Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Carlos Panades

    Carlos Panades New Member

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    I'm using SimuCube 1 Small Mige 20nm and the wheel shakes a lot when hitting the bumpstop with your Custom File, is there a way to reduce it? You may be wondering how am I reaching the bumpstop? Formula Reiza @ Monaco, can't do the Fairmont hairpin curve..
     
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  2. F.Santos

    F.Santos Well-Known Member AMS2 Club Member

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    Hey NuScorpii, I kinda did what you said to find a better balance for me.
    I added more scrub and micro detail in the file, then went back up to the same macro from your default. In-game I went down on FX, and up on LFB just a hint and it's pretty awesome now. Thanks for your help!
     
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  3. Fizzy

    Fizzy Well-Known Member AMS2 Club Member

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    Could you post your tweaked file please?

    I’d like to compare it with NuScorpiis latest.

    Thanks! :)
     
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  4. F.Santos

    F.Santos Well-Known Member AMS2 Club Member

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    Sure
     

    Attached Files:

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  5. Fizzy

    Fizzy Well-Known Member AMS2 Club Member

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    Thank you.

    I had a very brief drive with this file today (F309 at Virginia). Feels really good.

    Again, thanks to all.
     
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  6. Cfst

    Cfst Active Member AMS2 Club Member

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  7. NuScorpii

    NuScorpii Well-Known Member

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    What's your Simucube DOR set to? Do you have bump stops enabled in the simucube software? I only get really bad shakes at the bumpstop when the game is hitting the bumpstop at the same time as the wheel software.

    Try changing the lockstop code to this:

    Code:
    # Lock stops ----------------------------------------------
    
    (custom_lock_stop 2.0)
    (stops (bumpstop output 0.15 0.5 0.15 1.0))
    (output (+ output (* stops custom_lock_stop)))
    
    That seems to give a more consistent less shaky bumpstop.
     
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  8. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Update:

    Complete overhaul & simplified in a new series "Silver Raw".

    * Momentum Rack 2.0. New simple full featured rack calculations.

    Momentum Rack 2.0:

    * Simple: Momentum & balance code in lines 91-111 (not shortened for better readability).
    * Details/bumps/large features taken from "load" on each wheel, not from the rack.
    * Balance working.
    * Notch GONE.
    * Both wheels included in calculations each on their own, grip, angular velocity and load.

    Silver Raw 1.0 other stuff:

    * Based on scales for getting the values "absolutely" correct when people report numbers.
    * Adjusted values that should fit other wheels than my own.
    * Might be the core for a last update to the more advanced "Silver Bullet" series, if I find the time.

    Adjustments for features in the top of the file.

    Start by Gain 70 / FX 50 and go from there.

    FX slider adjusts:
    - Rack: Details/bumps/road features.
    - Effects: Road rumble/engine vibes/scrub.

    If you want more of the turn/torque/momentum effect, raise the value for:
    "momentum_rack_scale"

    If you find the larger road features "too punchy", but you need high Lfb, then keep the high Lfb and remove the line that reads:

    "(rack_large (lfb rack_large 0.15))"


    Custom ffb file attached: "Silver Raw 1.0 - Momentum Rack 2.0":
     

    Attached Files:

    Last edited: Jun 16, 2020
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  9. Pixel

    Pixel Active Member

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    This file feels incredibly fun, love it. One small bug I noticed is if I set the Low force boost to 0 my wheel goes crazy and starts to bounce from side to side.
     
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  10. sherpa25

    sherpa25 Active Member AMS2 Club Member

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    Might still be the same issue/bug w/ Reiza if LFB=0?
     
  11. F.Santos

    F.Santos Well-Known Member AMS2 Club Member

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    Hey Karsten,

    I managed 20 min here and really enjoyed it! Had to try hard to find places to improve.
    For now, the only things I have changed in the file was engine noise when standing still lowered to 0.1 and scrub to 0.4. It was a bit too grainy with the V8 and sigma, but to me now it feels pretty damn good!

    So far great file and overall well balanced, getting all the forces I wanted through the wheel, thanks!
    Running: 70.40.35 atm.
     
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  12. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Yes, thanks! it's fixed in the next version :)

    Cheers
     
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  13. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Update:

    "Silver Raw 1.1":

    * Adjusted friction, scrub & momentum rack strength(still 1.0 in settings, but stronger inside) based on feedback from @F.Santos.
    * LFB 0 bug fix - Remembered to add it in :).
    * Adjusted loss of grip feel.
    * Better self-alignment on loss of grip.
    * Added kerb effect back in.
    * Minor correction to balance calculations on grip loss.


    Adjustments for features in the top of the file.

    Start by Gain 70 / FX 50 and go from there.

    FX slider adjusts:
    - Rack: Details/bumps/road features.
    - Effects: Road rumble/engine vibes/scrub/kerb.

    If you find the larger road features "too punchy", but you need high Lfb, then keep the high Lfb and remove the line that reads:

    "(rack_large (if lfb0Fix rack_large (lfb rack_large 0.15)))"

    If you have a high end wheel and want more linear dynamic range, then lower the gain to keep as much of the ffb signal as possible within 90%(the fully linear part of the custom function that applies compression at the upper end to benefit all lower end wheels) and adjust your wheel base power up from there. It can make for a big improvement.


    Custom ffb file attached: "Silver Raw 1.1 - Momentum Rack 2.0":
     

    Attached Files:

    Last edited: Jun 16, 2020
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  14. Pixel

    Pixel Active Member

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    Quick question, what is the effect of low force boost in your file? Same as the default?
     
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  15. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Same, yes, except it also allows the Lfb to the road features no matter if wheel is under load by other forces too.
    The strength is set at the same 0.15 for both big rack force as well as large and bump features of the road.
    Then for details a custom function is used based on fx.

    So the lfb slider controls the feel of those large & bump features, which is not done in the Default.

    If you want less spikey road features then lower the Lfb slider a little.

    In the file you can also scale the road features. That way if you run low Lfb, but want some road features simply bigger you can change them there.

    Real happy to hear about any adjustments that you might make!

    Cheers!
     
    Last edited: Jun 16, 2020
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  16. F.Santos

    F.Santos Well-Known Member AMS2 Club Member

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    Hey Karsten,
    I am now using momentum_rack_strength at 1.15 and really enjoying it, very nice update! thanks mate.
     
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  17. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Great, thx for posting! Will try that too myself and update accordingly

    Cheers!
     
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  18. sherpa25

    sherpa25 Active Member AMS2 Club Member

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    Thanks for the update! Noticed quite stronger pull when hitting kerbs, what's the variable to adjust for this?
     
  19. GregP

    GregP New Member AMS2 Club Member

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    Really appreciate the excellent work you guys are doing here to make AMS2's FFB even better. After a few weeks away from the game I tried "Silver Raw 1.1 - Momentum Rack 2.0" tonight with my CSW V2. I hate to be 'that guy' who asks questions that might have obvious answers from reading earlier posts, but looking at least a few pages back I'm still not clear on what I should do:

    I immediately realized that the constant vibration in my Formula V2 rim (seemed related to RPM?) and the massive kerb jolts would need to be dialed down in order to make driving more manageable. Is there a 'smarter' way to do this than just by lowering FX? I had to drop it to 10 to get both above issues down to levels that seemed acceptable. Could someone suggest some parameters I could try tweaking in the file to address these issues more directly rather than through the presumably brute force method of dropping FX, which I would imagine thereby removes other effects that I would like to keep?
     
  20. Pixel

    Pixel Active Member

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    Yes, Kerbs are ridiculously strong with this latest file (at least with an f3 car). I actually can't use the profile anymore as I kept spinning out because they jolted me too much. Reduced LFB quite a bit and was still getting that.
     

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