It's something with steam, I'm trying to sort it out.Still...
It's something with steam, I'm trying to sort it out.Still...
By the way, turns out the steering range setting in setup is not for steering wheel, but is for cars front wheels. This is very odd to me, could this be a mistake ? Whats the point to limit cars turning circle ? It would much more sense to alter steering wheel lock to lock range to make steering either faster or slower, and it would also be instrumental to get different resistance FFB, slower steering would make it heavier. Any Caterham guys could confirm that steering ratio is adjustable instead of turning circle ? I bet there was a mistake.
1. Caster Angle - increased maximum caster angle for car setup to 10.
2. Steering - changed the default wheel lock settings to 5 new:
- default, LockToLock = 2 (which is lower than default S397 anyway,
makes steering 720 degrees as it should be)
- 8% faster as Mikee did in his Caterham, LockToLock = 1.93
- 8% faster as percent of LTL, LockToLock = 1.84
- 22% faster as Mikee did, LockToLock = 1.75
- 22% faster as percent, LockToLock = 1.56
(Mikee in 22% variant also decreased wheel lock, I know, I didn't)
3. Auto Blip - fixed some clutch timings that made possible to drive this car
in semi automatic mode with paddles with auto clutch, auto blip and auto lift.
What's really curious for me is that Mikee's Caterham has 4.5 degrees caster and drives much better in this regard. What other geometry settings for the car have effect on the self aligning FFB forces? Why does S397's Caterham needs Caster of 8+ degrees to drive like Mikee's on caster 4.5?
Folks with powerful wheels would feel much better if they had to lower the FFB mult to 30%. It seems like having to raise the mult makes them feel less than they are worth. You could stop looking at 100% or higher like something for loosers that you have to avoid at all cost. It's just a number without meaning. What does it mean that your wheel uses 30% in AMS2 and 100% in rF2? Absolutely nothing. You're going nuts about nothing.
I don't give a single ^&*$ about the numbers, the issue is much more real for me.
On 30% I feel the road, but I don't feel the car. On 100% I feel the car, but the road brakes my wrists. That's neither real nor pleasant. It's not just about numbers.
Controller file does not have a "steering torque coefficient" or "steering torque saturation". My controller.json is purely based on the provided "Simucube 2 Pro.JSON" and I did not change any saturation or coefficient settings. Several people in this thread with DD wheels complained in this thread, it's not only me.What are your FFB settings for steering torque coefficient and steering torque saturation in your controller files?
player $ grep -i "steering torque" Controller.JSON
"Steering torque capability":25,
"Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)",
"Steering torque extrap blend":0,
"Steering torque extrap blend#":"Higher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds 'input max' (0.0=disables, 1.0=max)",
"Steering torque extrap time":0.015,
"Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set 'blend' to 0.0)",
"Steering torque filter":16,
"Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)",
"Steering torque minimum":0,
"Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction",
"Steering torque per-vehicle mult":1,
"Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)",
"Steering torque sensitivity":1,
"Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high",
"Steering torque zero-speed mult":0.5,
"Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
1. Steering - changed the default wheel lock settings to 5 new:
- default, LockToLock = 2 (which is lower than default S397 anyway,
makes steering 720 degrees as it should be)
- 8% faster as Mikee did in his Caterham, LockToLock = 1.93
- 8% faster as percent of LTL, LockToLock = 1.84
- 22% faster as Mikee did, LockToLock = 1.75
- 22% faster as percent, LockToLock = 1.56
(Mikee in 22% variant also decreased wheel lock, I know, I didn't)
2. Auto Blip - fixed some clutch timings that made possible to drive this car
in semi automatic mode with paddles with auto clutch, auto blip and auto lift.
3. Chassis - taken from Mikee's mod. It changes FFB to something more in par with other rF2 cars.
Controller file does not have a "steering torque coefficient" or "steering torque saturation". My controller.json is purely based on the provided "Simucube 2 Pro.JSON" and I did not change any saturation or coefficient settings. Several people in this thread with DD wheels complained in this thread, it's not only me.
Code:player $ grep -i "steering torque" Controller.JSON "Steering torque capability":25, "Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)", "Steering torque extrap blend":0, "Steering torque extrap blend#":"Higher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds 'input max' (0.0=disables, 1.0=max)", "Steering torque extrap time":0.015, "Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set 'blend' to 0.0)", "Steering torque filter":16, "Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)", "Steering torque minimum":0, "Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction", "Steering torque per-vehicle mult":1, "Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)", "Steering torque sensitivity":1, "Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high", "Steering torque zero-speed mult":0.5, "Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
To those that asked, I will update my mod for the Caterham and publish it here, I just don't have any means to test it at the moment and would rather not post something that doesn't work as intended.
But those setting affect everything, the whole FFB, not the bumps or road effects in general. From the description they basically control baked in damping which you can also add with your wheel software. Damping is useful and I use if in true drive depending on sim, car, situation, but to increase damping just to lower the bump strength hindering the rest of the FFB is a poor idea. In case of the Caterham I'd have to add a lot of damping, I actually tried that already. The discrepancy between the strength of road effects and car effects is order of magnitude higher than in other cars.Use any up to date car and mess around with those settings. I think the default of 0.1 for both is unrealistic and makes the bumps and curbs more prominent than they would be in reality. I personally have mine set to 1.0 for coefficient and 0.025 for saturation. This also eliminates oscillation in the karts and the open wheelers with strong FFB.
Doesn't matter, rF2 is not using DirectInput FFB effects anyway.I also don't use any of the static effects in true drive.
But those setting affect everything, the whole FFB, not the bumps or road effects in general. From the description they basically control baked in damping which you can also add with your wheel software. Damping is useful and I use if in true drive depending on sim, car, situation, but to increase damping just to lower the bump strength hindering the rest of the FFB is a poor idea. In case of the Caterham I'd have to add a lot of damping, I actually tried that already. The discrepancy between the strength of road effects and car effects is order of magnitude higher than in other cars.
Doesn't matter, rF2 is not using DirectInput FFB effects anyway.
You said: "I also don't use any of the static effects in true drive.". For me that reads the bottom of the settings page with damping, friction, spring, sine wave, etc (direct input). That's how I read it. By your reply I presume you meant damping/friction/inertia in "other filters". I said I use damping. And it affects rF2. The direct input effects don't. So besides our misunderstanding what you mean by "static effects" what I wrote is consistent.The static effects aren't direct input effects. They act on the wheel before the sim does anything. You literally said this is something you do in your first paragraph and then said it doesn't effect rF2 in your second paragraph.
You said: "I also don't use any of the static effects in true drive.". For me that reads the bottom of the settings page with damping, friction, spring, sine wave, etc (direct input). That's how I read it. By your reply I presume you meant damping/friction/inertia in "other filters". I said I use damping. And it affects rF2. The direct input effects don't. So besides our misunderstanding what you mean by "static effects" what I wrote is consistent.
And the "other filters" act *after* the sim, not before.
I'll reply to the rest later on, I'll test the settings you suggested.
A few laps at the Nordschleife.
A few laps at the Nordschleife.