One thing I'd add, to any FFB testing, is to try on any of the "Comp" or "Sport" option tires. Those tires actually sample forces from the hub, not the contact patch, meaning that the force feedback itself has the carcass properly "filtering" as in a real car. The two side effects are that the tire needs a lot more engineering time to parameterize, and that the real tire latency is in there. That last bit might sound cool, and it is mostly, but FFB on a computer also has latency. So one trick is to kinda hide the systemic latency by throwing out the simulated latency, and sampling the force at the patch. This means at a standstill, a sample-at-hub tire might be more prone to oscillate than a sample-at-patch tire.
Two things that just-fall-out once you have a tire setup this way are A) relaxation length and B) oscillation bite. Some tire models bolt on relaxation length in one way or another, but through a full run time dynamic simulated carcass, it just falls out. Oscillation bite is something we discovered with real-life drivers, trying to get to the bottom of something that was missing at the time from a GT car, working with the real driver (who had an engineering brain) of that car. It is a lot more than just turn-in bite. It also affects how the rear recovers, and avoids that simmy LSS type of spin.
But when it is nailed, the upside is, in my opinion, huge. Try, for example, the Group C1 cars on their default tires. Then switch to the Comp tires. The violence (in a cool/correct way) is much more present. The feel, and also handling, is a significant step up in several aspects. However, be sure to let them warm up. One of the other real life drivers really put his foot down on the Comps to have them be nasty when cold. Since these tires were opt-in non default tires, we went ahead and did that. My personal favorite car in PC2 is the Formula Renault 3.5 on Comp tires. You'll never set a leaderboard sort of time on Comps (they are slower), but they feel great on more raw style FFB (like the FFB in the file at hand here). Also, something like the L25 on the optional vintage tires (which are also sample at hub) is on truly authentic grip (which is really, very low...like 1.1-1.2 effective Cf or less), but is completely controllable and fun.
Wow... thanks for the reply AJ. Long time no see by the way.
Also I agree on the Formula Renault 3.5 with the comp tyres and also got feedback from the ex-Formula 3 driver I was and still am working with that it is the most realistic open wheeler, at least as far as his own experience goes in open wheelers.
The biggest issue point he mentions was that the curbs in pCARS2 are really muted compared to the real deal, and it should be far harsher (for which he referred me to ACC). For this I tried to utilize load differential between the tyres, but it comes with a downside and that is that you have to keep your hands on the wheel otherwise you will get oscillation on corner exit or course road surface because the load wants to equalize but has no proper counter force.
I will definitely give that a go but I am kind of stuck with progressing the FFB file in the direction I feel is necessary. Would you mind if I hit you up on PM for a bit as to throw back and forth some thoughts and issue points?
The point I am mostly stuck with is that the 'Steering Rack' doesn't seem to be simulated on a physics level, but what we do in FFB file is just like basically layering the 4 audio tracks of the tyres on top of each other in the mix and hope it balances out, which it obviously won't as it is just layered and is being balanced out at the wheel at low frequency (which is an issue).
So maybe I can dive into this with you, if you are willing and maybe figure out a solution and maybe workaround? Because I am a bit at wits end myself to be honest.
Update:
I just tried your Formula Renault 3.5 + Comp tyres recommendation (using Loose setup as a basis by the way) and what I immediately notice is how dynamic it all becomes.
The latency added results in the driver having the time to brace himself to catch the car, because you feel the load build up due to the dynamic carcass simulation.
This in return makes it easier to for example due a warm-up routine by doing the iconic zig zag motion, but also during cornering it becomes really much more intuitive to load up the car upon entry and balance the car by mid corner. Than as you accelerate past apex you can balance the throttle and steering easily by gauging the load on the tyres more easily.
Last but not least braking has become far more dynamic as well as I can feel each tyre locking up individually and feel the car squirm a little under braking. I guess because there is some latency and you thus don't have a FFB execution from the motor, at a physics level it gives the car more time to go that bit more out of control/gives that more time to move around under braking that it as a package feels far more natural.
Then there is the far better temperature dynamic between stone cold and hot with these tyres. Which is the icing on the cake if I have to be honest, as in Free Practice mode you really feel the full dynamic progression the tyres go through as the Physics and FFB change.
All in all... once those tyres got hot I was chasing lap times and forgetting the time. You know me AJ... I always said that everything has to be dynamic because everything is ever changing in nature. So I just love all those dynamics that I wish were throughout the entire sim.
Just to quote you "the upside is huge"... and I want to emphasis the HUGE bit there. Who cares about leaderboard times, I am in it for the experience of the ride. I want to be in the car that I'll never be in within the real world, the competitive aspect only follows the simulation aspect and it is something that always will follow the simulation aspect by its very nature. Because whilst racing is a mechanical sport for a racing driver competing it in essence is about who has the better car control and who is better at taming their beast of a car, which will eventually lead them to victory if all is right.
It's getting late... 3 AM here in Groningen, The Netherlands... so I'll have to pick up on the other recommends tomorrow.
I hope we can do a back and forth one day on how to further improve the experience force feedback wise though.