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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. Danielkart

    Danielkart Well-Known Member

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    Test the following:

    1 . Go to Settings
    2. Go to "Control Scheme" here you can assign your base and pedals
    3.Take your own control profile (Userset5)
    4. Take for your wheel (customized)
    5. Take for your pedals (separately)
    6. Finally go to "Standards" and confirm it (this will set everything to 0)
    7. Then go to "Edit assignments" here you can steer right/left and assign gas/brake/clutch
    8. Go back to "Control Scheme" now you can calibrate the wheel and pedals
     
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  2. ElliottT

    ElliottT New Member

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    Thank you for your help.
     
  3. ElliottT

    ElliottT New Member

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    Where can I find: 6. 'Standards' ?
    Thanks
     
  4. Danielkart

    Danielkart Well-Known Member

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    in the control scheme
     
  5. ElliottT

    ElliottT New Member

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    Nope. I can't find it. I've wasted enough of your Sunday.
    Thanks to both you and Fizzy. Sadly, the game just won't recognise my CSL after literally years of faultless use.
    Oh well!
     
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  6. Danielkart

    Danielkart Well-Known Member

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    Sorry, you can leave out No. 6 since Update 1.6, it's no longer available, my fault. Just don't do point 6 and continue with point 7. Maybe it will work, otherwise I can't help you any further;)
     
  7. ElliottT

    ElliottT New Member

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    It worked!

    Thank you very much. I really appreciate it.
     
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  8. 0ct0

    0ct0 Member

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    Hi @Stakanov,
    I can't PM you.
    just a note I don't think (tyre_initial_resist is working in your files it's light when parked on grid and doesn't blend out when starting ramping up the value has no affect.
     
  9. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    Here everything is ok and works perfectly, if I raise the value or lower it the resistance changes accordingly, check that in your file you have not modified something and therefore it does not take the value... anyway I am publishing the new version of the ATMOS but I will not be able to be present on the forum in the next few days... have a good evening.
     
  10. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    1.6.3.4.jpg

    These are the new ATMOS files reached version 1.6.3.4:

    ATMOS BASE 1.6.3.4 (Based on rFuktor)
    (Original rFuktor 5.0.1/5.0.1.3/5.0.1.4 with some adaptation and with the code extended to all 4 wheels both in the rack and in the effects)

    ATMOS EVO 1.6.3.4 (Atmos Base + SomeEvo)
    (Atmos Base as above - Relax OS_US_YAW functions + the little implementations of other Reiza's base code and more items/variables)

    ATMOS OLD_RAW 1.6.3.4 (Atmos EVO + Old_D_raw)
    (Atmos Evo as above + the implementation of the profile FFB "Default" of Reiza's, also called "Old_D_raw")

    ATMOS IMMERSIVE 1.6.3.4 (Atmos EVO + NDef_imm)
    (Atmos Evo as above + the implementation of the profile FFB "Default+" of Reiza's, also called "NDef_imm")


    Changelog from 1.6.3 to 1.6.3.4:
    - Alignment of the "main dials" on the same level, will be easier to emphasize or detract one main characteristic from the other starting from the same level. In particular the reduction is on the effects that are more moderate and less emphasized (since many users use low levels of cursor FX these days and this allows for greater use of the cursor);
    - Reorganization of some detail entries to allow easier setting;
    - New management of the resistance of the tires that load on the steering wheel in relation to the speed of the car. Now in addition to the fixed resistance from standstill to 0 speed and the additional incremental resistance that adds up to a maximum of 250kmh, we have an additional incremental resistance that starts from 250 kmh and up (very useful for faster cars such as Formula, Indy and the FUSA 2023);
    - New management of slide/slip with a little increment of slide factor and with a new slip crossover values (this allows for a greater sliding effect with consequent reduction of the load on the tyres without the unwanted effect of excessive lightening of the steering wheel);
    - Increment of front_drive_torque_feel (very useful for faster cars such as Formula, Indy and the FUSA 2023);
    - Restoring of the texture vibration (in a non-invasive way) and creation of 3 new distinct entries/items for the setting of spring in the texture_vibe;
    - Creating of the dynamic_weight_scale specific for the texture_vibes;
    - Further reduction and absorption of vibration on the surface of the curbs;
    - Elimination of the dynamic_weight_scale for the accel_feel;
    - Elimination of the single dynamic_weight_scale for the curbs and creation (in replacement) of two new distinct entries, one for the surface kerbs and one for the height or hump of curbs;
    - New code for the "viscosity";
    - Inclusion of "deformity" and "viscosity" in the resistance of tires (previously there were only "weight" and "stretch");
    - Inclusion of "viscosity"in the spring (previously there is only "deformity");
    - Creation of 4 new objects, 2 for the front and rear management of "deformity" and 2 analogous ones for the front and rear management of "viscosity" (these objects are added alongside the 2 variables already present the front and rear management of "stretch");
    - Minor adjustments to scrub and tear code and values;
    - Correction of some explanatory notes.

    --------------------

    I apologize for my absence but for personal reasons I could not be present (and I do not think I will be able to be in the next few days), I continued when possible the development of my project ATMOS.

    So with delay I wish all the forum participants happy Christmas holidays, i do congratulations to Reiza for the enormous work done with the development of the game to version 1.6.x, I thank the original compilers of the custom files Nuscorpi and Karsten and, last but not least, allow me a special thanks to all those people who have been close to me in these days.

    In order not to be late again the day after tomorrow, ahead of schedule, I wish everyone a happy 2025, I hope for the health, serenity to all .... and a bright future of everyone, as well to Reiza with AMS 2.

    Good evening everyone.
     
    Last edited: Dec 31, 2024 at 1:19 AM
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  11. Boci

    Boci New Member

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    Thank you for your work...will test it today :)
     
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  12. Grip4x4

    Grip4x4 New Member

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    +1 Thank you.... I can't wait to unwrap this gift!!!
    Happy 2025 to Stakanov and to all on forum!!
     
  13. Racinglegend1234

    Racinglegend1234 AMS2 wiki founder AMS2 Club Member

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    What do I change to get the steering wheel a bit lighter and also make me feel the loss of grip a bit better? Feels like the feeling has really changed this update and made the steering a lot stiffer and less detailed
     
  14. Manolo

    Manolo Member

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    I'll take the liberty of answering... if you like the previous sensations 1.6.3, just restore the entries of the previous version in the new 1.6.3.4 ... the file works in the exact same way so if you put the alternative values that you find adjacent (or the old value) you will find the same setting... after all, either you like the feeling of lightness (as you do) or you like the feeling of heaviness (as others have pointed out), but it is right that in both ways the file remains informative as you point out... let's see how the emotions go and surely Stakanov will find the middle way.

    In particular:

    (velocity_res_offset 0.750) change this to 0.500.
    (low_velocity_res_scale 0.500) is the same then leave 500.
    (high_velocity_res_scale 0.250) if the stiffness is over 250kmh set this to 0.000

    Furthermore, you must restore the crossover curves as the previous ones, that is:
    (slip_crossover_pos 0.100) change to 0.050
    (slip_crossover_width 0.750) change to 0.500
    (slip_crossover_line1_slope 0.000) change to 0.225
    (slip_crossover_line2_start_y 0.500) change to 0.825
    (slip_crossover_line2_end_y 0.950) change to 1.125

    The other secondary voices that could change the feeling of lightness compared to the previous version are:
    (accel_feel 0.25) change to 0.75
    (front_drive_torque_feel 2.50) change to 1.75

    Finally, only if you don't like the feeling related to the deform or the viscosity, just set these items to 0
    (front_tyre_deform_feel 0.125) change to 0.000.
    (rear_tyre_deform_feel 0.125) change to 0.000.
    (front_tyre_viscosity_feel 0.125) change to 0.000.
    (rear_tyre_viscosity_feel 0.125) change to 0.000.

    and chage this line
    (steer_pull (* 12 (/ 1.5 master_rack) steer_pull grip_feel_front (* (/ 1 8) (+ FL_def FL_visc FR_def FR_visc 3))))

    to this line without viscosity, and you have practically restored the previous setting. ;)
    (steer_pull (* 12 (/ 1.5 master_rack) steer_pull grip_feel_front (* (/ 1 8) (+ FL_def FR_def 5)))

    I hope I was helpful @Racinglegend1234. :)
    ------------------------------------------
    I think that this information is useful for all user that like previous feeling of 1.6.3 and i think that Stakanov should include it in the main post of the files as soon as possible for him.

    Happy new year 2025 to all!!!
     
    Last edited: Dec 31, 2024 at 4:54 PM
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  15. AntoAntoDD

    AntoAntoDD Member

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    If I am not mistaken there is a typing error in the latest Stakanov files 1.6.3.4 but fortunately it is not relevant because the variable is set to 0.

    Change the line 422
    texture_vibes_scale (* texture_vibes_scale texture_vibes_weight_scale))

    with this
    (texture_vibes_scale (* texture_vibes_scale texture_vibes_weight_scale))

    the initial parenthesis is missing. ;)

    Regardless, the file is very nice and adds more information, I will have fun calibrating it to my taste in these days ... at hot, I agree with @Racinglegend1234 that it needs to be lightened a little and the level of detail increased as in 1.6.3.

    Thanks Stakanov, as soon as you can correct it.
    Happy New Year to you and to everyone!!
     
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  16. GWiz

    GWiz New Member

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    I wanted to ask the same question, but for DanielKarts file. Many people have asked for information on the custom FFB file to find out what the variables mean and how you know what variable name is possible, but I haven't found an answer in the forums yet. What effect for example does "over_steer_scale" have with a high value compared to a low value and how is this different from "rear_grip_loss_feel" which is set to zero?

    Obviously I can edit the file and play around, but it's random fumbling in the dark and not easy to quickly compare changes as you need to restart the game each time. Luckily, I find the DanielKart files to be excellent already, but I would ideally like for the steering wheel to go lighter than it does on loss of grip to help me catch a slide.
     
  17. Danielkart

    Danielkart Well-Known Member

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    For your question: rear_grip_loss_feel 0.0) that won't give you your desired effect.
    As I have often told people, for me these files are "final" files and are very precisely tailored to the various bases. The time of endless “testing” and the endless “possibilities” that exist with these files is over for me. I've had this "rabbit hole" for a long time, but it's definitely over for me now. Of course, I will continue to share files with you if I notice something is wrong or could be done better (through your feedback or if I notice something myself). Ultimately, it will remain my interpretation of what a simulation vs. reality should feel like, with all the compromises.
    Happy and healthy New Year to all of you and see you in 2025:);)
     
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