Yes I was just thinking that the overall FFB is so strong with those cars, I would need a very low car specific multiplier - thinking out loud. My point should have been more about the lack of an overall FFB gain setting, in game in rF2 . That's why I've always run 60-70% in wheel software - to save adjusting down the car specific multiplier for each car. Didn't realise that it caps the forces.you can lower the multiplier, but like I mentioned, it won't really solve much, since the spikes are so high
I'm assuming that you run it with Dynamic off? Do you just use it to view FFB levels and adjust them to suit, or do you check the Run in Background box?And yes, I use FFBClip
I'd tried a few things, but gone back to a LUT. I guess I did it wrong, because I had this weird vibration effect. In English, I'd call it thrumming. It's like a vibration that kinda pulses in amplitude. So the vibration was around 20 - 50 cycles per second, but the amplitude variance was at around 1 cycle per second. Anyway, it was awful, but I get bored with fiddling with settings very quickly. At some point, I gave up and just left it how it was.If the slight gyro change is "miles better", what settings did you use before?
I'm assuming that you run it with Dynamic off? Do you just use it to view FFB levels and adjust them to suit, or do you check the Run in Background box?
That BMW road car has like 2-3x the ffb output of the mclaren gt3 car. I drove that car in real life and although it has higher steering forces than the VW Polo from my mother, it's definitely weaker than my CSW at 100%.
You probably ran with auto=on and dynamic off. Which means it takes a good average value depending on what strength preset you select. Light, normal, heavy.As far as I remember, I'm mostly running with dynamic adjustment on, because after a few laps, it settles on a reasonable value anyway and doesn't really change much, so I don't bother turning it on and off. But I rarely play AC nowadays, so I don't remember my settings exactly and can't really check right now.
Now with the Group C in rF2 the ffb basically stays the same for me at high speed corners but bumps, kerbs etc are always extremely brutal even at low speeds.
So I won't say it's due to the aero or the cars not being made for consumer wheels. I'd say there's just something wrong with the mod honestly. I set the kerb effect to 0.0 in my json, still extremely brutal in comparison to any steering forces, low or high speed!
OK, so some more tests of the torque settings, this time using the 720S at Silverstone to have some sort of baseline from Rasmus.
I couldn't tell any difference between 0.1 and 30. If there was a difference, it was concealed in my inability to replicate the driving absolutely perfectly every time. I did the best I could, but I just couldn't feel any difference, and the FFB meter also showed pretty much the same values.
With 40 and 50, the FFB definitely got lighter (more so with 50).
At 35, the FFB *might've* been just a tiny bit lighter than at 30. I'm not sure if it was placebo or not, but I think it did feel and look slightly lighter.
Anyway, this is proof enough for me the setting is basically meaningless on anything other than DD wheels, and strong ones at that. Just like people were saying every time this setting was discussed.
On a csw the difference is a lot more pronounced I guess but Martin's test at least confirm that it works similar.You are extrapolating what is happening on your wheel to the general world. Bad idea. There is an easily detectable difference on the Fanatec CSW. Differences in hardware and drivers are why we constantly get quite different impressions of FFB (remember the Jekyl and Hyde Formula 2?). What would be clever is to find out why one wheel is unaffected while others are greatly affected.
On a csw the difference is a lot more pronounced I guess but Martin's test at least confirm that it works similar.
The higher the setting the lower the ffb.
Question is why the ffb goes higher with low values? Which car did you use for testing?
I don't either... Especially with official cars. Still weird, didn't happen for me with low values. And it is supposed like that.Reiza FVee and MR18. I could try other cars if you think there is something car-specific (I do not).
I don't either... Especially with official cars. Still weird, didn't happen for me with low values. And it is supposed like that.
No idea why it gets boosted for you with low values. Are you sure the multiplier was the same?
Anyway, this setting isn't useful anyway so default and using the ingame multiplier will have to do the job. At least for me. This value combined with the not-so-true-to-life cars in rF2 does only screw with the ffb strengths...
That's even weirder. It really shouldn't alter the ffb at all!I should clarify that at low levels, the FFB is not actually heavier as in torque required to tun the wheel. I would describe it as a stronger emphasis on the steering resistance (horizontal) versus bumps (vertical). Just pulling out of the garage you can notice it, but it does not actually boost the forces to the wheel in any absolute sense. I realize that might be causing some confusion. What is crystal clear is the elimination of the FFB--all of it--if you crank the number high enough. Of course, the value required to dissipate all FFB should and will vary from wheel to wheel and may be a clue as to the wheel's real output value.
That's even weirder. It really shouldn't alter the ffb at all!
But you're sure it's not placebo?
I mean I felt differences in my luts for assetto corsa to then see that I was still driving the same one because content manager didn't save the change hehe.
Very true and wise hahaWell the elimination of the FFB at high values is 100% not placebo. It, too, is not like just turning down the force levels. Certain aspects of the FFB go away faster than others.
Anyway, the setting is not useful to improve FFB as we have all agreed, so better to leave it at default to avoid some other unintended consequence in the 50 other related settings that we or S397 might change at some point!