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.

7hNkrdT.png


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As of CSP 0.1.53 the strength slider is outdated.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.
 
Last edited:
I was surprised by how good this feels. I have all the 'effects' turned off for my Accuforce Pro v2 wheel and have always used the clipping app to limit the gain. But coming from ACC and now AMS2 which imho are at a new class of FFB I found AC very disappointing going to my favourite Fonteny in the Lotus 49 it felt lacking. Suddenly with this mod all the feel that I want is there all the subtle little things that almost work at a sub-conscious level. It feels as good as it ever has at any time. Thankyou @Stereo
 
Honestly been unhappy with the t300 for years, but recently I had the full 500 experience on a 300. Comes with aprox. 2/3 of torgue and half speed, wow. Never felt this behavior from a 300, very impressed.

Regarding the new range compression slider, I think it would be fair to request increasement options of 1% and not 10% - just because the standard range of 100 is not enough, and 110% beyond what i would do. Maybe i misunderstod - is there anywhay to set it somewhere in between?

Thank you.
 
Regarding the new range compression slider, I think it would be fair to request increasement options of 1% and not 10% - just because the standard range of 100 is not enough, and 110% beyond what i would do. Maybe i misunderstod - is there anywhay to set it somewhere in between
I think that's more a question for CM, it's not an intentional thing. As a workaround you can go to
assettocorsa\extension\config
open up ffb_tweaks.ini and change
Code:
RANGE_COMPRESSION=1.0 ; Range compression (higher to compress force and make small forces easier to feel); from 0.5 to 4.0, perc.
If you make it "from 1.0 to 2.0" or "from 1.0 to 1.5" it should give you finer adjustments, or you can plain change it to start with 1.03 or w/e.
 
Tried to speed read this whole forums articles. Probably unsuccessfully.
I really hate the floppy wheel effect when stationary.
Is there anything I can do in the .ini files or AC UI to create a hard to move wheel at standstill without effecting the wheel on the move.:)
 
Force Feedback.png
gyky.png


ytjt.png


I'm sorry about the image spam but I was wondering if all my settings look correct? I can feel a slight difference but it seems to sometimes vanish when I'm in a session for longer periods. I'm on update 0.1.61 if that matters
 
Last edited:
Hi Stereo and mclarenf1papa,

Can I have these FFB tweaks - and only these - in the game even if I am not using CM?

(Not wishing to use the rest of CSP either at this point.)

Thank you in advance.

Best regards,

Atticus
 
Last edited:
Are you planning on making it a standalone patch as well though?

I mean, it has nothing to do with custom shaders and the graphical updates that otherwise make up CSP in general - and people might want one without the other. (I know I do, at least.)
 
Are you planning on making it a standalone patch as well though?

I mean, it has nothing to do with custom shaders and the graphical updates that otherwise make up CSP in general - and people might want one without the other. (I know I do, at least.)
Afaik you need CSP to "inject" anything that's not in the default configs.
So while it's for sure possible to create some running version of a stripped CSP and the ffb tweaks, you'd still need the basics of CSP to actually get it to run.

Btw why don't you just install CSP and disable everything but the FFB tweaks?
Have to say though, that getting rid of the car and track configs that install at default is pretty annoying...
 
Afaik you need CSP to "inject" anything that's not in the default configs.
So while it's for sure possible to create some running version of a stripped CSP and the ffb tweaks, you'd still need the basics of CSP to actually get it to run.

Btw why don't you just install CSP and disable everything but the FFB tweaks?
Have to say though, that getting rid of the car and track configs that install at default is pretty annoying...

Yeah, I noticed - I looked at it. :p

I just thought a lot about what the gyro fix does and the more I think about it, the more it makes sense and feels like a relatively large part of the previously "missing" FFB in AC. (I.e. I always wondered why I am perfectly able to catch a slide in rFactor 2 and be much more helpless in AC.)

And I just want to get the best, most realistic settings in the game.

At the same time, I have this dumb fixation on preferring stock wherever possible, in graphics, for example (not really into rain or night driving) and menu look and feel, so I don't really want to have CSP and CM.

(I do modify settings CM brings into the game, but I do that in the ini files, I guess I'm a control freak. And I do use mod tracks, but I install them manually - and I have exceptionally high standards as to what tracks I'm "allowing" into my simulation.)

Bit off-topic, sorry.

Thanks for the confirmation anyway, I will need to weigh things up, I guess, which I will do, of course. (First world problem, really :p)
 
(I do modify settings CM brings into the game, but I do that in the ini files, I guess I'm a control freak. And I do use mod tracks, but I install them manually - and I have exceptionally high standards as to what tracks I'm "allowing" into my simulation.)

lol you`re a bit like me. Its one reason i also don`t use CM. But on the other side i "could not live" without CSP. What i cannot use is of course SOL.
As someone mentioned above, you could just install CSP manually like i did, and still control everything with ini.files. So you could activate only the ffb extantions for example. CSP there are many things disabled by default anyway.
Its strange you don´t want give CSP a chance, the difference in visuals are stunning even without SOL, but its your choice.
 
Bizarre you guys prefer the awkward, incredibly slow stock launcher. You claim your are control freaks, and CM is just that, lol

Not to mention the fact you are in game in 5-10 seconds, vs 1-2 minutes with stock.

but to each their own :)
I know a few others that don't wanna use CM.
It's an exe that "does stuff" and you simply don't know or have proof about it not being malware or doing shady stuff.
Sure, it's very very unlikely and I personally don't think that there's any harm in using CM but if you're one of these guys who test stuff in a VM to be safe, then you definitely don't use CM.

It claims to be quite "open source" but there are parts that aren't so you can't be sure...
 
I know a few others that don't wanna use CM.
It's an exe that "does stuff" and you simply don't know or have proof about it not being malware or doing shady stuff.
Sure, it's very very unlikely and I personally don't think that there's any harm in using CM but if you're one of these guys who test stuff in a VM to be safe, then you definitely don't use CM.

It claims to be quite "open source" but there are parts that aren't so you can't be sure...

Not trying to been sarcastic at all, just that English isn't my first language, but how do you know the game itself doesn't "do stuff" too?
 
I know a few others that don't wanna use CM.
It's an exe that "does stuff" and you simply don't know or have proof about it not being malware or doing shady stuff.
Sure, it's very very unlikely and I personally don't think that there's any harm in using CM but if you're one of these guys who test stuff in a VM to be safe, then you definitely don't use CM.

It claims to be quite "open source" but there are parts that aren't so you can't be sure...

Well in my case no, not at all. I am not affraid of malware on CM or something like that.
My reasons are 1. i just want to mode my game manually - myself. To control that moddfied stuff.

Not beeing always aware of SOL and CM or CSP updates and had headache if this version might be compatible to thit version and so on.

For example earlier i modded hundreds of cars in GTA V and other suff and used them in the story mode.
Everytime there was a update, Rockstar fu**ed up some files, so it was once again nedded to wait for updates, to load new config files and all that shi* I have no more time and power to do that again and again.

I am happy with the current state of my Assetto and dont wanna change anythinif i dont want to.

Second reason an maybe more important is - i play only custom championships, allot of them. I have, created, adjustes, modded and driven them for hundreds of hours.
I heared many things about diverse problems of guys with CM and the championships modes. Even hole championships "destroyed" by CM.
I just dont want to risk to loose or damage all that stuff.

:):confused:
 
Well in my case no, not at all. I am not affraid of malware on CM or something like that.
My reasons are 1. i just want to mode my game manually - myself. To control that moddfied stuff.

Not beeing always aware of SOL and CM or CSP updates and had headache if this version might be compatible to thit version and so on.

For example earlier i modded hundreds of cars in GTA V and other suff and used them in the story mode.
Everytime there was a update, Rockstar fu**ed up some files, so it was once again nedded to wait for updates, to load new config files and all that shi* I have no more time and power to do that again and again.

I am happy with the current state of my Assetto and dont wanna change anythinif i dont want to.

Second reason an maybe more important is - i play only custom championships, allot of them. I have, created, adjustes, modded and driven them for hundreds of hours.
I heared many things about diverse problems of guys with CM and the championships modes. Even hole championships "destroyed" by CM.
I just dont want to risk to loose or damage all that stuff.

:):confused:
Still prefer using CM and CSP, but that makes more sense, ok ;)
 
Back
Top