Paul Loatman
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If extreme non-linear feels better (and still realistic), then I would suggest there is something wrong somewhere in your set-up. The real-world is linear.
Like i described in the last post, it changes where you feel the peaks, it will do this regardless of the car, track, corner, or car setup.
Also, people have already measured the linearity of the AF, and it's pretty much dead straight, up until it reaches the soft coded speed limit. It's not an issue with the linearity of my wheel.
By peaks, i don't mean the peaks of the actual FFB. I was referring to the peaks as described in that video i posted, the peaks of the mu-slip curve, those peaks are dependent on what the car is doing and would probably never be the same as the actual FFB peak torque (nominal max torque).
In a real car, when you turn into a corner, you can tell when you've started to turn too much because the torque will start to drop off, that's when you've past the peak and slip angles will be at a high point, it's exactly as he's describing in that video. With the default linearity in rF2, you don't get that drop off until you've clearly turned far too much, so you never both looking for it at all and that's just not realistic.
Also, i haven't tried this with the "high" mode, so it's possible it makes a similar change with that. I'll test it later today with that mode and see how it feels.
Here's a link to 2 step tests, one at a step time of 300 and the other at 150:
https://drive.google.com/folderview?id=0B9wekbxGpXYacnZTVm9ycFRZeFU&usp=sharing
One other thing i've done is to use a steering resistance type of 0.5, which somehow combines the two types, or goes between them or something and provides a bit more balance for subtle slip angles. This was actually something that Comante thought of and suggested to me last year when i was still using the T500. I didn't really notice it too much with the T500, but with the AF it can be felt and works pretty well. So thanks for that idea, Comante. All of the other settings are pretty basic and necessary for the AF to work properly. I'm not sure if the STS at 0.275 is ideal for the AF, but it feels better than the default to me.
The only downsides to the FFB that i feel are the lack of a realistic resistance, which is the same in either case. It doesn't necessarily mute a lot of the smaller details either, i can't say that it's not lowering the smaller details, but what it does with them feels more realistic.
What did you expect him to say, that a videogame is a perfect recreation of reality? I'm not surprised by his comments at all, in-fact I was half expecting a real driver to say that. All videogames have different physics engines as-well as different programming with regards to FFB. Saying the FFB is identical to real-life would be like saying physics are identical to real-life, or audio, or graphics, etc. It simply isn't and I don't expect anything to be so imperceptibly close for at-least 20 - 50 years.He actually posted that in a thread about a Blancpain GT driver who drove on a motion sim with an AF wheel in Assetto Corsa (i think). I posted about this somewhere else recently, but basically the driver says that the feedback from the wheel is exaggerated and unrealistic. His actual car would have power steering, so maybe that's the issue, but then you would think he would simply say that it's heavier, not unrealistic. Most racing drivers can tell if they have power steering or not, and having it or not doesn't significantly change the behavior of the feedback as long as the steering still has a mechanical connection to the front wheels and isn't some steer-by-wire nonsense.
I just tried using the in-game resistance values and they don't do anything....
Yes, i tried coefficient at 1 and -1, and saturation at 1, and it doesn't do anything. Without using the dampening, friction, and inertia settings from the AF itself the wheel oscillates quite a lot and feels very "loose".
The FFB is indeed calculated by the physics engine, however, anyone who uses a direct drive wheel with rF2 would find that there are all sorts of issues with the way FFB systems in racing sims work currently. I know of many of the problems, but won't bother going into the details. Just know that, the system for the FFB currently in use isn't anywhere near perfect and has it's flaws, this isn't just an rF2 problem either, it's a problem with the hardware itself and not so much the software. You would need a completely different hardware architecture to fix these problems.
You can't turn those settings off in the AF and also avoid oscillations. This FFB system isn't perfect and requires a lot of fudging to get it to feel like an actual car….
]Yes, i tried coefficient at 1 and -1, and saturation at 1, and it doesn't do anything. Without using the dampening, friction, and inertia settings from the AF itself the wheel oscillates quite a lot and feels very "loose".