Assetto Corsa and Simucube 2

Nord is fine even with most race cars unless you start bottoming out.
Make sure you have road and kerb effects at 0.

What the developers say about FFB tweaks and new gyro:

I’ve worked with x4fab to add a new feature to the Custom Shaders Patch (as of 0.1.51) and the description is fairly brief so I thought it’s worth going into a bit more detail about what this does.
I worked with x4fab to add a new feature to the Custom Shaders Patch (as of 0.1.51) and the description is fairly brief so I thought it’s worth going into a bit more detail about what this does.

Gyro Implementation

[ ] Active check to enable
Strength 25% adjust effect strength
AC has an “Experimental Gyro” FFB effect whose purpose was adding gyroscopic effects to the steering. It never lost the experimental tag and all it’s generally recommended for is damping down oscillations on direct drive wheels.
This is that, developed slightly further based on my understanding of the nature of gyroscopic forces. I have a pretty solid case for making this change, and I believe this force exists in actual cars, and AC’s original experimental gyro does not.

The developed version still suits the purpose of damping oscillations, but more importantly it decouples the body from the front wheels - so if the front wheels are pointing in a direction and the body moves around them, no gyroscopic precession happens, and no force is generated. Concretely, what we’re talking about here is oversteer - on the original experimental gyro, the force acts counter to self-alignment during oversteer. With this new implementation, self-alignment is allowed to occur freely, or, if the oversteer is so quick that the wheels can’t self-align, it’ll actually push in the direction of alignment.

25% is simply equivalent to the original force multiplier used on experimental gyro when merging it with other FFB forces. Ultimately, the same as the other amplification ffb effects like road and slip effect, the slider is available to magnify it if your hardware’s limitations are obscuring the effect.
As of CSP 0.1.53 the strength slider is outdated. A calculation using the suspension geometry now provides the right precession-based force for each car.
The description is a little bit misleading; this replaces “Experimental Gyro” so disabling it is superfluous, if this is Active, experimental gyro is not. Still, it won’t hurt to disable experimental gyro and be certain it’s off.

Now that I’ve said what the intent is, I will also note the following: this changes FFB in pretty much every dynamic situation. It’s not just an improvement for drift cars or for vintage cars that oversteer constantly; any time the car moves around on the tires it feels slightly different from before. To me, it’s a positive change, it’s clearer what the car is doing, and I have heard similarly positive comments from testers. Nonetheless, I am not omniscient, I have not driven all these cars in real life, it’s up to you to decide whether it improves your game or gives you better sim feeling the rubber or what. Modifying games to improve the FFB is a fine tradition starting with some extremely thorough efforts in rfactor1, and this is no different (maybe a bit easier to install).

I will note that it slightly increases max forces when cornering so if you have stuff set up to barely clip, you’ll need an adjustment downward in global ffb mult.

Range Compression

Range compression 100% - 100% is the “default off” of this effect
[ ] Range compression assist - check to convert cars’ “steer assist” into range compression.

New FFB Tweak available as of 0.1.53. The name comes from the audio world, where dynamic range compression means bringing up the quiet sounds while leaving loud sounds at their original volume. This is a much more second derivative friendly version of the Gamma effect.

The percentage is straightforward: Set it to how much you want to multiply small forces. Or adjust it in sync with your overall gain if you want to maintain the level of small forces and change large forces. For example, 200% compression + 50% gain = original 100% on small forces, larger forces decrease. If you’re curious, the curve at the point of maximum force is simply the inverse, 200% compression will cause large forces 50% of the original delta in force. But in combination with 50% gain, you’re moving the original maximum force downward and the ceiling before the game clips is much higher.

Think of this like power steering: you only want it to assist the heavy forces and give you maximum feel of the light forces.

This is very much an “adjust to taste” thing, it operates smoothly enough that you’re safe running it upward of 300%, and I have seen IRL data indicating that manufacturers effectively go as high as 600% in power steering systems, when they want to bring 20+N forces down to a comfortable 2-3N.

Steer assist is a built in per-car feature of AC that applies a gamma function to that car’s FFB. If you check Range compression assist, then FFB Tweaks will calculate an appropriate range compression adjustment, and disable steer assist. This should give you a far more normal FFB feeling (no weird bumps around center) while retaining the original goal of giving high downforce cars enough low-speed FFB to be drivable.

1 Like

Interesting what you say, would you have the original page link?

I am not sure about that as i didn’t notice much or any difference in the cars i used for fine tuning settings. If you think it helps, then by all means use it. I will also test again with more cars next time.

That is interesting and i totally agree with it. Without having read this before, it describes exactly what i have concluded throughout my testings

1 Like

I use range compression instead of steer assist with the Ferrari SF70H , all the RSS Formula cars and the GP cars. You can set 500 percent, and what you get is extremely detailed small forces, an extremely good sense of loosing the car through too much traction and oversteering.
All these are open wheelers. I have no clue if this is also working for GT cars. I also limit max torque at around 10Nm, simply to not have too strong forces in high speed corners, which I also correct with static force reduction. Together with RHM and neckfx (I read a bit about content manager and found out that neckfx has more than 2 settings where the explanation of the settings is that you best use them together, or it’s no problem to use them together).

1 Like

Thank you, I will test all this, it seems very interesting, I did not understand everything because the traction is approximate, but making tests I would find well.

One thing i noticed a couple of weeks ago is that regardless what the instructions say, if you tick the Unlock experimental effects, there is still some damping going on. It is still better than just activating gyroscopic effect (and CSP gyro off), but the feeling is not as good as disabling this totally. So my suggestion is to leave this totally off:


Also i realized that by adding a bit of range compression in FFB tweaks, it helps with boosting the lower end effects around the wheel center which helps SC2 “weaker” center (compared to other DD wheels). So you may as well play with that.

1 Like

The activation of the new gyro does automatically deactivate the classic one. I’m surprised that you feel the damping … because it’s actually there!


Under FFB damper gain, almost at the end of the picture, you find the setting “FFB damper gain”, which is by default at 100 percent. I have set it to 0, which is quite noticeable


These are the settings I use. They are only for formula cars. If they work for other car classes, I don’t know
Top picture damping to 0, it keeps coming back. So I have to adjust it



In the first picture you can see the settings for normal driving. Neckfx says “including real head motion”.
Picture 2 shows the VR settings from Neckfx. It says “for RHM=real head motion”.
This only works in cockpit view anyway, is a bit more difficult to drive and cars do behave differently

I actually never used this in-race view. Damper gain and level are set to 0 in content manager FFB settings as per me screenshots above. Can you post a pic of your settings in CM?

Here are my settings, even with these settings the steering is way too heavy, compared to the same settings without FFB CLIP, so far I may have missed something, I find it lame. :thinking:

Check the per car FFB. If you never touched it, it will be at 100. You have to turn it down, maybe something like 25. It’s saved in the car ini (maybe only if you use unpacked data, but sure then). I can understand that it is way too heavy now.

If you look at my screen I have the gain at 100% and the ffb per car at 25%.
But I just looked at a vacuum on YT from HOMED he set the streingh … on 10 instead of 25 I will explore this track

I got much better FFB by completely disabling FFB Tweaks plugin today, all spikes and wheel jerky movements are gone, everything is just much smoother. :man_shrugging:
I only have original Gyro on.

2 Likes

This is exactly what I think since always, why add additional ffb to the original which is for me the best of the ffb of the simulators currently, all is coherent and right there, I do not speak about iracing I do not know it.

1 Like

My settings from ingame, RHM and TD. Car is the RSS Formula 2021, track is Imola:

Ah well I understand better why FFB CLIP seems so good to you, with 30% reduction of static force, you don’t feel much force in any circumstances, I think that even without ffb clip you would have the same feeling.

@Andrew_WOT would you mind sharing a screen of your ffb setting on CM please?