from start to finish, let's say that I only took the red pill that allows me to see the "Matrix" code that I didn't see before, now I can read it, copy it and shape it respecting its rules ... but absolute compiler is abundantly light years away Karsten, who is not only a good compiler but certainly a good connoisseur of mathematics, geometry and physics.

    To help you I can tell you the "General form of code", which is the only thing you need to understand it.....

    #(A B ....)
    If A is known function name, then that function is done, with B ... as the arguments.
    If an argument is itself in (), then that is resolved first.
    If A is not a function name, it is taken as a variable name, and is assigned B, and ... is ignored.

    So for example this....
    #(output (relative output 1.0 0.5 2.0))
    becomes in effect something like in C ish form:
    #output = relative (output, 1.0, 0.5, 2.0);

    or

    #(Function (+ A B))
    becomes
    # Function = A + B

    Then we have "variables", "argments" and "function" ... native or generated/calculated ... practically a castle is built up to the final output. ;)
     
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  11. AntoAntoDD

    AntoAntoDD Member

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    Thanks illuminating ... so the native variables are those not calculated in the file because they have already been read by the physics of the game and only reported in its value if indicated as FL_slide, FL_scrub and FL_tear .... while everything else is the one recalculated according to what we want to achieve as for example this ....

    (FL_slide (min 1 (/ FL_scrub 20)))


    that becomes in effect something like in C ish form:

    FL_slide = the minimum beetween 1 and (FL_scrub / 20)

    Right???
     
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  12. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Yes AntoAntoDD (son) you are very insightful, if you learn well, not only will you know one more thing but you will deepen many other subjects or disciplines, certainly you will not be able to change the feelings of people (who will continue to like what they like) but at least you will know that it is a fake if they tell you that 2+2 is 4,5 ;) ... if only I think how many times have I said something wrong here on the forum without ever once Karsten corrected me, I feel a little stupid :p ... but you keep making mistakes and learn, which is always needed, always make others give up and never be stubborn, always explore everything especially what you don't believe in, everything ended tomorrow too, you will have moved on, but the old man is me this must not interest you dear young boy!!! ;)
    Have a good evening :)
     
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  13. GearNazi

    GearNazi Well-Known Member

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    Hello all... Due to an oversight on my part, whilst I was going in and out of different sims, I left my rFactor 2 Fanatec settings active whilst in ams2.
    The most important difference being that this tuning is set to "linear" and not peak, as was recommended for ams2.
    Another difference is that damping(DPR) is set to 0 or off.

    Had to up my gain in game from 65 to about 80 or so, once I found out what I had "messed up". 10 LFB for a bit more resistance around center, and 35 FX... Again NO damping in game either.

    The difference is literally night and day as one would expect, and while it lacks in dynamic range, the details that matter(to me...) are suddenly all there.
    Road feel, even some nice brake feel, I was shocked?! Fanatec have their preset for ams2 all wrong IMO.

    It feels distinctly rFactor-y now, but without as much grain.
    Cars I know intimately feel much better, and more precise, without that rubbery vagueness that apparantly the "peak" setting introduces, as well as DPR.

    I'm leaving it like this... FFB in game is on default+ btw.
    This should work for basically all Fanatec users, be it on a CSW, CSL DD or podium.
    Out of AC, rF2 and ams2, our favourite sim of choice now feels the most luxurious to me. And very informative without too much grain.

    I don't know if many people run "linear", but it's a game changer, trust me.
    Should at least be tried by those that haven't.

    Kind regards...
     
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  14. TexasSpecial

    TexasSpecial Member

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    a quick note from my test of v1.4. On the previous version when stopped you could feel the engine vibrating through the wheel. (no wheel oscillation on mine when at idle BTW) with the new version, that sensation is completely missing.
    If you can add the load shifting, the previous version is fantastic!
     
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  15. Danielkart

    Danielkart Well-Known Member

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    Hi ! I think here in the custom ffb thread nobody will be going with linear with Fanatec ;) By the way, there is also a thread for default and default+, many greetings, Daniel
     
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  16. Danielkart

    Danielkart Well-Known Member

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    Stakanov I haven't been able to test your file yet. But I'll let you know when I've done it. I'll give you feedback in the private thread. Thank you in advance for your sharing and your constant work:);)
     
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  17. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    @TexasSpecial I think you meant 1.3 ... for this is simple ... for now i have low the lateral load for stabilized the rest of file ... if you want restore with the sensation of 1.2 you try to modify this line which is at the bottom of the file .....

    (as (power as 0.6)) ---> set to 0.65 (the same of 1.2) or, if you want more, set to 0.7 that is the original value for lateral load of suspension ;)

    For all, however, I communicate that it is possible to restore the 1.3 file to the state of the previous 1.2 just set the following items as indicated below:

    (steer_spring_strength_feel 0.50) ---> set to 0.65 (the same of 1.2)
    (grip_deadzone 0.15) set to 0.00 to restore the different grip sensation
    (slide_factor 0.85) set to 0.6 to reduce the slide
    (tear_deadzone 0.01) set to 0.00 to remove the deadzone

    with these changes the file 1.2 and 1.3 is practically identical ... only the correction code of bump and of the road are the difference ... remember this if you take the tests. ;)

    @Danielkart and All, let me know by tomorrow night, so before I leave, I'll put your preferences in a v1.3.1 file. Do not be angry if I do not respond immediately to the messages I have to enjoy the family a little but I will read you and see what to change.:)
     
    Last edited: May 21, 2022
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  18. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    I am receiving positive private feedback with these combination of values and/or changes in the item of 1.3:

    (steer_spring_strength_feel 0.50)
    (grip_deadzone 0.01)
    (slide_factor 0.85)
    (tear_deadzone 0.01)

    and in the code at the bottom of the file
    (as (power as 0.625))

    I tried fast and they look good ... those who want more load still have to raise the AS to 0.65-0.70... but I also recommend doing a test on the most swaying cars to see what I mean ;)

     
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  19. Danielkart

    Danielkart Well-Known Member

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    Hey Stakanov! Yes no problem enjoy your family :)I'll let you know tomorrow, today I'm dealing with my real car, best regards
     
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  20. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Exactly, as master Yoda said: 'Failure our greatest teacher is.' :D The principle is basically to gain knowledge by learning step by step what not to do, 'trial and error' is exactly that. If you embrace that you never lose, you either win or learn.

    He probably never corrected you because he wanted to be polite. It is nice but you learn nothing. That's why I mentioned that it really doesn't help anyone if you keep your criticism for yourself. Even by just disagreeing on something there is an exchange of ideas everyone benefits from.
     
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