Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Valle1950

    Valle1950 Belgium AMS2 Club Member

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    I really like this one, I can control the car much better when I start to lose the rear. Definitely recommend this for a Fanatec CSW.
     
  2. Reiche

    Reiche Member AMS2 Club Member

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    Thanks for that information, I’ll give it a try the other day. :) Do you have any recommended (starting) values or ranges for those four in-game-sliders?
     
  3. Marc Collins

    Marc Collins Internal Tester AMS2 Club Member

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    Can you please provide a link or name of the custom file and also what in-game slider settings you are using? I would like to try this one myself.
     
  4. Danielkart

    Danielkart Well-Known Member

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    Hi ! I think what you're looking for is in-game around Gain60/LFB 0/FX10-15/dampering 0 and reduce it (large_track_bump_scale to around 0.3-0.5) This should suit your needs much better. A beautiful evening

    And if you want more cushioning, increase the cushioning to your liking in-game;)
     
    Last edited: Jan 6, 2023
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  5. Valle1950

    Valle1950 Belgium AMS2 Club Member

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    If you click on the red arrow on the quoted post it directs you to the post.
    In game settings (for me)
    65
    10
    35
    50
     
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  6. Dusty926

    Dusty926 Member

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    Are there any G27 owners who can give their thoughts on the custom FFBs they use? I bounce between a few, currently using the G920 one off RaceDepartment, but I'm still not sure it's quite the right one for me. My G27 is beat up and relatively weak at this point, so if anyone has any suggestions please give me a hollar.
     
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  7. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    What would people with a CSL DD 8Nm recommend?
     
  8. Fizzy

    Fizzy Well-Known Member AMS2 Club Member

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    I’m using @Danielkart’s latest v46 file and it works great for me. In game settings are 60/0/30/5 iirc.
     
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  9. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Where can I download it?
     
  10. Richard appleyard

    Richard appleyard AKA Neworder

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    Page 298
     
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  11. Danielkart

    Danielkart Well-Known Member

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    Page 300 are the latest V45 and V46
     
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  12. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Am I correct by assuming the lower one is v46?
     
  13. jtortosen

    jtortosen Active Member AMS2 Club Member

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    Idk what the lower one means, but the 46 is the newer version. 44, 45, 46... Just try by yourself.
     
  14. Danielkart

    Danielkart Well-Known Member

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    first comes V46 then V45 but it is also in the file. Greetings Daniel
     
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  15. Danielkart

    Danielkart Well-Known Member

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    Hi guys! I will post a 3rd file on page 300. It is still the V46 but with changed road feedback (only 2 values). There are people especially with Motion and other tactile hardware for whom the feedback is too much (can of course also be taken without this hardware). Hence the name Motion-Tactile file. In addition, the in-game values for this file have been adjusted. Have fun with it
     
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  16. ozymandias

    ozymandias New Member

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    I thought I could easily find this information on google, but I am getting frustrated. Hopefully someone can help.

    In AC, the wheel output from the game is controlled by an LUT generated for my wheel (T150/TMX) and FFBClip takes care of scaling.

    In this game I do not understand how the in-game settings work. First off, I know from WheelCheck that my wheel has a non-linear response curve. Second my max torque is going to be ~2 N-m. Is there any way to account for these things in AMS2?

    For example, if I set gain to 100% in the game, won't everything be clipped very badly since my peak torque is so low? I assume the game knows nothing about my wheel's max torque capability. Therefore I would (possibly naively) conclude that if the CSL DD folks are using 60% gain then I should be using 30% or less...

    Thanks for the help!
     
    Last edited: Jan 9, 2023
  17. Danielkart

    Danielkart Well-Known Member

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    Hi! In your case, it's all about the power of your base. You have to use 100% gain of your base only then you have your max. 2Nm in play. This power is very small so you have to use it 100%
     
  18. jtortosen

    jtortosen Active Member AMS2 Club Member

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    I had the same wheel. Search for the custom file from Stakanov (the latest before Atmos). You have to set force at 100% in the thrustmaster panel. Then, in this game the options works as:
    Gain is the volume, if you had a high nm dd wheel with 20-30 nm, then you can set at 80-90% (not 100% to get headroom) and the game output the simulated forces per each car. And with 80-90 % doesnt mean the total permanent forces allways, but the range the game and your wheel can achieve. So, with your wheel, setting at 60-80% is a good compromise for better variety of values for your wheel.

    Low forces high the lower values that belt wheel can't detect. Try from 10 to 30, not more.

    FX is preferable to set low so you don't saturate your wheel, 0-40.

    Damping set to 0-10, your wheel needs to get the rawest data possible.
     
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  19. ozymandias

    ozymandias New Member

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    So I am correct that clipping will occur when the game wants >2 N-m (with gain 100%), but you argue that I should not go lower because then everything is just too low in general?

    Do I understand correctly?

    Looks like he uses:
    rFuktor 5.0.1.4 "ATMOS 4.1 (4xFX.1WHEEL)" MOD V. 1.3.3 FIX

    If we're going with audio terms, gain is the "volume" but there is no way to add compression, e.g. lowering the overall dynamic range of the signal?
     
  20. Danielkart

    Danielkart Well-Known Member

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    There will be no clipping if you set 100% gain at the base. But there will be clipping if you (example my custom 60 gain in the game) will increase the gain in the game. Just try different files then you will find the right one
     
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