Assetto Corsa Rally

Anyone have this working? I’ve tried a couple profiles and cannot get any force feedback at all, even though the wheel is otherwise working. Simucube 2 Pro.

It did work just fine at our office when testing it a few weeks ago.

I wonder if something is changed after that test.

Can you show how the in-game settings look like?

Disabling Steam Input and restarting the game made it work briefly, but it no longer works after a stage restart, which feels more like a game bug than anything.

In-game settings are the active device being set to wheel, and force feedback at the default 90 with DOR changed to 540.

[edit: other people with all sorts of wheels are complaining about this as well, so I definitely think it’s a game issue rather than a simucube issue. Early Access yay!]

yeah, must be something that they changed very late or even this week, since we are driving the game successfully at the office almost every day.

I found that the FFB just had to be raised way up in both my OSW Simucube profile as well as the game.

It could also be something with other HID devices confusing it in certain situations or something. The one time it worked it seemed fine, but then it didn’t work again. There’s a thread on the steam forums full of very angry people who forgot it was early access, and they have basically every wheel imaginable listed as not working in that thread, so I think it’s pretty safe to rule out the SC2 being the issue.

I tested it briefly for 20 mins yesterday and it works just fine (SC2 Pro). So it is certainly not an issue of the wheel.

No problems here on an SC2P on a 2.6.0 default profile

Is there any chance to add Simucube office settings of the wheel/in game settings either here/discord or to paddock. Just to get some starting point.

Could you share your settings.

We will not be adding new games to True Drive Paddock right now, since its going to be replaced by the Tuner Paddock quite soon.

I don’t believe we have yet anything special / magical settings for this simulator.

I wrote in Discord:

Rally cars have quite soft suspensions and the suspension loads are much less direct than on track racing. This is due to jumps etc. One wouldn’t want steering wheel to be ripped off drivers hands when landing from jumps. Maybe the vague feeling is due to that and is realistic.

I wouldn’t expect a track car direct FFB feeling in a rally game, that for sure wouldn’t be realistic.

It might make a difference how one sets the controls: be sure to use “Racing Wheel” but, I let the game “Automatically” choose the device (for input assignments) for all axis and buttons, and it all worked flawlessly from the start.

Devices used: SC2 Pro + AR BB / DSD-BB / HE Pro pedals / Fanatec SQ Shifter / SimLab Hand-brake / Qubic Systems Motion + tactile

The main issue I had initially was with severe lag; the sense of speed was very slow and the cars over-reacted to every input making them uncontrollable. I first reduced graphics settings to a very low level and turned off all AA & Super-sampling. That improved the lag somewhat but not as much as disabling Steam Input.

The stock ffb felt nothing like a holding a steering wheel at all to me unfortunately… a bit of rumble and zero tire feel, it’s like the ingame ffb multiplier is set very low. I cranked up the the damping and inertia to emulate some sort of tire feedback. At least now I’m getting some info of the front tire position.

and in game settings:

Amping up the minimum force to get some compression in the lower signals.

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I have the gain set pretty high for Gravel stages, a bit lower works for Tarmac. In either case, there is indeed a lack of detail in the FFB. I hope this is improved significantly with an update at some point, perhaps a road-bump slider like in ACE would help.

I would expect road bumps not to be felt on FFB signal on rally cars. Otherwise all the rally drivers would be thumbless after every stage that has any kinds of jumps.

Pretty much every Rally title provides some small bump detail on Gravel but, not much - if any on tarmac stages. I get a lot of detailed feedback through my motion / tactile setup however, my wheel is desk-mounted, thus isolated from the race-rig. So, the ffb feels very disconnected compared to other sim titles.
This is an excellent case for having telemetry-driven ffb to supplement the DI ffb, IMO.

But to your point, yes - over-cooking the FFB gain in Rally titles can be hazardous in regard to impacts of various types, whether by crashes or suspension effects. I always start with very low gain settings when getting familiar with Rally titles.

Of course, there can be more one-handed steering required in Rally, between shifting and brake-turn duties, having lighter steering makes sense.