Assetto Corsa Competizione and Simucube 2

Haha, it always depends on which car though. Some are pretty heavy on the steering, especially non-power steer downforce cars, provides a very tough workout.

Bearing in mind I have this monstrous 60nm setup, ooffff…

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using 50% Gain in the in-game settings, these settings are absolutely sublime sir, they translate incredibly well to my Pro :heart: :heart: :heart:

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Regarding True Drive’s Direct Input with Assetto Corsa Competizione…

Andrew_WOT
Does ACC use DI Friction Effect?

pankykapus
I believe the only DI effect AC/ACC uses is the DI damping but only when the car is stationary.

ACC does indeed use the DI Damper as displayed in TD and confirmed above. What I am uncertain about however is the use of DI Friction. It does not show as active nor inactive in TD however whilst testing between 0%, 100% and 200% I believe I am experiencing changes in the FFB.

Can this be effect be in use without TD displaying it as such?
If others test with their SC2’s are you able to identify the changes?
Is something happening I don’t understand or am I going crazy?
Cheers!

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Same thing I ask myself, in any sim when changing DI effects I feel a change in ffb, being damping, friction and spring, even when they are not displayed as active.

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On iRacing too, something weird about DI filters but its the same with logitech, thrustmaster and fanatec wheels where its mandatory (in some sims) to turn OFF damping and other sliders.

Problem with SC2 is the scalation of sliders and find the sweet spot for every game.
In ATS/ETS the sliders at 200% are not enough

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sure, but it is “common knowledge” that only active di should have an effect on ffb, which is not the case at all…for example, Ams2 is totally different with or without spring di.
I was wondering if I was the only one feeling that, reason why I never asked…glad to know it’s not the case.
also, I don’t remember that being a thing with Sc1.

Only DI Damper is used when stationary.
Georgio set Friction to 0 in his settings, reason I asked.

Yeah, that may be the case. And the other DI filters also appear active while in motion. It would be great to find out how each simulator intends for its users to set up DI’s.

Maybe something OFF in TrueDrive, but empty baloons are acting as full baloons.
I think the culprit is MS Direct Input creating forces and keeping them active because I faced same problems with all my other wheels.
Richard Burns Rally being the Best example where using Damping and spring slider (in all softwares from Logi Fana and Thrust) can slow down the wheel reactions, and no damping forces are created by the game.

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I usually use Reset FFB state when switching beteeen titles, sometimes even restarting wheelbase when that doesn"t work.

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I have not been able to repeat this issue. Are there some specific steps required?

Race something besides iRacing only? :smiley:

I believe Dirt Rally, R3E, and Madness based titles are prone to leaving some lingering DI effects.

IRacing is suffering this issue, too

https://youtu.be/aDU3FC6Td54

thats not an issue, it is working as designed for iRacing.

I always heard that iracing doesn’t use any di filter…

The issue on iRacing is that DI forces are sent to wheel whatever you put on ingame damping slider. Same as other games
So the sliders on the wheel software must be at 0% in those games

EDIT
And not talking about SC2 in particular @Mika, i think is an issue related to MS DirectX but must be taken into account

Yes, but the effect data is 0 anyway, if the in-game slider is 0, so 0 times the True Drive slider is going to be 0 anyway.

Data signal sent to game may be 0 or whatever you put in sliders, but the problem is caused by the DI effect being created and comunicated to wheel

What’s the difference between using 100% Torque in TD and controlling the steering wheel forces with in game settings in ACC, vs setting TD to a lower figure (say 75%) and then using slightly higher settings in game (to generate the same product of (TD x IG) - eg 100% and 20% (1.0x0.2) vs 50% and 40% (0.5x0.4)?
Does it affect things like how road effect is felt, or anything else?
Also, is using a lower setting in TD ‘safer’ just in case the SC2 goes crazy and spins the wheel (I have the cut off in a good place, but would still take a moment to press it).

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From what I understand, it’s best to set a higher gain in TD and lower in-game to prevent ffb clipping within the game.

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