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Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    Have you got a good usb connection?
    I had dropouts and it turned out to be my "high quality" 50cm usb extension. Bought a proper one and the issue hasn't returned.
    Just jinxed myself.
     
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  2. Danielkart

    Danielkart Well-Known Member

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    Peter Stefani has already posted several "instructions" that can be very useful. You will also find descriptions for the individual values in most customs. But I can tell you from personal experience that this is not always true. The user can test individual values and change them according to personal taste. But there are values that change the whole file (each custom behaves differently) and then it is necessary to work with combinations. This then takes a lot of time and experience, otherwise a good file quickly becomes a bad file
     
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  3. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Good to know. Well then I might add a page on it in a few weeks
     
  4. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    Couldn't agree more with that statement. It's so easy to change one value, then have to change another to balance it out in another area then before you know it hours have gone by and very little to no progress has been made. I've never done that.
    (I have done that)
    Still fine tuning my final file, the ffb ramps up too much on tight turns even at slow speeds, think the vel rot scale needs raising a lot.
     
    Last edited: Sep 1, 2023
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  5. Kuku

    Kuku Flying Kiwi AMS2 Club Member

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    you might need to lower brake_feel and or brake _weight .
    In lower speed tight corners the deceleration is part of the brake feel .
     
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  6. Danielkart

    Danielkart Well-Known Member

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    Again, it is the combination of various changes. I have already done this with my personal file. I will post all 3 customs tomorrow for all forces. I hope it will help you further for your personal file ;)
     
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  7. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Well, "standard" is what AMS2 is. Everything else, is getting outside that sphere, most likely to get someting other game already does better (so we know is possible to achieve, in first place).

    The advantage of custom FFB is to create a new flavour, taking the parameters the game already calculated.
    If I take an already existing file, I'll be very limited in what I can change (fundamental changes).
    The files derivated from "By Karsten with Shadak & Panos" don't use arm_force, M_max_force_at_rack or FL_angvel, but others do (like those derived from NuScorpii). How many are there waiting to be used?
    I don't need a manual, just a reference sheet. I'm an engineer, I like to waste time reading tables :).

    And no, Reiza can be in the same position as you, like "it's ok as it is, this is AMS2, I don't want to mimic others".
    So... I need to.
     
  8. Danielkart

    Danielkart Well-Known Member

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    It's always a matter of opinion whether someone prefers defaults or customs. Yes, that's the big difference between you and me. You are the theorist and I am the practitioner. A comparison: driving a nail into a board. I take the hammer and the nail and drive it into the board with my experience and the resources available. You calculate the angle and the force beforehand and calculate it in a table. Yes, your method is very accurate and would be the perfect process. But it's just the theory. It's the same with Customs. I take the resources and experience I have and mix it with my feel on the rig. Everyone can decide for themselves whether this is right or wrong and is very subjective and depends on personal taste. As I said, I'm the wrong man to give you tables ;) You need to contact Reiza directly or the people you think can help you
     
  9. isg530d

    isg530d New Member

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    Had the same after changing to asetek base from fanatec. the issue turned out to be my next level platform. I had all items plugged into one usb hub. using usbtreeview i noticed the next level platform disconnected during heavy brakeing, not the asetek base.
    moved the next level platform to its own usb port , now all ok.
     
  10. Danielkart

    Danielkart Well-Known Member

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    Hi guys!

    I am posting my 4 new V200 custom files here.All Customs are based on the V70 Plus with some improvements.The focus was on the balance of the various forces involved.The result is a more harmonious and even force throughout the range.

    As usual, the first 3 files are for different power ranges of the bases in order to cover as many as possible.As usual, the flat spot is set to 0.This can be changed in the file according to personal preference at ( Flatspot_scale 0).My recommended range is about 0 - 0.05

    The 4 file is the rally file for all bases and all power ranges.That means for Formula Dirt Cars / Cart Kross Cars / RX Cars / Trucks and for all Go-Karts.Be careful to change the IN-Game values of these cars.These values are given at the beginning of the file.

    As always, I wish you fast laps and lots of fun with the files



    Best of Karsten Hvidberg V200 from Daniel for all bases 8-25Nm

    Best of Karsten Hvidberg V200 from Daniel for all bases 5-8Nm

    Best of Karsten Hvidberg V200 from Daniel for all bases 2-5Nm

    Best of Karsten Hvidberg V200 Rally from Daniel for all bases 8-25Nm
     

    Attached Files:

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  11. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Btw Daniel, tried your latest personal file and I it is great. I really like it! Thanks for sharing!
     
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  12. Danielkart

    Danielkart Well-Known Member

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    Thank you ricxx! The V200 files are practically identical to my personal V70Plus file for Simucube;)
     
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  13. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Why do you say that? Your files are based on lots of math formulas you don't even understand, made by "theorists", you call them? Without them, you didn't had AMS2 or custom files, or a computer to write thinks to internet.

    Just one question for you: can you discribe "green", the color, without saying "like the trees" or "like grass" or "Heineken logo"? Me neither. Is a concept inside our own minds, something specialists call "experience".
    Same for FFB. I can't imagine what you're feeling, you can't describe what I'm feeling.
    But you get urticaria as soon as someone mention "rF2", I got that.

    Keep doing files, many like them.
    But don't talk about "theorist" or "practitioner". It's clearly out of your sphere of knowledge.

    And, I'm not asking you for tables, I clearly mention "Reiza".
     
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  14. Michael3

    Michael3 Active Member

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    It isn't really that. No one sane thinks FFB is realistic. It's designed precisely to give information through the wheel that you couldn't feel sitting on a chair looking at a display.

    Some of the forces are "real" in the sense that they're similar to what you'd expect to feel in a car and these come out of the physics engine.

    But a lot of people don't like only having those so they want more, both in terms of fictional forces to help you drive and FX. It's like sound. Often you get real drivers on youtube saying "Actually we don't hear all these sounds in the cockpit" - well, no the reason many sims have tyres that squeal so readily is to give information that you can't 'feel' because you're not in a car.

    And a few people think RF2 has "good ffb" in that context. It's entirely subjective. There's no game that's giving more accurate ffb than another.

    The fairly obvious fact it's entirely subjective is the plethora of alternatives 70plus, 100, billy's edits, charlies 70plus-plus-best-from-harry-add25%-takeaway5 - it's all nonsense, but reasonable because it's subjective. Like where to put the bass and treble when you listen to music.

    If you feel happier playing the game with the wheel wobbling in a particular way go for it.

    The other difference really is because there's a range of different wheels in use these days using gears, belts and DD with strength varying from under 2.5nm or less through to over 30nm.

    Nowadays you don't really need ffb at all because VR lets us sit in the car instead of looking at it remotely making it more subjective.

    But, insofar as FFB gives you a bit more immersive feeling, pick the ffb you like. It's like fov if you have a monitor. Calculating it to 3 decimal places and then fretting it doesn't look right? There's no correct fov, just pick one you like.
     
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  15. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    That's what I thought as well when I read that. FFB in sim racing, at least that's my understanding, is not there to give you a realistic feel of what you'd feel when holding the steering wheel of a real race car. It should be telling you what the rear end is doing and compensate for the missing 'seat of the pants feeling'.
     
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  16. Alegunner68

    Alegunner68 Well-Known Member AMS2 Club Member

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    Well I wasted most of the day tweaking and ended up more or less where I started which tells me there can't be much more I can do. It feels so similar to the latest @Danielkart file it's uncanny, but using totally different values. Hate to think of all the hours I spent on it over the years but hey ho it is what it is.
    I'm finally done with the ffb simulator, now it's time to race a bit.
     
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  17. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    I tried your file when I had to use my CSW V2.5 a few weeks back and I really liked it. It's a great file.
     
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  18. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    I agree. My point is preciselly that.
    I want some "feling", I don't ask for changes, I made them myself and often put my files here. No harm done, I guess.
     
  19. Peter Stefani

    Peter Stefani Active Member AMS2 Club Member

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    One thing I did after 1505.2379 was to slightly adjust the slip crossover feelings so that I get a better sense of when I'm exceeding the grip limit and then returning back to peak grip. Getting the visual to match the steering forces makes driving more informative. There is no "one set of values" here that works for all wheels and car/track combo's, so you'll need to experiment with it. But it can be made more informative from what it is in most of the files as is. I used to struggle quite a bit with how much steering input and throttle required to navigate corners at peak grip, but now that I can sense it better, it has been rewarding for sure.
    I won't bore everyone with nerdy info here, but if you want more details on what some of those "slip" values mean and do, just DM me and I'll give you the info that I found out.
    And thanks to Kuku for all your help figuring out some of the functions.
     
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  20. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    If you can show me on which page I can find your latest file I can add it to the custom file collection, if you want to.
     

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