Assetto Corsa and Simucube 2

Mate, my opinion is that these values are too high and they should be adding a lot of noise in the FFB. Of course this depends on the TD settings and forces strength you are using.

No, I don’t use that in any sim. Why would I want to alter what physics wants to deliver.

3D Curbs work just fine with this effect off already, it is only needed to enhance the effect and add it to flat curbs.

On DI damping.
AC by default is only using it when car is stationary, unless you raise min damp effect value. TD DI effects act as multipliers on what games delivers in the signal already. Orher effects damper on the other hand is always active.

BTW, there was a bug in AC that was still bleeding some damper related noise after car started moving, so we had it all off, in game max and min at 0, to clean that.

That’s fair enough. I don’t use AC enough to comment on if it would work well or not but I couldn’t live without that slider in ACC.

Just to be clear, the in game settings and TD settings were exactly the same as per your post on 20 Feb apart from the changes I mentioned. For the DI damping I don’t even remember if it made any difference when the car is stationary, but i can definitely say that decreasing it from 100% to values below 80% made a vast positive difference in oversteer/drifting situations regardless of what this was intended to do. As a result although i always respect and appreciate your input, i cannot agree with you on this.

May be we are talking different damper or you do have min_damper set to non 0, but outside of stationary condition, there is no DI damper in AC at default settings, regardless to what DI Damper is set in TD.

From Stefano himself, it’s probably better than my confusing explanation

Let’s start with the Damper. This is a DX effect that tends to slow down the wheel rotation… the faster the wheel is rotating the more opposite force is added.
The implementation is left to the driver/hardware… so there isn’t much control over it. In AC it is currently used to simulate the “stiff” wheel when the car is not moving.
DAMPER_GAIN sets how strong this damper effect is… the reason it is there is because some wheel (that will go unnamed :p) screw up the damper implementation and vibrate like crazy when the car is not moving… so I had to had this value to allow to turn the damper off, or reduce the effect.

DAMPER_MIN_LEVEL is the amount of damper that is left on while driving. In other words, as the car is speeding up the amount of damper goes from DAMPER_GAIN to DAMPER_MIN_LEVEL. The reason why it is here is because some wheels are mechanically very “loose” and smooth and some users missed the old “FF DAMP” value that we had in AC in previous versions.

If you want extra damper in AC you have two options:

  1. Set DAMPER_GAIN to 0 to avoid that left over damper noise due to AC bug, keep DAMPER_MIN_LEVEL at default 0. Use TD Other Effects Damper
  2. Set DAMPER_MIN_LEVEL to non zero value and use TD DI Damper effect.
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Matter of preference, but it is the same as using LUT, you make response non linear, i.e. not what physics engine wanted to communicate.
Not saying it’s wrong, may be for some purists, but I don’t use it.

Mate i had to read this 3 times to get the overall idea :joy:… As always from you that is great stuff! But just to simplify things my settings are these

I would seriously appreciate if you could spend some time and try these out. Your feedback could indeed be very valuable.
Cheers

Do you see little filled circle next to Damping strength setting in TD while driving. That should indicate that effect is actually Active.
With Damper gain and minimum damper both at 0% as in your settings, this effect wouldn’t even register in TD. Something bizzare is going on with that.

Actually it didn’t occur to me before that DI damping was even doing anything as i thought there was always a dash in that, cause i always alt-tabed to change settings. I think that previously i had it in 0% or 8%. But when i start using your settings, in order to try and adjust them to my liking, i was playing AC in windowed mode open next to TD. That is when i realized that only while driving this circle was there and i thought i should fiddle a bit with it (irrelevant but the same case is with DR 2 and DI friction). And indeed this made a serious difference and i was able to balance some forces especially with counter steering. I don’t know if this is a bug or not, all i am trying to tell you is that by playing with DI damping maybe this can help you reaching to better settings with the old and new gyro as well. Then of course you can post them here so we give them a try… :smiley:.

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Have spent some time testing that.
What I’ve done is disabled ALL TD Constantly operating filters so they don’t mask the results.
My findings.
When car is standing on starting line DI Damper effect is show as filled balloon (active)
Shortly after starting moving it turns into empty circle (effect registered but not active).
Running back and forth multiple times with DI Damper at 100% and 0% did not register any difference in my system, all felt the same. Adding little 5% of TD damper (the one at the top) registered right away and was very noticeable.
For the reference, this is how to properly interpret Active notification flag next to DI Effect.

Honestly don’t know how to explain anomaly you are experiencing, unless it’s just some placebo effect.

And on separate topic, discovered another not so pleasant thing with new Gyro implementation, you can read here. Join Gyro discussion there if you wish, Stereo (mod author) on that forum and responding too.

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Andrew thanks for taking the time to check this and this is very interesting. For sure though it was not a placebo effect, with 100% DI damping cars were impossible to control when grip was lost. When i reached to that conclusion i was using the experimental verison AC CM with the hardware lock and the shaders bug. Maybe there was an issue with this version, or there is something else wrong. Now that i got the confirmation from you on this, i will have to investigate further.

Mmm… my experience with SC2 and DirectInput games tells me that that empty ballon is not “real” and Simulator is sending signal (sine, shaw, etc…) but TD is showing an empty balloon. Somethin is off for sure, SC2 DirectInput filters are not so well integrated i think

EDIT:

September´19 - DI filter effects not working properly over ETS2/ATS, always active. True Drive software v1.0.10 solved the issue with DI spring but others remains “offset”. No chages so far

Highly probable, DR 2 DI effects are completely screwed in TD and better all off.
But in this case I have also done actual feedback testing, not sure how accurate my senses are though.
You can try this out yourself, may be there is some difference. Just make sure to use the same damper settings in AC, that is max and min damper both at 0.

I tried it with the settings you shared and find the FFB quite enjoyable. Makes me want to go back to AC now.

That said, the FFB can feel really harsh on non-Kunos tracks, specifically on bumps.

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If you use these settings
They are fine, except at the moment I personally cannot recommend “tweaked” gyro due to broken SAT dampening when the wheel snaps back after gaining traction.
Stock gyro provides more gentle transition, while with the new one it’s pretty harsh kick back. Adding more damper in TD can alleviate that to a degree, but it also mutes other things and makes wheel really slow.

And yes, AC truly shines with Simucube2.

Hi, where i can found the page ffb tweaks in the screenshot above?

@AndreaRally In content manager update to Custom Shaders patch 1.51 or above. The FFB tweaks page should now be available.

I am pretty sure it’s 1.52.
Keep in mind that it completely broke dynamic damping, so expect harsher SAT kick back after slides.