Hi everyone,
I'm very happy with rF2 here, so happy I built my own rig.
IMO the best sim out there, etc.. etc... you get the point.
Since I got the T500 I've enjoyed strong and detailed FFB. Btw, there's a nice discussion going on about FFB and the FIA F2 Williams car if you're interested.
In the past 2 weeks I (re)tried R3E, which I left alone after first trying it because it didn't convince me at all, ffb-wise. All cars seemed the same.
I'd like to get your opinion on this statement: I believe that rF2 could learn something from R3E with regards to FFB.
Outrageous, isn't it?
I have to say I was quite impressed with R3E FFB, whereas for example Assetto Corsa is not very convincing to me.
R3E FFB has very compelling engine effects! I don't know how they do it, but you can feel the vibrations of the engine not only when the car is idle (like in rF2) but also when you're doing a lap at full speed.
You can feel the braking in the steering wheel too. It's very cool!
Now, since I tried this the first time in the ADAC GT masters in R3E, I've been wanting to experience the same feeling in rF2 too. I miss it!
It is super immersive.
Looking into the Controller.JSON there are some keys like "Brake effects on steering axis" which by default are assigned to the brake axis. I tried changing them to the steering axis (f.ex.: "Brake effects on steering axis":"1") but I'm not sure something is actually changing. Any idea there?
Anybody accustomed to rF2 FFB have tried R3E? What do you think?
Let me know, cheers.
Yup, rF1 style. Not as technically correct, or natural, or "raw", or as "nice to steer" as rF2, but in terms of finding those couple seconds or even tenths, then the ability to tune it allows the most freedom and customization due to have FFB characteristics connected to all sorts of things from the car, rather than just pure steering forces. I still suffer on braking and turn-in in rF2 relative to rF1 based sims because I can't feel all sorts of things happening with the car during the braking and turn-in phase.R3E's FFB took a little setting up, but lets you vary how the slip effects will appear so you can tune in the feeling you like. It's my favourite at the moment.
It was fundamentally not wrong, with respect to the vehicle dynamics
I've been testing the FFB for the past year or so, pretty much whenever i play rF2 it involves testing the FFB in some way.
Recently with the help of Comante and TechAde, i've found that, at least with the T500, the only thing you need to get a realistic steering behavior is the steering torque sensitivity and the zero-speed multi. Below are the settings i've been using and have tested with nearly every ISI car in rF2 on several circuits with different setups, etc.
Yes it was.
For example, with native rF1 FFB increasing caster has no effect on steering weight.
With rF1+RealFeel or rF2 increasing caster does increase steering weight, as it does in real life.
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Sorry for the late reply, glad you figured it out.
Does it feel realistic with your wheel? If there's too much weight at the low speeds, you should adjust the steering torque zero-speed multi. If the wheel doesn't follow the direction of travel, then you'll need to adjust the steering torque sensitivity. For the T500 it works like this: If the reaction is delayed, requiring the driver to apply more input into the sliding direction, then the torque sensitivity needs to be increased. If the reaction is too early requiring the driver to hold the wheel back, then the torque sensitivity needs to be lowered. I'm not sure if it would be backwards with your wheel since as you said, it was inverted with my settings, but it shouldn't be too hard to find out with some quick tests.
Exactly, rF1 without realfeel doesn't. But some people don't care about feeling caster in the wheel. I change caster for car vehicle dynamics (behviour) changes, I couldn't care less if I feel that change in the wheel. Sure it's cool to feel the difference between 7 and 9 degrees of caster, but this does absolutely "squat" for me when it comes to feeling the differences between being 2% slip away from lock-up and 2% slip past/into lockup (just an example, obviously it's more complex than that). Not everyone is looking for a steering rack feel, I used to race real cars, and I, and many others (as the people who like the R3E prove) need a bunch of info, cues, effects (whatever you want to call them) which the rF1-style FFB is capable of sending to the FFB from certain car-physics parameters which are setup in your controller file.Yes it was.
For example, with native rF1 FFB increasing caster has no effect on steering weight.
With rF1+RealFeel or rF2 increasing caster does increase steering weight, as it does in real life.
Exactly, rF1 without realfeel doesn't. But some people don't care about feeling caster in the wheel. I change caster for car vehicle dynamics (behviour) changes, I couldn't care less if I feel that change in the wheel. Sure it's cool to feel the difference between 7 and 9 degrees of caster, but this does absolutely "squat" for me when it comes to feeling the differences between being 2% slip away from lock-up and 2% slip past/into lockup (just an example, obviously it's more complex than that). Not everyone is looking for a steering rack feel, I used to race real cars, and I, and many others (as the people who like the R3E prove) need a bunch of info, cues, effects (whatever you want to call them) which the rF1-style FFB is capable of sending to the FFB from certain car-physics parameters which are setup in your controller file.
I just wish it was an option for those who love that stuff. It really makes a massive difference to some.
Not everyone is looking for a steering rack feel, I used to race real cars, and I, and many others (as the people who like the R3E prove) need a bunch of info, cues, effects (whatever you want to call them) which the rF1-style FFB is capable of sending to the FFB from certain car-physics parameters which are setup in your controller file.
I just wish it was an option for those who love that stuff. It really makes a massive difference to some.
I wasn't disagreeing with you, quite the opposite in fact. I was pointing out how much more realistic the pure-steering feel, and how it's implemented into the steering rack/forces, is in rF2. Then I was just going on to make a general point that for some, they prefer the way the rF1 FFB works (once tuned), and that some people - lately - stating that they can feel more of the car with R3E (rF1-style FFB) shows what I'm saying even further.You are so good at missing my point I'm starting to wonder if you do it on purpose?
Caster was just one example of how rF1 FFB was disconnected from the car physics.
Same with Leo FFB, it's output is defined by ini parameters rather than outputs from the tyre, chassis & steering simulation.
That's fine for a game but not for a simulation.
Anyway, we know we disagree on FFB implementations so let's not get into yet another argument, been there, done that, worn out the T shirt.
Do you remember how popular RealFeel was when released, were you around then?
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Yup. And if it wasn't for this, I would delete rF1, GT Legends, and even R3E from my PC, because their physics aren't as good as rF2 (not even close). But when you can feel a car so much, then that almost makes up for inferior physics because you can drive the car (regardless of how good or bad the physics are) so much better, faster, and consistent - which can equal more satisfaction and enjoyment.This. Exactly this. It's not a a 'sim' unless it can replace some of those feelings for us with something useful, which is what 'slip' feedback is all about and what is lacking in the standard rF2 setup. I get no inner ear/motion feedback so I need to feel it somehow at the steering wheel because that's the only FFB we get.
It's the ONLY reason I prefer R3E at the moment.
Cosimo,Hi everyone,
I'm very happy with rF2 here, so happy I built my own rig.
IMO the best sim out there, etc.. etc... you get the point.
Since I got the T500 I've enjoyed strong and detailed FFB. Btw, there's a nice discussion going on about FFB and the FIA F2 Williams car if you're interested.
In the past 2 weeks I (re)tried R3E, which I left alone after first trying it because it didn't convince me at all, ffb-wise. All cars seemed the same.
I'd like to get your opinion on this statement: I believe that rF2 could learn something from R3E with regards to FFB.
Outrageous, isn't it?
I have to say I was quite impressed with R3E FFB, whereas for example Assetto Corsa is not very convincing to me.
R3E FFB has very compelling engine effects! I don't know how they do it, but you can feel the vibrations of the engine not only when the car is idle (like in rF2) but also when you're doing a lap at full speed.
You can feel the braking in the steering wheel too. It's very cool!
Now, since I tried this the first time in the ADAC GT masters in R3E, I've been wanting to experience the same feeling in rF2 too. I miss it!
It is super immersive.
Looking into the Controller.JSON there are some keys like "Brake effects on steering axis" which by default are assigned to the brake axis. I tried changing them to the steering axis (f.ex.: "Brake effects on steering axis":"1") but I'm not sure something is actually changing. Any idea there?
Anybody accustomed to rF2 FFB have tried R3E? What do you think?
Let me know, cheers.
Caster was just one example of how rF1 FFB was disconnected from the car physics.
Same with Leo FFB, it's output is defined by ini parameters rather than outputs from the tyre, chassis & steering simulation.
That's fine for a game but not for a simulation.
Sent from my SM-G900F using Tapatalk
How do you simulate other real life forces then, without a state-of-art motion rig?