Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. Xzanman

    Xzanman Well-Known Member

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    This is the track I always test FFB on first, it's bumps and mix of corners make it perfect imo.
     
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  2. PeterV

    PeterV Member

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    Thanks for thereply and info Stakanov! I will test some more.... maybe the car/mod has an issue that shows things up, or different.

    Meanwhile..... Joaquim Perirera.... FullFFB..... Whilst the ATMOS was very good (great), the FullFFB custom FFB does EVERYTHING in an excellent way! Well, all the reactions/actions in ways I would expect them to do....
    One problem I have is across different cars. Some create more specific aspects of the FFB outputs, than others. Some a bit too strong, but the Gain slider is too 'all encompassing' to correct only what you want to change. Of course this is a limitation of having a 'blanket' (eg Master) slider - or limit of how many sliders. It wouold be good to know what exaclty each slider NOW does, for FullFFB. A breakdown of the effects each will alter/affect.
    I look through the file and try to isolate what sliders do what, but some is a bit unclear to decipher/derive :(

    I also noted that in a post along the way you said to alter the GAIN, but in the file you say use 100% and only adjust the PerVehicleGain - though maybe the opost was too old and now it is different? So I used the Gain100% and PerV_FFB to lower the gain. On my Moza R12 that means about 55% region to feel about the right force (at least in fast GTE or Group C type cars).
     
  3. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Make a like here ;).

    All my sliders stick to their names and do exactly that, been FX the scrub and engine vibrations only.

    About GAIN: it should be 65% to get the desired clipping effect (just a touch of red, here and there), but changing it does not modify anything but the global gain itself (as far as I know, in most rF*cktor based files, it changes the transfer curve, not just the gain - in my file, is just like Default/Default+).

    However, take in consideration that "From v6 onward, vehicle-specific gain has a double impact and is the best method to adjust clipping behaviour.".
    It changes both rack forces from physics and is also a global gain (as defined by AMS2 implementation).
    So, set GAIN to 65% and adjust vehicle-specific gain from car to car, it should give good results.

    Set your Moza R12 to default values (this means "Gain Force Feedback Intensity" to 100%), except "Natural Inertia" to whatever cancels wheel vibration (in my case, with FSR, is 200-250%). The new "Natural Inertia" is there to adjust base-wheel control, it's game independent.
     
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  4. TheBurntAvocado

    TheBurntAvocado New Member

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    hi, after my pc died i lost my custom ffb file i dont remember what i had but i know it was a rfuktor file, can anyone recommend me a good file for a g923, ive tried so many and none feel right
     
  5. Danielkart

    Danielkart Well-Known Member

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    Gear bases work differently than belt and dd bases. I recommend you take a file from Stakanov or from Cuadolo (dedicated thread for Logitech bases) because they were coordinated with Logitech bases
     
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  6. QuoikaSimir

    QuoikaSimir New Member

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    Hi, I like your ffb file the grip feel is really good, but I still get undesirable vibrations even with natural inertia on my moza R12, can you post the moza pit house setup file (or screenshots) pls?
     
    Last edited: Oct 23, 2024
  7. PeterV

    PeterV Member

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    What car do you get the "vibrations" in? (One or two? All? Some? Most?)
    And what does your description "vibrations" exactly mean? Oscillations? (eg, like swinging side to side if the wheel is not held down a straight)

    Mine (FullFFB) has been working great! I use 100% in the GAIN, but almost always 54% to 57% range in the Per Vehicle Gain. This gives a 'true to life' weight/force. Though for some reason, from yesterday, I 'needed' to move down to 40% to 45% range in Per Vehicle Gain. And the Default+ runs best at the exact same values as FullFFB Custom.
    I don't know why it was great at 57% area, but then now 45% area! That does not make sense!! So I am trying to work out what happened.....
     
  8. QuoikaSimir

    QuoikaSimir New Member

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    The vibrations appear at very low speeds (e.g. in the pits) or when I turn even when the wheel is only at a slight angle. The sensation is like riding on a very grainy road.

    I have these vibrations on all the cars, by modifying the natural inertia and road sensitivity in the moza pit house I've been able to attenuate them, but I'm having trouble finding the right setting to limit the vibration and keep the ffb accurate.

    ps: sorry for my poor english

    ams2.png moza basic.png moza advanced.png
     
    Last edited: Oct 24, 2024
  9. Triplexbee

    Triplexbee New Member

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    Hi, do we have a repository of these FFB's anywhere? Or do I need to trawl this thread to find candidates? Post 2 on page one doesn't seem that up to date.
     
  10. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    Your Custom FFB File Collection
     
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  11. muzarati

    muzarati Active Member

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    @Stakanov There doesn't seem to be any off road feeling i.e grass and gravel and I see a section in your file called "Dirt WIP", is this something that will be implemented at some stage?
    Love your work!
     
  12. Joaquim Pereira

    Joaquim Pereira Well-Known Member

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    Apart from "Road Sensitivity" (I have 10, meaning flat, no filter), everything seems the same.

    You may not like the scrub or engine effect?
    Have you tried to change FX slider?

    Or try to change line 38... change it to (micro_details 0.0) to see if is that component of the suspension that's troubling you. Modelate accordingly. It only appears when the front tyres are sliding.
     
    Last edited: Oct 25, 2024
  13. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    No, you are misunderstood, by dirt we mean the dirt on the track and off the optimal slipstream (not offroad), it is applied in ATMOS to the same extent as the Reiza Default+ profile and it is present only under certain velocity, something still needs to be optimized in AMS2 regarding dirt and especially regarding individual tracks, but regardless of the level of completion, it is implemented to the same extent, so if there are no changes in the original Reiza code, Atmos will also be at the same level.
    Regarding off-road flat sensation, you don’t feel certains effects because are off as intended. In the grass you slip without scrub and road effect, only tear simulate the grass.
     
    Last edited: Oct 26, 2024
  14. PeterV

    PeterV Member

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    "Regarding off-road flat sensation, you don’t feel certains effects because are off as intended. In the grass you slip without scrub and road effect, only tear simulate the grass."

    Is that because the tracks have no 'surface values' for grass? Or AMS2 itself just does not do much (give out much) for grass affecting wheels?
    Grass around a real track, or road, would have kinds of variations - in texture/grip, bumps and undulations etc. In most cases it would be a bumpy excursion if running across a grass area.
     
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  15. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    You misunderstood me because i have not been complete, you have various types of variations: in texture/grip, bumps and undulations, tear, etc. all physics and effects are active always ... only the scrub and road effect are deactivated in the grass and off-track to simulate the plain … as in Reiza's profiles!!
     
    Last edited: Oct 26, 2024
  16. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    FWIW, I updated the custom FFB collection to include the more recent variants (V6000 extreme, ATMOS 1.6.0, Full v1.8, etc.)

    The AMS2 Custom FFB Collection
     
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  17. ViperMan3

    ViperMan3 New Member

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    Just an FYI ... the "rFuktor Daniel V5000 Extreme" folder are actually v6000 Extreme.
     
  18. john Ellis

    john Ellis The Rectifier of Names AMS2 Club Member

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    Thanks for catching that; v2.87a updates Daniel's current folder names to reflect V6000 Extreme, and V5000 files are now in the archive section.
     
  19. muzarati

    muzarati Active Member

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    @Joaquim Pereira files have really good off road feel :)
     
    Last edited: Oct 26, 2024
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  20. EcoBrum

    EcoBrum Member

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    Troll wars.jpg

    More and more ridiculous, post after post, user after user, reasoning after reasoning, now the game is out in the open, every move only leads to the demonstration of what I support and the behavior of those who are in good faith is visible from a mile away, I don't care if someone doesn't like me or if I have people who disagree, I only feel sorry for those poor users who are perhaps in good faith and who are unaware of what they are part of, what a shame to have ruined this place with false characters and false files that in many cases are also broken.

    Reiza, on this specific thread it would be a good idea to inhibit the ability to comment for users who do not indicate their Steam account in their profile (of the Reiza forum account) and above all to inhibit the commenting of those users who do not own the AMS 2 game linked to the Steam account indicated above.
    (there is no point in commenting on this thread if you don't own the game!!!)

    With these two constraints we will free the forum from the many trolls that populate the "Custom FFB Reiza" universe and if they want to continue discussing and trolling they will have to create more steam accounts and buy the game more times ... if some trolls wanted to continue anyway with more accounts at least Reiza would gain!!!

    Instead, let's leave the possibility of reading free.

    Ah, what peace would come to this place!!! Shall we bet??
     
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