Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Danielkart

    Danielkart Well-Known Member

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    There are 3 areas for tire_resistence. Additionally, tire_initial_resist and tire_resistence_timing are also included.
    Tyre_initial_resist is the initial resistance of the tires when turning.
    Tyre_resistence 1.2.3 is the resistance of the tires when turning, the higher the more resistance. And finally, tire_resistence_timing for a longer build-up of tire resistance. However, in my experience, tire_resiatence_timing should be left at 0 because otherwise there will be anomalies in the steering (too much delay in the steering).
    Test everything and decide what feels best on the wheel.
     
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  2. Dud

    Dud Member

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    Thx Daniel, I understand the fact they deal with the resistance and build up of resistance, but why are there 3 of them? TyreResistance1, 2, 3, what is the difference between them? Do they represent the force on the tyre at different track grip levels or different tyre heat levels?
     
  3. Danielkart

    Danielkart Well-Known Member

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    I don't know for sure why there are exactly 3 tire resistances. You would have to ask the producer of the Original_dateien (Karsten Hvidberg). I always imagined it with 3 zones, i.e. on the outside in the middle and on the inside of the tire. Maybe it's your theory? But in the end, I don't really care, the main thing is that it works
     
  4. Michael3

    Michael3 Active Member

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    I can't help thinking the second thing you change here is a direct result of trying to fix what the first setting does...
     
  5. Dud

    Dud Member

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    Thx again Daniel, I had not considered the different parts of the tyre, that seems the more likely scenario.
     
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  6. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Sorry, I meant, "steering lock" :) (there's no steering ratio). Will change that.
    And they are two different properties. One affects the transfer curve (linearity) and the other the absolute max turning angle of the wheels.
     
  7. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Is this for belt driven wheels or DD? I think you mentioned you're getting a Moza iirc.
     
  8. Michael3

    Michael3 Active Member

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    Yeah I knew what you meant, it just seems that you're having to increase the steering lock in cars because you've moved the sensitivity to 100%

    I tried your file and yeah for me to use it it would need scaling somehow with the steering lock - default lock it was like cycling over cobblestones on a bike with solid tyres (I can't remember which track but it was one of the Brazilian ones with long sweeping bends on it) Upping the steering lock made it feel better.

    TBH with a geared wheel like I have that has a sloppy centre the only way really to drive it fast, especially RWD cars that are going to oversteer when you plant at the apex means less force because trying to correct the steering when it's going from effectively no force -> heavy is much harder. It'd be like trying to modulate an accelerator that took hard push for a bit and then suddenly went light - you'd press it too far every time you reached the light bit. Then if it went heavy again you'd be thinking whatever information someone is telling you you're getting it's more of a hindrance than a help.

    I noticed too light and you end up spinning simply because it becomes difficult to simply point the wheels forwards and accelerate in a straight line, but too much and now the difference means you overcorrect or undercorrect. There's a sort of sweet spot (which may vary from person to person I suppose) but which, sadly is not really "nice ffb" and nothing like reality.

    Maybe these 'light heavy light heavy' custom files work better with a DD wheel that doesn't have a sloppy lack of force at top dead centre.
     
  9. Alex444

    Alex444 New Member

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    Hello everyone I'm new in the world of AMC 2. The first thing I want to note is that an amazing simulator, you can finally delete ACC :D
    I, like everyone else, wondered about feedback, but the suggested options on the forum, unfortunately, are not suitable for use. Going out on the grass, the effort should be minimal, in all the settings that I tried, wheel slip or loss of connection with the roadbed does not give any information. I can't go to TC 0 because I don't feel the moment of the wheels breaking. I decided for myself that for the time being I leave the default Custom settings for my ALpha 15 nm, where I can safely drive on the vehicle 0, and I get on the grass or tearing off the wheels, I feel the lack of friction force.
    [​IMG] [​IMG]
     

    Attached Files:

  10. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Sorry, sent you a private message about this, but I'll expose the idea here, nonetheless.

    I believe there is a "max torque factor" and a "manufacturer factor" into how FFB feels.
    I believe "belt" or "DD" don't qualify as factor/category on it's own, but I know what people mean (is more like a "torque range" categorization, low-mid-high).
     
  11. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Ok what torque range is it optimised for then? Or may I just add ‚optimised on a xyz wheel‘?
     
  12. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Just the opposite Michael.
    Although visually it does the reverse, Steering Sensitivity=100 provides more virtual car wheel rotation that you do in your wheel (example: 45º -> does a 90º rotation effect on the car)

    One combination I tried was Brasília (was that the track you used?) with Group C.
    A fantastic combo!
    And yes, I can imagine what this file would do with my previous G29 :confused:... (too much details means gears tolerance impose gears hitting left and right...)

    The lost of force when the back end breaks up is exactly what whappens in real cars.
    The front wants to stay glued to ground, trying to force the car turning around and then, all the sudden, the forces (centrifugal) are relieved (exagerating, the car pivots on it's front wheels). It's not natural, although it can be desirable once you get used to it , for the steering wheel to do the opposite lock/force when oversteer starts.
    This custom file uses the game's arm force (from tie rods) on steering wheel, they represent true forces calculated by physics engine.

    Try to set adhesion_linearity and load_linearity to 1 (linear, blue line) or close to it.
    Values greater than 1 (1.2 or 1.3), do opposite (green line).
    Right now, we get the red line.

    upload_2023-9-14_16-22-34.png
     
  13. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    All tests were conducted on my Thrustmaster TS-PC, that doesn't have customization on the driver/software side (and I really don't know what Thrustmaster does there :()
     
  14. ricxx

    ricxx Well-Known Member AMS2 Club Member

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    Alright, will add that info then.
     
  15. Michael3

    Michael3 Active Member

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    Yeah but the problem is there's no force at the top even when there should be.
     
  16. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Yeap, this custom file is filling mostly the mid range (when not going straigth), as it should, but that can be changed with in-game LFB and gain. Have you checked the histogram? Perhaps you'll need to change both for a low power wheelbase.

    I know with my G29 I had the tendency to increase FFB force to (well above) clipping levels so I have some force to fight for ;) (but no detail in there, just wheelbase max torque on every turn).
     
  17. Michael3

    Michael3 Active Member

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    You can't physically change it. No amount of LFB or moving sliders or custom ffb changes it - it's a limitation of the hardware. And in fact (as I explained) trying to hide the ffb dead zone in this way makes it worse imo because stronger forces either side of no force makes it harder to control the car not easier or better.

    And I was trying to point out with this specific example why I think things like AC's 'enhanced understeer effect' and custom files that attempt to either invent forces that you wouldn't feel on the steering wheel (not just limited to effects) or exaggerate the forces have a similar negative effect.
     
  18. Dean Ogurek

    Dean Ogurek "Love the Simulation You're Dreaming In." AMS2 Club Member

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    Different people may rely (more or less) on different senses, so it's never good to assume others sim experience is just like our own.

    I feel feedback through the wheel of my daily driver that other people claim doesn't even exist. I may be more attuned and sensitive to the finer details through the wheel but, they are more granular than the feedback coming through seat of the pants feedback.

    Others may rely more on visual or audio cues, not even noticing subtle tactile cues at all.
     
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  19. Michael3

    Michael3 Active Member

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  20. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Totally with you on this.

    After Citroën BX (let's talk about competition level brake pedal ;)), Lancia Dedra and Volvo S80, my personal choice is been Audi (since 1998). A4, A6 and Q5. Now an A6 Avant.
    I've driven a competition Clio Williams on track, I've test drive BMW, Mercedes for 1'000 miles, FOr my former job, I've driven Renault Traffic :), Opel Corsa, VW Golf, etc., for God knows how long.
    I even parked my former boss Porsche Carrera 4 for him :)
    I know what a car feels like.

    "Everybody" says Audi doesn't have road feedback, it is too damped/filtered. I can feel everything!
    The road feedback is different from BMW and this one is different from Mercedes, but not better nor worst. I got used to find nuances.

    I'm also a sensitive guy ;)
     
    Last edited: Sep 15, 2023
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