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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    You can also achieve a fantastic FFB with your Csw 2.5. My customs for various bases (including weak ones) show me that a lot of people still have such bases. My feeling tells me that it will stay that way for another 2 or 3 years. In the beginning, a dd can actually be very unusual and disappointing if you've had a belt base for a long time and you've gotten used to these feelings. But the more time you spend with it, the more you will appreciate a dd
     
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  2. ATrainedMonkey

    ATrainedMonkey New Member

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    Sounds very interesting, looking forward to trying it once you have it ready to share! I am now testing a bit the new wheel on Assetto Corsa, trying to find good settings there but I will be back in AMS2 next

    Regarding the MOZA I must say I am slowly getting more used to it, there are so many settings. Started to test more with the BASE FFB curve, also that helps to get a bit more sensation of loss of grip. Really nice wheel indeed!

    Nice to see more MOZA users, I also switched recently curious to see what are your feelings/ firs impressions about it, I got an R9 still getting used to it but the feeling with it is improving.
     
    Last edited: Nov 23, 2023
  3. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Let me ask you something....
    Have you tried to move the seat to an unrealistic (forward) position and see what you get (FFB and car rotation feeling wise)?
    (for instance, pick the F3 car, drive it for a lap or two and then move the seat to +100 forward, where your basically driving on the bonnet, drive again...)
     
    Last edited: Nov 24, 2023
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  4. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Right now, I'm still using my settings at default (neutral) but many say Moza wheelbases require a little more in-game filtering that the majority, meaning the driver/firmware let the signal go through without many changes (I can be wrong, but that's my suspicion).
    Thrustmaster made a good job here but then the belt construction imposes some limitations on usable frequency spectrum (a belt driven wheel can take as much force as we want, but belts would be expensive and there's always a dynamic limitation there - DD wheels don't have this problem to begin with but can feel harsh, unnatural)

    After that, I'll try to do some filtering, perhaps reducing the 100Hz component a bit (that starts to be music, not FFB kind of output ;)).
     
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  5. kivipallur1

    kivipallur1 Active Member AMS2 Club Member

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    Congratulations on your purchase! But it wasn't what I needed to know at the moment, though. :D Because of this black friday thingy, one local reseller near me has r12 with really good price and now I'm tempted to pull the trigger more than ever. BUUUT then again I'm not sure I'm ready to part ways with my good friend TS-PC racer and 3 TM wheels yet... decisions, decisions...
     
  6. Michael3

    Michael3 Active Member

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    How is that the case? The hardware is a motor that turns one way or the other.
    There's not some magic FFB in the future.

    They're selling marketing terms now. Fullforce...trueforce....MEGAforce....meaningless twaddle.
     
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  7. torsteinvh

    torsteinvh Active Member AMS2 Club Member

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    Announcement of new bases doesn't automatically make older bases obsolete ;)
    My DD1 is still working great, and I suspect it will for years to come. It has comparable torque to the ClubSport DD+, and in addition it supports reducing torque with the torque key (great when the kids want to try the rig) and a kill switch (great when I crash). It remains to be seen how different the new bases are in real world scenarios. That said, I wouldn't necessarily buy a new DD1/DD2 now at regular prices, but I would pick a DD2 for $700 rather than a ClubSport DD.

    And while Fanalab was a bit hit and miss when it was first released, lately it has been very stable for me. And the profiles released by Maurice are a great bonus :)
     
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  8. Rivanov

    Rivanov New Member

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    @Joaquim Pereira Any recommendations for the Fanatec GT DD Pro / CSL DD 8Nm wheelbase settings for your v4 custom settings? :)
     
  9. Danielkart

    Danielkart Well-Known Member

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    You can certainly enjoy a dd1 or dd2 for several years to come. I'm talking about if someone is looking for a new base then there are now much better bases that cause fewer problems. Personally, I can't give a recommendation because I had a lot of problems with it as I wrote. This is based on my experiences but does not necessarily correspond to other users
     
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  10. Danielkart

    Danielkart Well-Known Member

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    I am completely of the same opinion. I'm rather skeptical about this "Trueforce, Fullforce....) so-called Super FFB. Sure, it can definitely make sense in games that have a very weak FFB, such as GT7. The game also has to support it and I don't think so Simulation like Ams2 adapts and tests its physics and the FFB to this "new technology". Yes, they can support it but then it is no longer the real physics and FFB of the game. For me personally every simulation just feels the same these uniform effects. You can see from the example of Logitech's Trueforce, it doesn't work properly and many owners complain about it. It's good for the manufacturers and for marketing. As I wrote to Thorsten earlier, I would use a DD1 DD2 of these new ones I would still prefer technology if these other problems weren't there. For me the "Flex" was the knockout for the dd1 base, that was unacceptable for me
     
  11. Dainamo

    Dainamo Active Member AMS2 Club Member

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    Huh, that's an interesting suggestion. Can that really have an effect on the FFB?
     
  12. Danielkart

    Danielkart Well-Known Member

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    This will have absolutely no impact on the FFB. And why should they? Certainly, if you move the seat forward to +100, it will have an impact on your visual perception. Everything will seem faster to them when they drive, and that can change how they feel. But it won't change the FFB in any way, that's just "placebo"
     
  13. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    I have no recommendation as I don't have those wheelbases.
    My wild guess is everybody needs to pick a custom file (I did it !) and do small changes (well, I'm implementing new algorithms :)) to their liking or to fit better their wheelbases. I'll improve comments on mine as I go so it should be easier to mod.

    I can only say I don't have firmware or driver post-processing, so my FFB is not biased (too much) until it gets to my hands.
    With every version, I tell what are the in-game recommended settings (so the signal output is the same on your system as it is on mine, only wheelbases drivers and firmware left to put their own flavor).
     
  14. Dainamo

    Dainamo Active Member AMS2 Club Member

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    I was wondering about that. It didn't really make sense to me.
     
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  15. Dmand

    Dmand Active Member

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    I tried your file last night and it is very interesting.
    I have the logitech pro racing wheel and this file comes close to emulating the tire slip effect in Dirt Rally 2 trueforce implementation. Would you be able to explain how you did that? I would like to experiment with this effect further.

    I'll be keeping my eye on this one to see what is done with it in the future. At the moment it does not provide enough weight transfer information when cornering, its hard to tell where the limit is.

    Also a bummer that the engine FX is tied to the in game fx slider. Hopefully that can be moved in the future.

    Just wanted to comment though, very interesting file with some interesting discoveries. Good job
     
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  16. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    You can change parameters without changing the code, for amplitude look for:
    • (scrub_scale_front 1.4)
    • (scrub_scale_rear 1.0)
    and for frequency:
    • (scrub_lambda_front 1.4)
    • (scrub_lambda_rear 1.2)
    Sure it will be felt differently from wheelbase to wheelbase.

    The next version has some improvements on this field.

    Change here:
    • (engine_scale_slow 2.6) # engine feeling (frequency) - low speed
    • (engine_scale_fast 0.3) # engine feeling (frequency) - high speed

    Thanks :)
     
  17. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    You are wrong, your visual preception interferes big time in making sense of the 3D world around you (seasickness serves as an example).
    That's why I need a FFB custom file that stays in tune with visuals or a cognitive dissonance rises.

    I can also be wrong, that's why I say try it before telling someone what they should feel.

    My very, very wild guess is there's a bug in 3D world/car placement (see this, the example may not be the best but serve to show how wrong it is).
    If there is an incoherency and you notice it, too bad - you can get rid of it anymore. Some people may not be sensitive to it (example) but I'm not a pioneer talking about the center-wheel or skid or slide effect in AMS2. To my understanding, this is not a tyre or car chassis physics problem - the problem hides in the visual representation of the world (pivot point).
     
  18. Danielkart

    Danielkart Well-Known Member

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    Good morning!
    Your claim that I haven't tested it is wrong, I have tested it. Your adventurous story of cognitive dissonance is too far away for me personally. You give me examples of projectors and the rainbow effect. I've already had a few projectors and know what it is, but combining it with a simulation is too adventurous for me. Your video doesn't get me anywhere and just a lot of ???????? To make a long story short, I have absolutely no change in the FFB even when I move the seat forward +100. But if it makes you feel better then sit on the hood, anything is allowed :DI stay in the cockpit view:p
     
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  19. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    I didn't claim you didn't test and found nothing is wrong, just (for me) it is not a placebo effect as I can see front wheels sliding sideways around the track (the floatness people spoke about), clearly showing the graphics pivot point is somewhere else.
    I feel/sense the wheels (FFB) are at the bottom of the screen (see the yellow line in the picture below, as a reference).
    This is not a big problem in some cars (like the example) because the wheels are almost aligned to that line, but others have this problem more pronounced (with the F3, moving the seat forward, I can really notice the "more connected" FFB and the rotation of the 3D world seems in line to car rotation, leading me to perceive rear way better).

    And no, I cannot race with +100 forward seat, that's not natural either :).

    upload_2023-11-25_11-38-47.png
     
  20. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    One more question... what car (and track)?
     

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