Sebastien Sestacq
Registered
AC FFB is like gambling, flat and lifeless ...
R3E...no thx
R3E...no thx
The FFB in AC is full of canned effects. rF2 has no canned effects. The answer to which is better is simple and requires no debate.
*hint* It's rF2![]()
Hi,
I've heard alot about FFB comparisons in sims. I always found it hard to complain about most of them. They all felt very good. Once I tried the Assetto Corsa one, though, I finally felt that I could pick a stand out feature that I couldn't drive without again. That was that extra weight on the steering wheel you could feel after the car drops over a raised section of the road or like a hump. With RF2 the FFB on the steering wheel in similar conditions is nill.
Assetto Corsa has this feature and is quite easy to detect. With RF2 I noticed I can get some of this effect by raising the Car Specific FFB in UI settings, but it is still hard to pick.
I was just wondering because it is not easy for me to try to fix the settings both in the UI settings and from the Controller file, or it is that I try but don't get anywhere, if it was possible in RF2 to enhance this FFB effect.
This post is only about the weight you SHOULD feel on the wheel after a drop and if you will ever get it. Its not a debate about which sim has the best or worst FFB.
Nothing is such a turn off for me (I don't know about anyone else) in sim racing (forget all other effects for the sake of the argument) than watching over the nosecone of a speeding high ground effects open wheeler and seeing it lift and drop over bumps and elevations and not feeling a thing on the steering wheel. But if you still feel all the other effects from surfaces and particles, etc are more of a turn on thats your problem.
Its not a debate about which sim has the best or worst FFB.
I was wondering if anyone knew of a sim (including rallys) that had this feature in their FFB.
Yes! I think that is it? Many thanks!CTRL+= (i think, from memory)
When they say rF2's FFB come from the tires they mean that tire loads acting in the steering linkage which are being used to calculate the reaction at the steering column.Ok could some with the knowledge clue me in,I know iracing produce their ffb from the steering column,so I just read rf2 ffb come from the tyres,where does ac get their ffb from.
Also when ever I bring up in iracing that I prefer the ffb in rf2,all I get is in reply is,rf2 ffb is canned effects,is this true,could someone clarify this,I mean if there are no canned effects then I want to be able to put those people right when they say that.
Thanks
Wow that was great reading,forgive my ignorance,I didn't know iracings tm was based on the mf type,I've been told there's no other like it,all I knew for sure was that rf2 use lookup tables,where iracings does the calculations itself.When they say rF2's FFB come from the tires they mean that tire loads acting in the steering linkage which are being used to calculate the reaction at the steering column.
However, the important part is not this itself. This should be quite straight forward considering the steering geometry is quite simple. Leo FFB plugin already did this for rF1.
The key factor here is tire loads and pneumatic trail. For car dynamics the small offset does not imply a great variation. But for FFB calculation it plays a significant role considering the small distance to the spindle around which tire loads produce the self aligning torque.
rF2 has a completely different tire model compared to AC and iracing. In rF2, tire deformation and contact patch are previously calculated based on FEM model results. This includes the calculation of the pneumatic trail.
In iracing and AC Pacejka formula is used. Quoting from wikipedia:
The Pacejka tire models are widely used in professional vehicle dynamics simulations, and racing car games, as they are reasonably accurate, easy to program, and solve quickly.[5] A problem with Pacejka's model is that when implemented into computer code, it doesn't work for low speeds (from around the pit-entry speed), because a velocity term in the denominator makes the formula diverge.[6]An alternative to Pacejka tire models are brush tire models, which can be analytically derived, although empirical curve fitting is still required for good correlation,[7][8] and they tend to be less accurate than the MF models.[9]
So in principle rF2 should provide better results if good data are provided and the effort of correctly parametrizing the tire has been done.
Empirical formulas like Pacejka fully depend on having real results to correlate with. All the parameters are unknown since they not based on any tire characteristic but on its results.
FEM models also have their uncertainties but many of them are measurable. The effect of tire dimensions, tire pressure, tire load... can be correctly addressed. Its only a few parameters which need to be adjusted based on empirical correlation.
Wow that was great reading,forgive my ignorance,I didn't know iracings tm was based on the mf type,I've been told there's no other like it,all I knew for sure was that rf2 use lookup tables,where iracings does the calculations itself.
I love reading a learning about this stuff,it's both amazing and fascinating,so regarding people saying rf2 has canned effects,is this true,and could you explain why or why not,sorry to be a pain,but I enjoy learning about this stuff
I just thought RF2 is like sailing a boat when it looks over the nose hitting bumps it doesn't send the smallest shock on the steering wheel. When in Assetto Corsa It does.
FEM models also have their uncertainties but many of them are measurable. The effect of tire dimensions, tire pressure, tire load... can be correctly addressed. Its only a few parameters which need to be adjusted based on empirical correlation.
Maybe there is no feeling of what OP says (havent thought about it), but there is a lot of things simulated that imo is awesome in rF2. Take a historic Formula One and go down a slightly bumpy straight at high speed in rF2 (Belgium 66 for example), and you have to hold on to the wheel like your life depends on it while in AC if you take a similar car, Lotus 49, and go down a similar straight it is much calmer and you can even do it with one hand. Accelerating the similar classic formula in rF2 you feel the twist of the car as the torque comes on and you have to let up throttle a bit and counter steer to go straight (scary stuff). Lots of work to keep the beast straight. Lotus 49 in AC going full throttle from stand still and its a calm acceleration since the car isnt twisting and trying to kill you. Thats pretty damn cool in rF2 and it has you putting in a lot of work to drive these old school beasts.
Curbs that arent low flat ones in rF2 can actually be dangerous and you have to adapt your driving style to nail the apex while in AC it doesnt matter as much if you go over similar kerbs. You might lose a bit of time but you dont fear for your "life" like in rF2 because it can send you into the nearest wall if you arent careful. It will upset the cars balance and/or push on the wheels and force a quick small direction change which can send you packing if you arent aware.
Braking in rF2 is also better simulated imo for example during corner taking, if you come too fast and have to apply brakes while turning you can/will upset the car (depending on car a little bit) and you lose control over the car while in AC you can go fast, during cornering brake hard (last second hard brakes), go over the kerbs - pass the apex and start feeding throttle a little bit (this is the area where its dangerous and you can upset traction in AC - as it should be) until you are safe and then go full throttle again. So basically the only place where its really dangerous in AC it is during corner exit when going on throttle again. In rF2 you have to modulate throttle and brakes much more during your corner taking. More work on the pedals rather than - full throttle - full brakes - take corner - easy on the throttle corner exit - and full again. rF2 you really gotta learn the brake points to take a corner well. Not just for the time, but to not upset the balance of the car and lose traction during braking and nastier curbs. Not as much work and care needed as in rF2 so its easier to drive hard on the limit in AC. less shaky, twisty, bumpy and scary. Fast old cars for example are scary in rF2 and demand your respect at the limit where in AC it is a calmer experience.
Same with drifting where in rF2 you can really use brakes (tap) to get more rotation during steering and lose traction in the rear and start to drift. This works on and off in AC from my experience. You got flicks, handbrake and throttle to work with to send the car into a drift in AC while in rF2 you have all of them plus brakes. Braking to achieve drifting is a well known real life technique and it works great in rF2. As a result you feel you have more control over the cars for good and for worse. Overdo it and you are punished quickly in rF2. AC is less punishing in that regard as it lets you get away with harder driving.
I have over 2000 hours in AC and i think Kunos did a fantastic job with it. I have not been able to drive much of anything for a while now (just tests here and there) as i am sick and going through doctors almost every week so some things could have improved since i tested AC a couple weeks ago (quickie). But AC is a great product overall and they managed to get the sim and all those licenses and laser scanned tracks which i think is super, and they were just a handful of guys making all that happen so much respect to them. I hope there will be Assetto Corsa 2 where Aris (and co.) can go a bit deeper with his physics wizardry.![]()
For sure all models have errors. Even rF2 tire model. For example you cannot simulate all possible situations in the tgm file.First, for those not too well learned with .TGM files, these few paramaters basically can directly affect or alter FFB feel?
Second, if one is true, then does it still work in dx11 beta?