no, “old” in this case means AM gentlemen drivers around 50/60 y.o.
and speaking of GTE AM, the oldest guy who ever partecipated at LeMans24h was Dominique Bastien, who entered this year race at the age of 74.
so yes, in this contest old means old, and the cars must be adapted for all kind of drivers, AM too.
I don’t quite get it, your direct input section is just incredible, so basically the only signal ACC is sending to your Simucube is the one you set to 0 while all others are at 100% ?
I’m pretty sure this is NOT what you should do…
Direct Input Damping is the only effect that has a signal, so if you want to disable the damping you set it to 0%. No need to touch the others (default at 100%) as they are not used.
Is this why I see “active” on the right column beside Direct input damping and nothing on the other rows below?
I had the same question. Seems like it. If anyone has a FFB setting that transmits front wheel slip in ACC, please post here.
I cannot understand why Simhub is able to detect the output for wheel slip and send it through a bass shaker and it is not communicated via FFB at the wheel. I am tempted to install a mini LFE on the same structure as the wheel mount just to communicate wheel slip.
If you aren’t picking up the wheel scrub, you likely have the filter on too high. I personally used a very low setting of 1 or 2 with ACC because anything above that makes it hard to pickup the tire scrub effect. Try lowering your filter setting.
I had difficult times to tinker ffb to feel natural and have info what car is doing. Tried many settings and ended using my preset, very simple. Use in game gain at 100, all other sliders at 0 including dynamic dumping. In simucube use power around 40-55% and reconstruction filter 1, friction 25%, all other stuff 0. I am having blast using these settings, yeah wheel is little heavier but I have control over the car completly and like it more and more. Before I try these settings I have difficult times enjoying acc but now I am having a blast! Simucube 1 user here, keep in mind about power that my wheel has 30 Nm motor.
Thanks - which filter in particular?
p.s. I turned all TD filters down, played with the ACC Gain and I cannot find anything more than the tiniest hint of slip FFB. I’ve been drifting various cars around Barcelona for 90 mins and each time the slides are vague and seemingly arbitrary. Switched over to rF2, drove the new Spa track in a 488GT3 and it was absolute magic. Catching slides, putting the car right on the limit and consistently getting 2:18-19.
I really wish I could get some kind of wheel scrub in ACC but I really have no idea how people are finding it. With an SC2 Pro and the SRB GT3 wheel, and spending at least 8 hours in total now just with the FFB, you would think it’s possible to get something. And yet, there it is in Simhub just begging for its own transducer below the wheel deck…
reconstruction filter setting in true drive software.
Keep in mind, with the latest update you will get tire scrub when understeering pretty hard but the slide through corners is conveyed through a lightening of the wheel force and kind of a vague feeling. That’s unfortunately how ACC conveys this behavior.
If my reconstruction filter is at 4 or higher, I lose the scrub feedback from the wheels so keep that low but otherwise not much to do other than follow the default settings.
Thanks.
This is, indeed, unfortunate. I’ve got a fair bit of real life track experience across a variety of different cars, and I cannot recreate the tire scrub and unloaded wheel oscillations in ACC. I am working on a custom buttkicker mount to go on the reverse side of my wheel deck, just below the SC2 unit, and set that to only pick up the wheel slip telemetry from Sim Hub. It’s an excessive “workaround,” but seeing as so much of ACC has incredible production values and immersion, and having spent over $10k on my rig + PC already, it’s really a question of how valuable my driving time is.
I appreciate the input.
hi, can you share your ingame and true drive settings for acc?
given the (high imo) quality of subtle ffb effects in acc, it is very easy to overcome things like tyre scrub by adding unwanted and useless noise into the ffb.
I’m asking because for me acc represents the golden standard as for ffb quality, detail and fidelity especially on sc2.
It switches itself off when you are not using the wheel. I always have it on in game.
ok! … mine never turns off, only at startup if I don’t open TD
Ma…viaggi? Sì, sì, viaggio.
… my name is Viaggi, Marco Viaggi, what is the problem
I use this setting recommended by the Kunos staff: Assetto Corsa Competizione and Simucube 2
https://www.assettocorsa.net/forum/index.php?threads/simucube-2-is-there-a-way-to-set-it-correctly.67587/#post-1175391
Cool. Read “but, do you travel” = “ma, viaggi?” That’s how I read it. Bello conoscerti Marco.
Thanks for the post - Gergo Panker also posted the same here previously (Assetto Corsa Competizione and Simucube 2)
I have no idea how this obtains any kind of realistic feel. You will note that my setting is called ACC-GP (as in, Gergo Panker). He uses 0% Damping, I use 2%. He uses 0% Inertia, I use 2%. He uses 20% in-game Gain, I use 45% (because on 20% I feel almost nothing), he uses Recon 5, I use 1, but I have tried 0-5 and not much improvement. The rest of the settings are identical.
Honestly, I have no idea how this is supposed to make ACC cars feel like a real race car. It does not feel like any car with slicks that I have ever driven. I have not driven any of the modern GT3s but Gallardo ST and I used to own a GT3 RS.
I find that in ACC there is barely any weight to the wheels, no increase in steering weight when under braking, no pushing back of the wheels when turning hard in a tight corner. The reason GT3 drivers’ hands constantly fight the steering wheel is because the front wheels are constantly trying to go in the opposite direction than where you want them to go.
Is this your ACC driving experience? Probably not. Probably you are smoothly holding the wheel in place and when the car slides you wiggle the wheel back and forth and feather the throttle until something happens and the car goes back in the direction you want.
You can easily see the power steering in effect in this video - he is not making a great effort to steer the car - but you can also see how many small corrections are made on the track.
Look at how he catches this slide - see the immediate responsiveness of the steering input?
In the same car, same track in ACC, this slide goes for an additional second with this weird “sssshhhh” tyre sound, not the “wherrrp” slick from real life, and the quick opposite lock movement does not produce the same response as in real life. If ACC FFB and TD settings enable this kind of response, I will be very grateful to the people who show me how to enable it.
Thanks P_C, it’s nice for me to meet you too!
Sorry, I’m not a real driver, that’s why I posted the second link, here Gergo says:“A tester of ours who is a real driver set a bit of COF damping in TD to 10-15% to mimic the weight of the steering column, he found 0% too fast and reactive”
My opinion is that your setting it is excessively strong, I did not know that the real GT3s had such a hard steering wheel
It’s been confirmed several times by people who have driven real GT3 cars that the steering is light and relatively non-communicative. This includes one prolific sim racer who won a go in one.
It makes total sense when a stint time can be so long - you are going to set it as light as you possibly can whilst still maintaining full “feedback” - why would you wear your arms out - it’s only ever going to be detrimental to your performance.
The real feedback from driving a real car comes from almost every other sense than your hands on a wheel.
We keep on getting back to this issue of “realistic”.
A force feedback wheel gives you communication from the simulator and provides an immersive experience. But it isn’t like being in a “real” car.
Let’s look at Granite Device’s own marketing:
25 Nm of torque is enough to give you deep immersion with any track, car, and condition. With Pro, one might easily forget they’re in a simulation. High torque reserve enables the driver to receive all the detail simulator and car has to give.
Nowhere does it say “realism”