Sim Racing servo ffb systems : OSW & Bodnar

Thanks, I know this forum but I don't understand German language that well and using a few translators, it was typically a mess :-)
 
If anyone is in the New York metro area for a visit Crimson Simulations has 2 OSW wheels and a Bodnar v2 available to test back to back. OSWs have a Lenze and a small Mige. Naid also has 2 types of motion rigs too. It is an awesome racing sim toystore and well worth a visit!



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Guys, are there any Lenze 'MCS12H15-' owners here on the forum? Notice there's dash sign '-' in that model (instead of 'L'). I'm interested in Machine Tab settings in Granity sofware, especially the values for coil resistance and inductance (MR and ML).
 
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Hi all, nice to see this thread still alive

I can say I've tried quite a few OSW's & owned a bodnar V1 and currently use a bodnar V2

They are all fantastic & all better than the consumer wheels out there ,
usually the higher costs components & systems feel more refined & cleaner ffb delivery,

Trying before you make a decision is the very best way ,
if not possible then best you are willing to pay for

These full servo systems are the very highest type of force systems available to mankind

Just my opinion
 
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I was asked to tell about the settings related to tuning OSW set (Argon + Lenze MCS12H15-) I wrote an email so i thought i throw some of it here also. There is stuff about rf2, AMS and AC. I hope there is not too much things wrong in the text.

MMOS settings:

So, You need to adjust the steering angle yourself from mmos. In game steering angle adjustments doesn't seem to works with osw.
Not sure if there is newer version of mmos where that would work.
In rf2 and AMS you see the steering ange/rotation in garage menu before starting a race.
AC doesn't show the steering angle of the car so you have to quess.
In AMS you also need to set the steering lock (maximum angle of car's wheels).

Steering stop: When you run out of steering angle you hit the steering stop and these settings chance what the stop is like.
Not that important setting.

Overall filter: This is filter for all forces coming to your wheel. Softens the ffb. Also causes some delay to ffb.
I keep this at 10 for all games.

Min/max force: no need to adjust.

Damping filter: Separate filter for damping effect. Softens the damping effect. Also causes delay for the damping effect.
Too much delay for damping effect and you wheel starts to oscillate more easily.

Friction filter: same thing as above, but for friction effect
Inertia filter: same thing as above, but for Inertia effect

btw, inertia effect doesn't work like it should, for me atleast.

Desktop effect: effect that is on when you are not in game(not needed)

User effect: effect that is on when you are in game. You can have only one effect to be turned on.
For RF2 I don't need this. I only use RF2's own damping. You can adjust that from controller.json text file.

These lines:
"Steering resistance coefficient":0.4,
"Steering resistance coefficient#":"Coefficient to use for steering resistance. Range: -1.0 to 1.0",
"Steering resistance saturation":0.13,
"Steering resistance saturation#":"Saturation value to use for steering resistance. Range: 0 - 1.0",
"Steering resistance type":0,
"Steering resistance type#":"0=use damping, 1=use friction",

And there is my damping settings also. (More saturation-> more resistance with high wheel rotating speeds.)

Other games behave differently related to user effects. For AMS i need to use damping effect and saturation put both sliders to 100% and then make the adjustments in "controller" text file. Controller file for AMS can be at Documents/Automobilista or in steam's Automobilista folder.

FFB steer friction coefficient="1.00000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
FFB steer damper coefficient="1.00000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0

i'm not sure if those settings there is the setting i use. Might be that i took those lines from a file that is not in use.

In AC I turn damping from mmos user effects ON and adjust with mmos sliders normally.
My settings AC:
Damping: 32
Saturation: 14

After changing mmos settings i always select eprom from ffb configuration and press save.
Those was mmos related settings.

About game's in-game settings:
In RF2's in-game setting i use ffb smoothing: 4
In AC there is little bit more setting to fiddle with.
My settings:
Gain: 17
Filter: 0
kerb effect: 100
road effects: 100
slip effect: 20

Also i changed this line in "assetto_corsa" text file:

[FORCE_FEEDBACK]
FF_SKIP_STEPS=2 ; Physics engine steps to skip in order to accomodate wheels with lower FF input buffer

To me this felt better than the default setting.

In AMS there is a bit more stuff to do like: changing SmoothingLevel and MaxForceAtSteeringRack for every car separately from "RealFeelPlugin" text file. I usually lowered the SmoothingLevel a bit from default and MaxForceAtSteeringRack values need to be increased about 1/3 from default to avoid the higher forces to be clipped by game.
Then from ingame ffb settings i use the "pure 360 hz" (In garage menu Options->controls)

Granity settings:
From granity you can adjust TBW and CIS to change how ffb feels like.

CIS can be on or off, but i recommend to keep this off because it adds delay to ffb.

TBW changes how quickly the force goes to the setpoint torque. (computer says give 15 Nm, with TBW: 3300hz it takes (1/3300)sec for the torque to rise to that 15 Nm)

I have TBW at 3300hz. My steering wheel is not especially light so with lighter wheel you might want to use lower value.
If you try desktop damper effect, High TBW causes damper effect force to come in a bit unsmoothly, but in game that doesn't seem to be a problem for me. That little bit of unsmoothness when going from 0 force to some force doesn't show ingame so much because there is some force coming to wheel most of the time. heavier wheel also absorbs some of that unsmoothness
 
Hi Beano (or anyone else who could help), I am building a direct drive system with the Lenze 12h15L. My problem is mine has a resolver and the company that makes the encoder has no stock and a 12 week lead time on top of a minimum purchase of 10. Do you have any info on building one with a resolver or info on how to obtain and install a workable encoder for the lenze? I have done much research and have contacted lenze, granite and numerous distributors for the encoder. Lenze gave me the specs for the 4096 ppr encoder that would be on the 12H15LC40.... I have seen a post where you(Beano) were using the lenze motor with simucube/ioni pro hc and a 960 watt 48v ps. Is that with the c40 4096 encoder or have you installed a different one?
Thanks for any help,
Mike
 
Anyone? I know there is a lot of discussion on iracing but my subscription is expired and don't plan to renew until I have my wheel developed. Seems there was a lot going on in this thread a few months back.
 
Not sure where beano is
I use bodnar so never had to mess with components etc

Why not order couple of options & send back/sell least bear one
 
Not sure where beano is
I use bodnar so never had to mess with components etc

Why not order couple of options & send back/sell least bear one
Thats not a bad idea. I actually thought about ordering the Argon drive along with the resolver adapter they sell. I know one of the builds uses a resolver/Argon combination. It was either Bodnar or Bernard. It just seems all the hype is on simucube/ioni. If I knew I could source the encoder for the lenze I wouldn't bother with Argon. I'm even thinking about buying another lenze motor (different model) with the proper encoder just to get the encoder off of it.
 
Hi Beano (or anyone else who could help), I am building a direct drive system with the Lenze 12h15L. My problem is mine has a resolver and the company that makes the encoder has no stock and a 12 week lead time on top of a minimum purchase of 10. Do you have any info on building one with a resolver or info on how to obtain and install a workable encoder for the lenze? I have done much research and have contacted lenze, granite and numerous distributors for the encoder. Lenze gave me the specs for the 4096 ppr encoder that would be on the 12H15LC40.... I have seen a post where you(Beano) were using the lenze motor with simucube/ioni pro hc and a 960 watt 48v ps. Is that with the c40 4096 encoder or have you installed a different one?
Thanks for any help,
Mike
There are better places to reach Beano:
iRacing Forums or Granite Devices Community Forums, there are more but, I don't recall. He does frequent the GD forums pretty regularly (SimuCube threads). here
 
hi,

i need your help regarding OSW with Argon Drive and small Mige. The problem is as follows:

FFB is there and for example off- road the effects are there. Also when the car stands still i have steering resistence. But when i accelerate i have no steering resistance, all the other effects are there.

Has anybody an idea?

ps.: in mmos all filters are off, no user effects.
 
hi,

i need your help regarding OSW with Argon Drive and small Mige. The problem is as follows:

FFB is there and for example off- road the effects are there. Also when the car stands still i have steering resistence. But when i accelerate i have no steering resistance, all the other effects are there.

Has anybody an idea?

ps.: in mmos all filters are off, no user effects.

Hi Steffen , if you can screen shot your settings in Mmos / Granite and game settings I'm sure someone can assist , unfortunately I'm in the middle of a new rig / pc/ home build this past two weeks , so I can't compare .
 
hi,

i need your help regarding OSW with Argon Drive and small Mige. The problem is as follows:

FFB is there and for example off- road the effects are there. Also when the car stands still i have steering resistence. But when i accelerate i have no steering resistance, all the other effects are there.

Has anybody an idea?

ps.: in mmos all filters are off, no user effects.

You can try increasing the steering resistance coefficent from controller.json.
Or you can set that to 0 and just use the mmos damping effect. both have the same effect.
 
Hi guys,

these are my FFB Settings:

I hope you have a solution for me. The idea setting the damping in MMOS felt a bit better. Maybe someone has good values for that as well.

"Force Feedback":{
"Brake effects on steer axis":0,
"Brake effects on steer axis#":"0 = Brake effects on brake axis, 1 = brake effects on steering axis.",
"Brake effects strength":10000,
"Brake effects strength#":"-10000 to +10000, applies to all brake effects (force, vibration, static spring, etc?)",
"Brake spring coefficient":0.3,
"Brake spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Brake spring saturation":1,
"Brake spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Clutch effects on steer axis":0,
"Clutch effects on steer axis#":"0 = Clutch effects on clutch axis, 1 = brake effects on steering axis.",
"Clutch effects strength":10000,
"Clutch effects strength#":"-10000 to +10000, applies to all clutch effects (force, vibration, static spring, etc?)",
"Clutch spring coefficient":0.2,
"Clutch spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Clutch spring saturation":1,
"Clutch spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"G920_workaround":true,
"G920_workaround#":"Workaround for Logitech G920 firmware bugs ... may need to turn this off after firmware update if it gets fixed.",
"Gearbox effects on steer axis":1,
"Gearbox effects on steer axis#":"0 = Gearbox effects on gearbox 'axis', 1 = brake effects on steering axis.",
"Gearbox effects strength":10000,
"Gearbox effects strength#":"-10000 to +10000, applies to all gearbox effects (force, vibration, static spring, etc?)",
"Gearbox spring coefficient":0,
"Gearbox spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Gearbox spring saturation":1,
"Gearbox spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Ignore controllers":0,
"Ignore controllers#":"Do not use FFB on: 1=controller1, 2=cntrlr2, 4=cntrlr3, 8=cntrlr4, 16=cntrlr5, 32=cntrlr6, 64=cntrlr7, 128=cntrlr8 (or add values to ignore multiple controllers, for example 255 ignores all)",
"Jolt magnitude":1.5,
"Jolt magnitude#":"How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.",
"Off-road multiplier":0.1,
"Off-road multiplier#":"Temporary test variable to reduce force feedback strength off-road (0.0 = zero FFB, 1.0 = full FFB)",
"Other spring coefficient":0.0,
"Other spring coefficient#":"Static spring effect rate (-1.0 to 1.0) for any other FFB-capable controllers",
"Other spring saturation":1,
"Other spring saturation#":"Static spring effect peak force (0.0 to 1.0) for any other FFB-capable controllers",
"Rumble strip magnitude":0,
"Rumble strip magnitude#":"How strong the canned rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.",
"Rumble strip pull factor":0.1,
"Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.",
"Rumble strip update thresh":0.05,
"Rumble strip update thresh#":"Amount of change required to update rumble strip effect (0.0 - 1.0)",
"Rumble strip wave type":0,
"Rumble strip wave type#":"Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.",
"Steering effects strength":-10000,
"Steering effects strength#":"-10000 to +10000, applies to all steering effects (torque, resistance, static spring, jolt, etc.)",
"Steering resistance coefficient":1,
"Steering resistance coefficient#":"Coefficient to use for steering resistance. Range: -1.0 to 1.0",
"Steering resistance saturation":1,
"Steering resistance saturation#":"Saturation value to use for steering resistance. Range: 0 - 1.0",
"Steering resistance type":0,
"Steering resistance type#":"0=use damping, 1=use friction",
"Steering spring coefficient":0.0,
"Steering spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Steering spring saturation":0.0,
"Steering spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Steering torque capability":20,
"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":6,
"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":0.3,
"Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
"Test_workaround":true,
"Test_workaround#":"Workaround for apparent driver CTD on release",
"Throttle effects on steer axis":0,
"Throttle effects on steer axis#":"0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.",
"Throttle effects strength":10000,
"Throttle effects strength#":"-10000 to +10000, applies to all throttle effects (force, vibration, static spring, etc?)",
"Throttle spring coefficient":0.1,
"Throttle spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Throttle spring saturation":1,
"Throttle spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Type":1,
"Type#":"Type of force feedback: 0=off 1=wheel 2=joystick 3=rumble\/gamepad 4=custom",
"Use thread":true,
"Use thread#":"Use a separate thread to issue FFB commands which may block with some drivers"
},

MMOS.PNG Granity - 1 connect.PNG Granity - 2 goals.PNG Granity - 3 machine.PNG Granity - 4 tuning.PNG Granity - 5 fault limits.PNG Granity - 6 1 Testing fault limits.PNG Granity - 6 2 Testing fault limits.PNG
 
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