read more: FFB Tweaks

I've worked with x4fab to add a new feature to the Custom Shaders Patch (as of 0.1.51) and the description is fairly brief so I thought it's worth going into a bit more detail about what this does.

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Gyro Implementation

[ ] Active check to enable
Strength 25% adjust effect strength
AC has an "Experimental Gyro" FFB effect whose purpose was adding gyroscopic effects to the steering. It never lost the experimental tag and all it's generally recommended for is damping down oscillations on direct drive wheels.
This is that, developed slightly further based on my understanding of the nature of gyroscopic forces. I have a pretty solid case for making this change, and I believe this force exists in actual cars, and AC's original experimental gyro does not.

The developed version still suits the purpose of damping oscillations, but more importantly it decouples the body from the front wheels - so if the front wheels are pointing in a direction and the body moves around them, no gyroscopic precession happens, and no force is generated. Concretely, what we're talking about here is oversteer - on the original experimental gyro, the force acts counter to self-alignment during oversteer. With this new implementation, self-alignment is allowed to occur freely, or, if the oversteer is so quick that the wheels can't self-align, it'll actually push in the direction of alignment.

25% is simply equivalent to the original force multiplier used on experimental gyro when merging it with other FFB forces. Ultimately, the same as the other amplification ffb effects like road and slip effect, the slider is available to magnify it if your hardware's limitations are obscuring the effect.
As of CSP 0.1.53 the strength slider is outdated. A calculation using the suspension geometry now provides the right precession-based force for each car.
The description is a little bit misleading; this replaces "Experimental Gyro" so disabling it is superfluous, if this is Active, experimental gyro is not. Still, it won't hurt to disable experimental gyro and be certain it's off.

Now that I've said what the intent is, I will also note the following: this changes FFB in pretty much every dynamic situation. It's not just an improvement for drift cars or for vintage cars that oversteer constantly; any time the car moves around on the tires it feels slightly different from before. To me, it's a positive change, it's clearer what the car is doing, and I have heard similarly positive comments from testers. Nonetheless, I am not omniscient, I have not driven all these cars in real life, it's up to you to decide whether it improves your game or gives you better sim feeling the rubber or what. Modifying games to improve the FFB is a fine tradition starting with some extremely thorough efforts in rfactor1, and this is no different (maybe a bit easier to install).

I will note that it slightly increases max forces when cornering so if you have stuff set up to barely clip, you'll need an adjustment downward in global ffb mult.

Range Compression

Range compression 100% - 100% is the "default off" of this effect
[ ] Range compression assist - check to convert cars' "steer assist" into range compression.

New FFB Tweak available as of 0.1.53. The name comes from the audio world, where dynamic range compression means bringing up the quiet sounds while leaving loud sounds at their original volume. This is a much more second derivative friendly version of the Gamma effect.

The percentage is straightforward: Set it to how much you want to multiply small forces. Or adjust it in sync with your overall gain if you want to maintain the level of small forces and change large forces. For example, 200% compression + 50% gain = original 100% on small forces, larger forces decrease. If you're curious, the curve at the point of maximum force is simply the inverse, 200% compression will cause large forces 50% of the original delta in force. But in combination with 50% gain, you're moving the original maximum force downward and the ceiling before the game clips is much higher.

Think of this like power steering: you only want it to assist the heavy forces and give you maximum feel of the light forces.

This is very much an "adjust to taste" thing, it operates smoothly enough that you're safe running it upward of 300%, and I have seen IRL data indicating that manufacturers effectively go as high as 600% in power steering systems, when they want to bring 20+N forces down to a comfortable 2-3N.

Steer assist is a built in per-car feature of AC that applies a gamma function to that car's FFB. If you check Range compression assist, then FFB Tweaks will calculate an appropriate range compression adjustment, and disable steer assist. This should give you a far more normal FFB feeling (no weird bumps around center) while retaining the original goal of giving high downforce cars enough low-speed FFB to be drivable.
 
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New loadcell setting in ffb tweaks csp 1.78 - nice. Anyone else using the setting on t-lcm brake pedal and what are their conclusions? I wonder if adjusting it is tied in to the ffb adjustments of the ffb tweaks themselves. Will mess around a little and will report back...
 
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New loadcell setting in ffb tweaks csp 1.78 - nice. Anyone else using the setting on t-lcm brake pedal and what are their conclusions? I wonder if adjusting it is tied in to the ffb adjustments of the ffb tweaks themselves. Will mess around a little and will report back...
Pretty sure that's for cars that are using the object based brake system. I would likely not use it for vanilla style cars or if you don't know what you're doing.
 
Tool tips are pretty comprehensive on that one, but mainly it's intended so a couple cars that have real brake forces configured can be scaled accurately. For other stuff it mostly gives you a way to run your pedals at full force without needing to hit full force every time you want to threshold brake. (if you say set your max force at 80kg, but 50% on cars w/o data, then those cars will use 40kg for the normal max)
 
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Tool tips are pretty comprehensive on that one, but mainly it's intended so a couple cars that have real brake forces configured can be scaled accurately. For other stuff it mostly gives you a way to run your pedals at full force without needing to hit full force every time you want to threshold brake. (if you say set your max force at 80kg, but 50% on cars w/o data, then those cars will use 40kg for the normal max)

Interesting - so in a sense it's like the adjustable brake power bar in the thrustmaster pedal ui. At the mo' I have to adjust the TM power bar for different sims' but this ffb tweaks could be one less thing to do. But like Kyuubeey suggests it's dependant on specific cars/brake change if one wants a one size fits all approach. If I'm right in how I understand it then that's a "really" good addition to me.
 
I have a moza r9 wheel base and I can't use the accurate physical implementation since it makes my wheel abnormally oscillate. The devs know about it but has anyone found a workaround? Their app settings are not quite optimized for assetto yet
I'm having the same problem.

The CSP gyro implementation causes some crazy wrist breaking oscillations. I have tried for two days experimenting with settings in CM/CSP and my DD's driver settings. I have not been able to find a compromise that feels good. So far the only thing that works is disabling the "Physically accurate gyro implementation" and enabling the experimental gyro in the AC/Controls menu. No more crazy oscillation. An added bonus with that gyro is that I do not have to run a excessive amount of damper/friction/intertia to the point that it kills much of the detail.

I hope the developers will implement something similar to ACC's Dynamic Damping into CSP's settings.
 
Not sure if it's meant as some sort of snobbery insult, but the answer is No.
The main reason I am almost exclusively playing both Kunos titles is because I love their FFB implementation, ACC in particular.
I can tell you this though, that with "fixed" gyro wheel starts behaving "jerky" just like in PCars, and this is what Reiza is trying to fix now in AMS2 with their version of "dynamic damping'.
Lol so funny reading this whole convo.

Tl dr. There is nothing wrong with CM gyro, you just run unrealistic settings. 5% friction and 0% inertia? Lmao.

Have you ever driven a real car? Try turning a wheel and see how much friction and interia it actually has.
 
Should Gyroscopic Effects >Experimental Settings under Force Feedback be turned on? It creates oscillations even on my TS PC, or is this not needed when CM Gyro is activate? The toolbox doesnt mention this.
Should Experimental Settings be even turned on when using CM Gyro? if so what should the Damper Gain be set to?
 
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Should Gyroscopic Effects >Experimental Settings under Force Feedback be turned on? It creates oscillations even on my TS PC, or is this not needed when CM Gyro is activate? The toolbox doesnt mention this.
Should Experimental Settings be even turned on when using CM Gyro? if so what should the Damper Gain be set to?

The description is a little bit misleading; this replaces "Experimental Gyro" so disabling it is superfluous, if this is Active, experimental gyro is not. Still, it won't hurt to disable experimental gyro and be certain it's off.
;)
 
I'm having the same problem.

The CSP gyro implementation causes some crazy wrist breaking oscillations. I have tried for two days experimenting with settings in CM/CSP and my DD's driver settings. I have not been able to find a compromise that feels good. So far the only thing that works is disabling the "Physically accurate gyro implementation" and enabling the experimental gyro in the AC/Controls menu. No more crazy oscillation. An added bonus with that gyro is that I do not have to run a excessive amount of damper/friction/intertia to the point that it kills much of the detail.

I hope the developers will implement something similar to ACC's Dynamic Damping into CSP's settings.

Same issue with the T818. Crazy oscillations on the straight of the Nordschleife for example, was barely able to hold the wheel steady :) Turning off CSP gyro fixed that.
 
I have a moza r9 wheel base and I can't use the accurate physical implementation since it makes my wheel abnormally oscillate. The devs know about it but has anyone found a workaround? Their app settings are not quite optimized for assetto yet
I was able to fine-tune my settings, my gain was just set too high. Lowered it by half, and added some range compression and it's amazing now. Much appreciated
 
Did you turn off the whole "FFB Tweaks" extension or really ONLY the new gyro?
Meanwhile I did a whole lot more experimenting (This is for the T818 base):
I use FFBgain again, that only works correct when Gain is set to 100% in AC, otherwise it randomly loses ffb completely.

in TM profile Sport setting , 100% force and 0% damping.

In AC: Settings-Assetti Corsa - 100% gain. Everything on that screen at 0. I have only enabled 'enhanced understeer effect'there.
Experimental: ON
Gyro: ON
Damper gain: 100%
Minimum damper: 0

Then Settings - Custom shader patch - FFBTweaks:
Basic - select active

Mis tweak - select both

More physically accurate gyro - off

Additional postprocessing: range 200%, range assist ON

Output real steering: off

Ourput real brake pressure: off

Then in AC I have the FFBclip window open, since I want to decide the amount of nm per car. Some cars are perfect at 10nm but others are just way to tiring at 10 and I set those at 8nm.
 
Someone in a Youtube comment explained me why it's better to use FFBTweaks Gyro instead of the original.. so I switched to that again. At 25% it just gives way too much oscillation so I set it at 10% which makes it a bitter better to control.
Can't reduce the overall gain since ffbclip only works correctly at 100% gain.
 
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