Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Rintintin78

    Rintintin78 Member

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    HI,
    Do you know what file mikesch250 uses?
    Thanks
     
  2. mikesch250

    mikesch250 Active Member

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    Hello @Rintintin78 ,
    sorry to answer that late. I am still experimenting with the FFB settings, but this are the ones i use in the moment. Remember, everyone has a different taste and maybe this will not suit your racing style. For me, i can push fast constant laptimes with it (at the moment i only drive with the 992 GT3 at the ring). They are sometimes some small oscillations I have to get rid of, but the rest is working better for me, than the standard or standard+ Reiza settings (at this car/track combo, my current best time is 8:11:840).

    Now to my settings:
    Fanatec Control Panel:
    SEN: AUTO
    FFB: 100%
    FFS: Peak
    NDP: 50%
    NFR: 15%
    NIN: OFF
    INT: 1
    FEI: 50

    Ingame:
    Gain: 35
    LFP: 10
    FX: 40
    Damping: 50

    For the ffb_custom_settings.txt i used Stakanovs "ATMOS Mod V1.5.7.x (2-rFuktorBaseDpFr+Initial NDef_imm)" which you find in the first post of page 412.
    I just increased texture_smooth, micro_bump_smooth, large_track_bump_smooth and
    suspension_scale a little bit. You find the file attached to the post.

    Still have to do more testing with this settings, but will keep you updated.
     

    Attached Files:

    Last edited: Jun 15, 2024
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  3. Danielkart

    Danielkart Well-Known Member

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    Hello guys!

    As you may know, I have reduced the tire resistance since version V2000.This brings enormous advantages to my entire file.But I had to rearrange the forces, which I already did with the V3000.
    Now I have been able to optimize it even further and am now very happy with it and so everything is now coordinated with this reduction in tire resistance.

    As always, optimized for the following bases:

    Optimized for Simucube 2 Pro (25Nm) (My reference base)
    Optimized for Simucube 2 Sport (17Nm)
    Optimized for Moza R21 V2 (21Nm) (My 2nd base)
    Optimized for Moza R16 V2 (16Nm)
    Optimized for Moza R12 V2 (12Nm)
    Optimized for Moza R9 V2 (9Nm)
    Optimized for Fanatec Podium DD1 (20Nm)
    Optimized for Fanatec Podium DD2 (25Nm)
    Optimized for Fanatec CSL DD Base (8Nm)
    Optimized for Simagic Alpha Mini (10Nm)
    Optimized for Simagic Alpha (15NM)
    Optimized for Simagic Ultimate (23Nm)
    Optimized for Assetek LaGreat (12Nm)
    Optimized forAssetek Forte (18Nm)
    Optimized for Assetek Invicta (27Nm)
    Optimized for VRS (20Nm)
    Optimized for Cammus C15 (15Nm)
    Optimized for Cammus C12 (12Nm)

    Have fun with it

    Daniel's Custom File V4000 based on Karsten Hvidberg 5.01

    File updated on June 23, 2024
     

    Attached Files:

    Last edited: Jun 23, 2024
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  4. Rintintin78

    Rintintin78 Member

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    Thanks a lot.
    Can you explain to me what they do:
    texture_smooth
    micro_bump_smooth
    large_track_bump_smooth

    Thnks
     
  5. Rintintin78

    Rintintin78 Member

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    Hi, I feel the curbs are too loud, how can I reduce them?
    Thanks
     
  6. ViperMan3

    ViperMan3 New Member

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    @Stakanov , thank you for addressing the question. I'll look forward to the next upload. Your contribution here can only be noted as exceptional. Thank you again for all the effort you put into this project.
     
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  7. xNAPx

    xNAPx Member

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    I was about to say that your work is amazing after I installed and tried the v3000 (just little note, I think it is a little too soft on curbs and slightly weak at high g forces turns), I'm looking forward to try this new version. Very good job
     
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  8. ConCarRace

    ConCarRace New Member

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    So guys, a long week of testing has passed between all the custom files, from Reiza's basic to all those present in the ricx summary page, I'll start by thanking everyone, both for the advice received and for the work you've done with these files personalized, now includes a little more animosity that you put into your projects.
    I am a lover of Reiza profiles and in particular of Default+, after an initial adaptation phase I understood that through custom files it is possible to obtain a more detailed and tailor-made experience, even for those like me who can only upload the file and find the balance with the sliders because I still don't have the experience that allows me to modify the settings (except the effects which are intuitive and easy to modify).
    The Basic is coherent in movement but does not give particularly informative sensations, you can see that it is a base that needs to be seasoned and implemented so I would choose the original Reiza profiles all my life;
    The TomP file fills some shortcomings of the basic, adds some sensations and effects but remains insufficient for me for daily use, so the Reiza profiles are always better;
    The 3 NUscorpi files are already on another level, you can feel the organic nature of the project and I must say that the latest evolution of JP based on them improves the experience, but personally I still prefer the Reiza profiles;
    The various Karsten files, here the game begins to get serious, I tried 5.0.1, 5.0.1.3 and 5.0.1.4 and in all the files the complexity of the project is understood, the cursors must be readjusted with respect to the Reiza profiles, to Basic and Nuscorpi, but the information and effects are more pronounced, personally I preferred 5.0.1.4, but above all I noticed a common tendency, namely that of using damping and lfb very little, so everything boils down to finding the balance between maximum gain and maximum fx to the extent that oscillation and jolts do not begin, in these conditions the information obtained is greater than the Reiza profiles but the sensation of sliding is often compromised, so the final judgment is let's say equal to the Reiza profiles where the movement of the car remains superior even if rubbery and muffled;
    I haven't found any particular boost in the many files customized by users and based on Karsten's originals, all of them are beautiful and emphasize some effects in their own way and penalize others, but all of them are a shaded or accentuated copy of the originals, I wouldn't want to say anything not true but from what I have noticed they all use the same underlying code and therefore can differ little except in nuances;
    I'll leave my winner for last and maybe I'm influenced by the fact that I love Reiza profiles but for me the best was the ATMOS BASE + Initial N_Def..
    I was about to underestimate it because I had tried the first BASE 1.5.7 with the cursors set as if it were the rFuctor but I was wrong and if I had stopped I would have classified it incorrectly. The turning point came by returning to using the sliders as recommended in the previous posts and trying again first the BASE + Old_D_raw and then the N_Def as if I were on the original Reiza profiles (i.e. using the Damping again, using a bit of LFB, I raise the Gain and the effects not at their maximum but just enough) I immediately had the connection I was looking for in the car while always remaining super informative as in the Karsten files.
    What can I say, movement, sliding, sense of position, well-defined effects, presence of the rear, sensation of the load rising and falling and many other effects. In summary I am now getting the best of both worlds even if with some details to fix but not knowing how to get my hands on them I cannot claim to be perfect when the topic is personal sensations which remain subjective. Among other things, if I'm not mistaken, I understood that it is a new project and still in the development phase but for me it was the turning point that could make me forget about the Reiza profiles and obtain the same results and the same coherence but with the the informativeness of the rFuctor is extreme.
    A thousand thanks to all.
     
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  9. GTManSC2

    GTManSC2 New Member

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    Wow, what a great review you did, thank you for the patience you put into your tests, I also found myself in your initial conditions and you couldn't describe better what I also felt and among other things also arriving at the same conclusions as you .
    Although I also have limited knowledge this ATMOS is another totally different file compared to the rFuctor, just use them both one after the other or open them to realize that even if it shares the base it has an unparalleled complexity, both as new code and as new functions, and sensations they convey the same thing, complexity and stability.
    Both the implementation of the rear and above all the implementation of the Reiza code were obviously a brilliant idea in my humble opinion, I'm happy to know I'm not alone!!!
    I completely agree ;)
     
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  10. EcoBrum

    EcoBrum Member

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    You guessed it right, leaving this new experimentation aside, the rFuctor project has been at a standstill since the compiler has been absent for practically 2 years, it had returned some time ago for a short period but then development stopped again with the latest version 5.0.1.3 Exp2.
    Frankly, from this point of view, I hope for his return to compiling new files and new code, otherwise we will have infinite updates of the same file without any improvement, where users will change a value, i.e. a sensation or a gradient and then they will republish the same file.
    I hope that the remaining ones don't escape too but your analysis of the last files is 100% shared by me.
     
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  11. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    This last ATMOS BASE + Partial NDef_Imm file will probably be the one that will surprise you the most for better or worse. It means that you will perhaps love it more than the previous ones (especially if you liked the predecessor file Initial NDef_Imm), you will perhaps love it less than the previous ones (if your tastes were probably oriented towards the Partial Old_D_Raw version) or perhaps you will ignore it completely because you didn't already like it none of them to date and so you don't want to waste your time, no problem, I enjoy testing with code and therefore I take this into account too.

    The sensations will change further, there will be some new variables specific to each individual car, but above all a quantity and type of code will be implemented which is quite invasive, the cursors in game will have to be slightly recalibrated again but it will be a natural adjustment (just a few steps), so I hope to not having made any mistakes, the list of changes will be published later, I will therefore update this post.

    Having said this, you should understand why up to now I have not dedicated a single minute to optimizing these files in advance, even if I risk criticism from the most demanding users, but it would have just been a useless job because there were too many changes in progress.
    Now I have finished the development with this file and therefore from tomorrow (give me a few days' break) I will be able to find the best settings and apply them backwards from this last file up to the first at the same time.

    ATMOS BASE + Partial NDef_Imm 1.5.7.X
    1.5.7 BASE+Partial NDef_Imm.jpg

    CHANGELOG - BASE + Partial NDef_Imm
    (only further changes compared to the previous BASE + Initial NDef_Imm version):


    Implementation of the new variables necessary to obtain others specific customization for single car:
    - vehicle_aero_load_reduction
    - vehicle_aero_load_limit
    - chassis_lat_accel
    - chassis_lat_weight
    - chassis_long_weight


    New variables and code for signal compressor.....
    - dry mix
    - wet mix or vehicle_compressor_wet_mix
    - threshold or vehicle_compressor_treshold


    Implementation of code for "PARKING LOT FORCE" (Only in Rack Momentum and not in the Output)

    New code for Dirt line;

    New code for front_rear_diff, left_right_diff, load_diff, load_diff_reduction, lat ....... (chassis);

    New code in Damping for decrese damping when front end lightens (front-rear diff).

    -----------------------------------------------------------
    CHANGELOG - BASE + Initial NDef_imm
    (only further changes compared to the previous BASE + Partial Old_D_raw version):

    Implementation of the new variables necessary to obtain specific customization for single car, in order to align the sensations for cars not only to physics but for how Reiza interprets them in its second "custom+" profile differently also called immersive (it is anticipated that, the content Of the individual variables and/or the values they correspond, they will not be the subject of divulation and/or public discussion, as we do not have vision, we see the immersive profile so the work of others will be strictly respecting).

    Implementation of the Code necessary to introduce the "Linearly Decrease Cutoff Freq As Velocity Incaceses" for LP optimizations

    Following the above, the file code was modified to prepare the implementation (in this initial version) of these first personalized characteristics:

    - Vehicle_accel_mz
    - Vehicle_braking_mz
    - Vehicle_grip
    - Vehicle_yaw_mult
    - Vehicle_damping
    - Vehicle_frication

    - Vehicle_lp_cutoff
    - Vehicle_lp_cutoff_min
    - Vehicle_lp_Vel_scale

    - Vehicle_Ngine_vibe
    - Vehicle_flatspot
    - Vehicle_scrub_mult_front
    - Vehicle_scrub_mult_rear

    - Vehicle_Rodnoise

    Therefore the entire code of the previous file was hooked to the variables mentioned above.
    If you are interested you can find the third file ATMOS 1.5.7.x BASE + Initial NDef_Imm version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

    CHANGELOG (BASE + Partial Old_D_raw version):

    New code implemented in the slip:
    -calculation of tires average lateral slip front & determination of the front lateral scrub breaking point;
    -calculation of tires average lateral slip rear & determination of the rear lateral scrub breaking point;
    -calculation of tires average longitudinal slip front & determination of the front longitudinal scrub breaking point;
    -calculation of tires average longitudinal slip rear & determination of the front longitudinal scrub breaking point;
    -calculation of tires slip_speed_rear_avg;

    New code implemented in the yaw:
    -allow yaw sense only on oversteer;
    -calculation of the oversteer multiplier;
    -calculation of reduce_load_norm;
    -calculation of slide_lat_avg_rear_yaw;
    -overall redetermination of the yaw following the changes indicated above;

    New redetermination of the scrub effect, now following the changes in the code indicated above:
    -insertion of the lateral break points (front and rear) into the scrub;
    -insertion of the longitudinal break points (front and rear) into the scrub;
    -insertion of the slip_speed_rear_avg only in the rear scrub, now the effect in the rear is reduced if sliding;

    New redetermination of the tear effect, now following the changes in the code indicated above;
    -insertion of the slip_speed_rear_avg only in the rear tear, now the effect in the rear is reduced if sliding;

    New code implemented in the damping:
    - new code for increase damping on oversteer with compensation;
    - new code for damping on low lateral force and under 150 km (lateral and velocity compensation);
    - new code for reduce damping if is sliding (sliding reduction).
    If you are interested you can find the second file ATMOS 1.5.7.x BASE + Old_D_raw version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations

    CHANGELOG:
    What's new in how objects work (with or without new code in the file):
    - New "tyre_resistance & timing" now calculated on 5 moments and not on 3 (the functioning and the formula was misinterpreted in the previous files because it was unclear);
    - Center_Full low_velocity (0 Kmh) during acceleration morphs to high_velocity (250Kmh);
    - Centering recalibrated and force_scale set to manual (small differences on both values bring great benefits so I didn't use the formula);
    - The code relating to velocity and the gyroscope has been slightly modified, so now all velocity variables can basically start from a value of 1.00 (modify anyway if you like);
    - Removed the front_grip_loss_feel (this was an error in my previous files the formula was misinterpreted and instead the rear_grip_loss_feel alone was enough to get what you want);
    - The follow_weight dynamics are now 5 different (accel, brake, bump, road and suspension);
    - The "front & rear drive_torque_feel" are now calculated differently or rather both in an increasing manner and as a function of the speed from 0 to 250 km where above we will obtain the maximum longitudinal forces;
    - The RELAXES have all been disabled (OS, US and YAW) and the code inhibited, the car is very balanced without them (but if you want to re-enable them you can do it by deleting the # symbol both in the objects and in the code below relating to the Relax);
    - Now you can also set the smoothness for textures and for both large bumps (not just for micro bumps);
    - New scrub and tear values added, now with additional variables to change on both effects to your liking (we have hardness, damping and effect);

    New code only:
    - KART code move up before the dynamic code and enjoy this now this feature, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - We have a new code "if isTRUCK...." i.e. I have implemented, if you need a different melody from the base, a specific code for the TRUCKS to be set to your liking, it still to be tuned or WIP, we will do it later (code disabled if you want to do so, delete the # symbol in front of the respective lines);
    - Added rolloff, offTrack and offTrackRollOff code to many items of the code such yaw, scrub and road_effects (this will make more sense later with the other files that implement the reiza code);
    - the Slide variables are no longer connected to the scrub (even only to the rear one) but only to the original Slide variables (this will make more sense later with the other files that implement the reiza code);
    - New load_norm_wheel, now the value is no longer fixed at 250 but is variable based on the weight and mass of the car, this allows you to lighten the load (the wheel) if you are in the air, on the grass or if you slip , furthermore the variable value will influence the way you feel curbs and bumps (depending on the car) and enhances surface variations as happens a lot when sliding on dirt roads (RALLY is great fun) or bump roads and reduce that sensation of weight which is always perennial (in subsequent files this change will be more noticeable when we implement the REIZA code);
    - The REAR has been removed in the ATMOS. Not because it is wrong but because the file already has the entire rear (slide, grip, textures, curbs, bump and all the effects) and does not need to be implemented as in the original file because only the front variables are calculated there.
    If you are interested you can find the first file ATMOS 1.5.7.x BASE version here:
    Automobilista 2 Custom Force Feedback - Overview & Recommendations
    -----------------------------------------------------------

    I just ask you to mentally start from the beginning by resetting your brain otherwise feedback of superiority or inferiority is absolutely useless to me if based solely on useless comparisons ... this is another file!!!

    Info for Tuning:
    - this version of ATMOS 1.5.7.x "BASE+Partial NDef_Imm" file does not have tuning optimization and is identical to the first "BASE", to the second "BASE+Partial Old_D_raw" and to the third "BASE+Initial NDef_Imm" to allow you to immediate comparison, if instead you have modified the first, the second or the third BASE file enter the same values to compare it better;
    - however, if you are using it for the first time, I have no indications to give, tune it and adjust it as you see fit.

    I remember that the file is a little pumped in the values and settings and therefore has a little excessive movement and the powerful DDs could have oscillations if guided without the hands, please focus on consistency and coherence, everything will be reduced to finished development ... I hope next week with the last file (for now) ... then i start the optimization or tuning.
    Tested on the last AMS 1.5.6 and beta 1.5.8.4 versions

    The next file??
    For now we won't have any more files, so we will move on to optimizing them, just give me a little break, we will have time to optimize until the release of version 1.6 of the game and if everything goes well we will finish with the final files if necessary otherwise these 4 files will become definitive

    Have fun, I hope so.... :)
     
    Last edited: Jun 15, 2024
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  12. AntoAntoDD

    AntoAntoDD Member

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    Even if @Stakanov is too obsessive to say that a file is okay, I once again underline to users that in these files it is very important to experiment and find new values on the cursors in the game, try more cars and more tracks, if you manage to find a correct balance between the cursors also the optimization will become superfluous or just a surplus, but 90% of the work would already be done... I myself haven't changed much, just some rather subjective values. ;)

    If you come from classic custom files, set the GAIN to your 70-80% of ideal even if the steering wheel is a little light for you, season with a bit of LFB even if you are on DD (obviously very little or 0 if you have 30NM steering wheels), raise the FX until you reach your ideal level or your personal taste even if you notice some small anomaly, now raise the DAMPING until the previous anomalies disappear, now fill the lightness or lack of power with the missing GAIN by going up (if necessary) until the moment that the anomalies or the untolerated oscillations return, if necessary go up again with damping but rest infomative...

    Leave behind the mentality of the obsessive search for maximum gain because I have an expensive steering wheel and therefore I have to drag its neck... instead obsessively search for maximum information without necessarily having maximum gain (obviously remaining with a strong and full steering wheel) ... we spent our money to be able to have this possibility, not to treat our DDs like a T300 or a G27 which has no alternative to raise the gain as much as possible ...

    My son will kill me as soon as he reads what I wrote and now he will want a DD too.. :)
     
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  13. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Simple ... if you read the file in the note I think they are clear... ;)
    to reduce the surface kerb go down 7.50 ... 7.25 ... 7.00 ... 6.75 ... search your value
    the same is if you want reduce the tall curb 2.50 ... 2.00 ... 0.50 ... search your value

    (kerb_surface_scale 7.50) #How much you feel the kerbs_surface effect. Suggested range-values: 5.00-10.00.

    (kerb_bump_scale 2.50) #How big the tall curb bumps are. Suggested range-values: 0.25-0.50 or 2.50-5.00 (to taste but depending on how high you set kerbs_surface_scale & smooth).
     
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  14. xNAPx

    xNAPx Member

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    To be honest I feel with your settings and the recommended ingame settings a little bit too weak for the alpha mini, I raised the gain to 100% to make it stronger, do you think I will loose the intended feelings you want to propose with your file or I'm fine?
     
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  15. Rintintin78

    Rintintin78 Member

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    Thanks for your work and your time.
    What does the kerb_surface_smooth value do? I thought that's what cuts the curbs.
    How does kerb_surface_smooth affect the other two parameters? Do you recommend leaving it as is?
    Thanks
     
    Last edited: Jun 16, 2024
  16. Danielkart

    Danielkart Well-Known Member

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    Good morning! I assume you mean increase in-game? Ultimately it's always a matter of taste and if you like it better then you can of course use your preferred settings. Everything is possible, in the end it's your taste that counts:)
     
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  17. GoobMB

    GoobMB Active Member AMS2 Club Member

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    The same for me with CSL DD 8Nm. I change it car to car and wheel to wheel, but I never went below 85% with 29cm prototype wheel (anything over 32cm is full 100% and the base is too weak).
     
    Last edited: Jun 16, 2024
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  18. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    From what you asked I think you need the answer to the question.
    What is smoothing??

    In statistics or mathematics (and therefore also in these files based on LISP language), the "smoothing" of any function consists in applying a filter to highlight the significant patterns and attenuate the noise generated by the artifacts of whatever nature they may be.

    This process is useful but has its pros and cons, two very distinct aspects must be seen:

    - Indirectly Quantitative. Smoothing improves the quality of the data by reducing the quantity of unwanted variations (especially in those functions or value trends with strong variability) and therefore the excesses are cut and a function that is too unstable is flattened. This process is useful until it becomes excessive (as well as counterproductive) because there will come a point in which the loss of significant data occurs which is no longer counted and therefore is no longer taken into consideration with the obvious loss of information and inconsistency.

    - Directly Temporal. From what has been expressed above you will already understand that the smoothing filter is not really quantitative on the data (i.e. it does not only eliminate the peaks above a certain limit, that is another function), smoothing is also and above all a temporal update filter.
    It is practically the answer to this question: with what speed or rather with what timing is the function free to update and move, in other words for how long must the value or result not be free and must remain unchanged?
    The smaller the smoothing values are, the more the data remains free to update itself quickly and the values of the function are updated accordingly (removing only the values of some time fraction), while, the larger the smoothing values are, the slower the function is in updating the result (the value of the function will remain unchanged for a longer time), making it delayed.
    csapsdem_06.png
    Therefore choosing the appropriate Smoothing Parameter to influence the original data is crucial.

    In the case of kerb_smooth (but you can apply it to the bump or any other function), if you raise the smooth value the variability of the effect over time will slow down, you will avoid some variations and you will slowly start to lose information, if you continue to increase sooner or later the effect will turn off because the data received from physics will be lost and not updated, on the contrary, if you lower the smooth value the variability of the effect will increase, the values will update quickly and you will not lose any information received from physics including unwanted peaks and the jolts. So if you want to intervene on the update speed of the effect then change the smooth... be careful because small changes in the value correspond to big changes in the function.

    Link with the kerb_surface_scale: It is now clear that the scale is set according to the smoothness, if you turn off an effect with high smoothness values you will have to increase the scale of the effect to feel it again (provided you do not exaggerate with the smoothing and do not turn off the original function), on the contrary if you keep the "smooth" low you can reduce the "scale" because the variability is fast and high.
     
    Last edited: Jun 16, 2024
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  19. Danielkart

    Danielkart Well-Known Member

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    If it's too weak for you then simply increase the main switch at the beginning of the file (master_rack 0.70) to your liking
     
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  20. xNAPx

    xNAPx Member

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    Thank you, yes I meant in game settings. I thought that changing them from your recommendations could break the purpose of the file. As I said on high gforces the wheel seemed too weak and also on curbs. I have the alpha mini paired with a gt neo, from the disclaimer into the setting file you recommend to add some inertia to the wheel into the base manager settings for lighter wheel, what would you suggest for my combo? At the moment I have the inertia set to 0 as per your recommendation, I was thinking maybe 15?
    A thing that I like of I racing ffb is that when the car hoes above 200km/h the wheel becomes very hard to turn (which makes sense), and this is what I mean by high g forces. Also in Iracing when you get a high curb the wheel gets hit very hardly giving you more the feeling of loss of grip over a curb. How can I achieve that? Would increase in game FX work? (Now it is set to 25). Is there perhaps a way to increase the visual effect as well (like more bounce for example). For the rest the file seems perfect
     
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