Automobilista 2 Custom Force Feedback - Overview & Recommendations

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

  1. sherpa25

    sherpa25 Active Member AMS2 Club Member

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    Oh no, if you just posted a newer file. Most likely the previous one (ie. says v6.6.5.1 in header). @F.Santos is already aware, and since you both are working together closely, perhaps he can give you better feedback. Thanks.
     
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  2. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Ok, so yes there is a newer 6.6.5.7
     
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  3. Micropitt

    Micropitt Mediocre driver doing mediocre laps AMS2 Club Member

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    Seems to me you toned it down a good bit. With the previous file I used a 65/20/50 and now with a 75/20/50 I still don't have the details from the previous file.
     
  4. Slapshot82

    Slapshot82 Active Member AMS2 Club Member

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    Cool thanks man! It will probably be tomorrow before I can give it a go again.

    I've got a question for you guys, since I know y'all have a good feel for the FFB. I've been working on creating a custom file specifically for the ROCCO 001 for a friend. Do any of you struggle to feel the actual tire grip with this particular car? I can feel the weight transfer of the car for sure, but it's almost like the friction/adhesion aspect of the output is missing/lacking to me, regardless of the file I use (or Default profile). I just cannot seem to ever feel fully connected to the road surface in this car due to this and the end result is that I cannot maintain consistent lap-times.
     
    Last edited: Aug 19, 2020
  5. Micropitt

    Micropitt Mediocre driver doing mediocre laps AMS2 Club Member

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    I drive the Roco a lot, it is one of my favorite cars. Taking T1 at Cascavel without touching the brake pedal has become one of my favorite things. While doing that, I have a great feeling keeping that Roco in a little power slide in 5th gear.
     
  6. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    No worries, that file is very experimental & might be completely out of whack for you :) It is less bumpy at least. Good for some, bad for others, I am very sure.
     
  7. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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    Just tried the latest 6.6.5.7 It is just waayyy too strong with everything. Even with LFB and FX on 0 it still shakes the **** out of my wheel (and arms :)). Went back to Default. Was quite surprised. It was not too bad in the latest Beta. Prob the opposite of yours. Default needs more, yours needs a whole lot less. Will keep any eye out for new files. Thanks guys.
     
  8. torsteinvh

    torsteinvh Active Member AMS2 Club Member

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    Strange... I tested 6.6.5.7 on my DD1 yesterday, and if anything I felt it was a bit weak overall. Gain/LFB/FX 20/5/35, FFB on my DD1 50%.
     
  9. U. Daniel

    U. Daniel New Member

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    Hi Karsten, I would like to test the Project Car 2 version.
     
  10. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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    Just deleted Automobilista 2 folder completely, and started again. Now I must agree with you, that it is a bit light. Except for the Scrub, which for me is excessive. The saw tooth kerbs are very light, and I have changed a few settings but can't get the feeling of those kerbs that I get from the default profile. Will continue to play.
     
  11. Michael Enright

    Michael Enright Well-Known Member AMS2 Club Member

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    Just tried 6.6.5.9.2 This is a step in the right direction for me. The kerbs to me are still on the weak side. What setting can I change to make those saw tooth type kerbs a bit more pronounced? Thanks guys.
     
  12. Micropitt

    Micropitt Mediocre driver doing mediocre laps AMS2 Club Member

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    Is the version 6.6.5.9.2 more of a test release? I tested 6.6.5.7 but went back to 6.6.5
     
  13. bmanic

    bmanic New Member

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    Question: Did Reiza ever publish all the available variables/math functions/inputs of the current Madness Engine FFB system?

    I still have a list of all the Project Cars 2 FFB variables (even all the hidden/non-publicly released ones) but I was wondering if Reiza added more systems to the FFB/physics simulation.

    For instance, I've noticed yet again that nobody seems to use ALL of the actual forces from the rack/tires. There's not just Mz forces but also My and Mx forces.. and those do make a big difference. It's one of the failures of SMS to not listen to the feedback they got during development. Yes, those forces are subtle to non-existent in most situations but NOT in all. It's all about phase and forces cancelling out.. which is important. As far as I know, I was the first to ever run those forces in my FFB files for pC2 (before it was even released, in WMD2).

    So, in short: What are the variables/math functions etc that we have available in AMS2 at this moment? Anybody got a list?
     
  14. Ernie

    Ernie Active Member AMS2 Club Member

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    Yesterday i tried the latest versions 6.6.5 and above.
    Strangely the 6.6.5 made my DD2 go crazy. The wheel instantly turned to the left until it hit the steering lock. Along with some rattling noise.
    This issue was gone by using 6.6.5.7 or 6.6.5.9.2.

    But overall the latest files are way too strong comparing to default FFB. I have to decrease the FFB strength on my DD2 by more than 20%. Even than it is quite heavy in some situations. I'm not sure, if this is the way it should be.:confused:

    PS: I tried lowering momentum_resistance, but it seemed it had almost no effect.
     
  15. Stakanov

    Stakanov Well-Known Member AMS2 Club Member

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    This is what I wrote about the FFB DEFAULT discussion .... after trying it for a few hours I uploaded the latest version 6.6.5.9.2 to make a comparison ...

    Everything in the file 6.6.5.9.2 is much more defined and pronounced, the direction seems to me the right one, but many times I detect occasional shocks especially in the skidding phase of the car and in counter-steering ... I must say that the FFB Default file has made many steps forward and only a little too soft and if I have to just criticize it just lacks a bit of strength, definition and character, but now it is very coherent and predictable ... I find this greater definition as mentioned in version 6.6.5.9.2 but we need to eliminate these sudden shocks. ;)
     
    Last edited: Aug 24, 2020
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  16. Eric Bergeron

    Eric Bergeron New Member AMS2 Club Member

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    I have exactly the same issue with my OSW than you . I deleted AMS2 file but nothing. The only parameter i would like to increase is the vertical load from the road ondulation.
     
  17. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    The latest file(6.6.5.9.3) relaxes the gain a little again, in general.

    But for these files it is preferred to adjust the gain downwards to match the car best possible on high speed cornering. This makes sure it will use more of the ffb range available.

    Hope this helps, cheers!
     
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  18. sherpa25

    sherpa25 Active Member AMS2 Club Member

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    Sorry, didn't find the silver-santos files, out of the 6 posted in post #1. Thanks.
     
  19. Ernie

    Ernie Active Member AMS2 Club Member

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    I'm slightly confused. I'd think that lowering the gain would also decrease the bandwidth for FFB signals.

    If i use 60% FFB strength, my FFB range can go from 0 to 60. If i have to lower my gain to 40%, then my FFB range is just 0-40. But maybe i have a thinking error.
     
  20. Karsten Hvidberg

    Karsten Hvidberg Well-Known Member

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    Hi Ernie,

    In the normal default file, an in game gain of 50% is used to down-scale the calculated ffb by a factor of 50% and is afterwards clipped at around 65%.

    In the silver raw files the in game gain setting is used to down-scale as well, but the clipping is more advanced in general and additionally clips the ffb force and effects at static, higher %'s that don't follow the gain at all.

    In silver raw files(as well as in heavy messing files), you potentially win much more dynamic range by lowering the gain.

    So in your 60% example, in silver raw and heavy messing, your output range is not clipped to 60%, but can actually hit 100%. But it will still scale the ffb down by a factor of 60%, giving you 40% additional head room, than when you set it at 100%.

    Silver Raw files additionally will actively exploit any additional headroom for high downforce cars, making these cars ha e a huge meaningful range of forces, if for example you set the gain at 20-40%.

    Shadak, who fine tuned version 6.4 for specially the V10, runs his base at around 20%-25% for that car and it feels amazing on his podium wheel base, same on my sc2. It will become very heavy on fast, high downforce cornering to an extend where you can barely overcome the ffb in those cornering situations. But at the same time it will be very nice and light at slow speeds.

    On less strong wheel bases you will want to run gain higher, as otherwise the forces are simply too light at low speed. So at for example 60% the Silver Raw files will then adjust and let the downforce play less of a role, while still feeling good, so it does not reach 100% the second downforce sets in.
    On a 6-8NM wheel base I think the V10 should prob. be run around 50-ish% (+/-10), depending on how you like it to feel at low as well as at high speed.

    Important to notice that also low downforce cars benefit from more headroom. So this is why the recommendation is simply to adjust gain down as much as possible, as feels best at medium-high speed cornering.

    I hope this helps,

    Cheers
     
    Last edited: Aug 24, 2020
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