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Thread: Jack Spade - FFB Tweaker Files

  1. #2181
    Super Moderator Remco Van Dijk's Avatar
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    Quote Originally Posted by Schnizz58 View Post
    I think that's exactly it. People are trying to make it feel like what they are used to. My understanding is that in AC all FFB effects are canned. That can't be as realistic as a truly physics driven FFB system.
    AC uses partially canned forces, which you can switch off.

    BTW 'canned' forces can still be physics-driven when using formulas with physics input. This then won't be derived from what the front tyres are doing maybe, but it still can be based on relevant parameters like car speed, suspension parameters etc.

    Case in point: I have suggested to add a road noise FFB option in pCARS2, based on physical parameters like car speed, typical road surface graininess, suspension stiffness and perhaps some more parameters. It won't be based on an actual physical fine structure in the road mesh because that would be way too much data in the road mesh for the game to be able to handle, but it will still be based on physical parameters that are changing over time. So it's 'semi-canned', still based on physics, and I can't see how that could be 'bad', 'arcade' or similar terms.

    /offtopic
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    The following 4 users likes this Post: charliev69, NoBrakes, rocho, Schnizz58


  2. #2182
    GT3 Pilot Schnizz58's Avatar
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    Quote Originally Posted by Remco Van Dijk View Post
    AC uses partially canned forces, which you can switch off.

    BTW 'canned' forces can still be physics-driven when using formulas with physics input. This then won't be derived from what the front tyres are doing maybe, but it still can be based on relevant parameters like car speed, suspension parameters etc.
    Agreed.

    Quote Originally Posted by Remco Van Dijk View Post
    Case in point: I have suggested to add a road noise FFB option in pCARS2, based on physical parameters like car speed, typical road surface graininess, suspension stiffness and perhaps some more parameters. It won't be based on an actual physical fine structure in the road mesh because that would be way too much data in the road mesh for the game to be able to handle, but it will still be based on physical parameters that are changing over time. So it's 'semi-canned', still based on physics, and I can't see how that could be 'bad', 'arcade' or similar terms.
    I think that would be a nice enhancement.

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  3. #2183
    WMD Member Mbondracing's Avatar
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    Thanks roger.
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  4. #2184
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    Quote Originally Posted by Tiberius_85 View Post
    Hi Jack, many thanks for your great work. Also many thanks to all the guys making the sheets and apps. I am changing back and forth between using your Fy+SopLateral and 66% settings.

    If I understand this correctly, you use a weighting of 2/3 front + 1/3 rear in the Fy+SopLateral settings and 1/3 front + 2/3 rear in the 66% settings. I am wondering if there is any reason why you don't simply use 1/2 front and 1/2 rear?

    I am going to test this by starting from Fy+SopLateral and multiplying the values of FyScale by 3/4 and SopLateral by 3/2 as this should do the trick. Have not done this yet so I can not report how this feels on track.
    I used a 50/50 % mix version for some time before this became a retail game, but I wasnīt pleased with it, itīs the way Fy/SopLateral fade into each other. The 33/66 and 66/33
    have a clearer difference to either side of character.
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    PC 2 - Custom Files here: http://forum.projectcarsgame.com/sho...=1#post1358152
    PC 1 - V3.1.1 - FFB Tweaker Files here: http://forum.projectcarsgame.com/sho...l=1#post891198
    The following 2 users likes this Post: papysoupape, Tiberius_85


  5. #2185
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    CSW v2 linearity depends on the "Dri" setting

    Things sometimes arenīt that easy....yesterday I posted the CSW v2 FFB linear test and my statement was "The CSW v2 isnīt linear", see post# 2170.

    This is not correct - CSW v2 linearity depends on the "Dri" setting which is part of the wheelīs internal parameters. The wheel is linear if "Dri"
    is in the off position, and gets more non linear the higher the "Dri" value. By default "Dri" is in the off position. In this mode there is a
    small amount of drag. (similar in game - per wheel movement) There was a statement by Thomas Jäckermeier, head of Fanatec, Dri = 3 is neutral.

    People who prefer "Dri" values other than off should do the FFB linear test and adjust the Scoop stuff accordingly in order to have a linear response.

    Here are some screenshots of the FFB linear test - "Dri" at - 3, 2 and off.

    Click image for larger version. 

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ID:	216766

    Click image for larger version. 

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ID:	216767

    Click image for larger version. 

Name:	Dri off.jpg 
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ID:	216768
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    PC 2 - Custom Files here: http://forum.projectcarsgame.com/sho...=1#post1358152
    PC 1 - V3.1.1 - FFB Tweaker Files here: http://forum.projectcarsgame.com/sho...l=1#post891198

  6. #2186
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    That's a very interesting post Jack and I'm keen to try some of these Dri settings. I have the CSWv2, play pCars on PS4 and am following your work very closely. To date I've always used Dri = off. With all your experiences with finding great feedback forces would you be happy to share your typical wheel settings for say a GT3 car? I would be very interested to know what you're doing with the wheel set up to get the best feeling. Based on your global settings I have the on-wheel settings set as...

    SEN = off/Aut, FF = 100, Sho = 10, ABS = off, LIn = off, dEA = 10, drI = off, For = 100, SPr = off, dPr = off
    I am also running the latest 116 firmware

    Thanks for your help Jack
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  7. #2187
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    Quote Originally Posted by Ecstreme View Post
    That's a very interesting post Jack and I'm keen to try some of these Dri settings. I have the CSWv2, play pCars on PS4 and am following your work very closely. To date I've always used Dri = off. With all your experiences with finding great feedback forces would you be happy to share your typical wheel settings for say a GT3 car? I would be very interested to know what you're doing with the wheel set up to get the best feeling. Based on your global settings I have the on-wheel settings set as...

    SEN = off/Aut, FF = 100, Sho = 10, ABS = off, LIn = off, dEA = 10, drI = off, For = 100, SPr = off, dPr = off
    I am also running the latest 116 firmware

    Thanks for your help Jack
    My CSW v2 settings are on first page of this thread, as this is a global setting and not linked to a certain type of car.
    System: Win 7 Ultimate 64, i7 2600 @3.4 Ghz, Asus P8P67, 8GB Corsair, GTX 570 (Driver 344.75), Samsung 2443 @ 1920x1200, Fanatec CSW V2.5 (FW 317, Driver 292), CSP V2, Buttkicker/SimVibe

    PC 2 - Custom Files here: http://forum.projectcarsgame.com/sho...=1#post1358152
    PC 1 - V3.1.1 - FFB Tweaker Files here: http://forum.projectcarsgame.com/sho...l=1#post891198
    The following user likes this Post: Ecstreme


  8. #2188
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    Quote Originally Posted by Ecstreme View Post
    That's a very interesting post Jack and I'm keen to try some of these Dri settings. I have the CSWv2, play pCars on PS4 and am following your work very closely. To date I've always used Dri = off. With all your experiences with finding great feedback forces would you be happy to share your typical wheel settings for say a GT3 car? I would be very interested to know what you're doing with the wheel set up to get the best feeling. Based on your global settings I have the on-wheel settings set as...

    SEN = off/Aut, FF = 100, Sho = 10, ABS = off, LIn = off, dEA = 10, drI = off, For = 100, SPr = off, dPr = off
    I am also running the latest 116 firmware

    Thanks for your help Jack
    Why are you using a deadzone of 10?!
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  9. #2189
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    Thanks Jack, I should have looked a little harder first!
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  10. #2190
    Kart Driver Jonyvf's Avatar
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    Hi
    I have updated to the excel new version ffb and the settings are diferent from previous version.
    Itīs not supposed to put only the new dlc cars?
    All cars have new settings.Why?Because 3.0 patch?

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