iRacing and Simucube 2

Quick question @bsohn - lowering slew makes the car livlier? Why? Thanks.

Lower slew rate actually will make the wheel less lively, Raising it will make it livelier… The reason is that Slew is basically a speed cap… The lower the rate the slower the wheel will transition from one torque point to the other which subdues quick harsh movements without affecting slower movements at all…

Of course raising the value allows a faster ramp-up of torque which will allow things to happen faster and sharper.

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Thanks. That’s what I thought. I must have misread your previous post. Thanks again.

Yea I try to be as clear as possible but when talking lower and higher it really depends on where your base mindset is whether lower means Less Slew Filter (higher Nm/s) or a lower Nm/s on the slew filter. After you wrote the question I sort of realized that depending on which end you are viewing from it can change that interpretation…

I also thought to expand a bit on what you asked as I thought about it is that there would be cases where you might lower the recon to liven the wheel up a bit more but then bring it back under control a touch more by lowering the Nm/s of the slew to slow it down a bit to get that possible in-between of 3 and 4 on the control of the wheel…

Basically I guess what I am getting at is that ONE filter or NO Filter alone will probably get you everything that you would like from the wheel but a balanced combination of them all can bring out the things that allow the wheel to communicate most things very well…

In the past I actually did a VERY VERY low powered setup for the R8GT3… He was running a very low .112:1 at the wheel strength… I can tell you in this situation the the only way to get a good feel from the car because the car was so vague in a straight line was that I actually needed to increase the strength but then reduce the cornering with Constant Force Reduction… This was the first time I actually found a condition where I could use Constant force reduction effectively and not mess with the overall feel… I didn’t actually use much CFR (I think it was around 7%) as the intent was just to balance the straight-line force to the cornering force in a manner where to the driver the overall weight of the wheel felt low but communicated as much information as I could…

It is sometimes a challenge to do these things that seem rather impossible… Sort of wish I saved those settings… I think they are somewhere on iRacing but I can’t remember where.

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When you conducted your testing with the damper saturation, what percentage of damper saturation did you apply in the iRacing settings?

ACC, AC, Raceroom, rF2 are very easy to configure the FFB and the wheel, nothing to do, just a multiplier.
How is iRacing, last time I have played it was with a thrustmaster ?
I dont want to spend more than 5 minutes to configure my wheel.

iracing ffb is still hot garbage, lots of trial and error to make it feel acceptable in driver software,

IMHO, iRacing’s ffb is the best one out there, and the only one that really has a separate feel, based on close to real-world torque numbers, for each car. iRacing ffb is column torque only, no fake effects.

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Beano, just curios what are your thoughts on ACC FFB.
Granted, FFB appeal is like 80% developed habit and 20% personal preference, but I honestly cannot imagine anyone picking iRacing over ACC for physics and FFB alone. Other things, may be, but not those.

Hei Andrew,
I think a lot has to do with what one’s preferences are, tbh. I prefer something similar to what I would feel IRL, and for added effects, I use tactile transducers to compliment effects in the chassis/rig.

So I am blending iRacing’s LFE channel with SimHub via an HA6000 mixer, and between those signals, and a handful transducers, anything else in the wheel other than column torque just feels weird.

Wrt tyres in ACC, last time I drove about a year ago, I picked up some weird binary on-off behaviour around the point of max traction, I need to test to see if I still feel that. But it just felt a bit weird.

iRacing has done a good job on the tyre-model and related physics these last two seasons, but I will jump in with ACC again to see how things compare now. Let me take a rain-check on my feedback, I will get back to you :wink:

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Yeah, check out the current build if you find time, there were at least two significant changes since then. Not like it was garbage a year ago, but improvements are quite noticeable.

it feels cool, for the moment, Raceroom has for me the best FFB with geometry feeling, like in the reality, I will test iRacing, but I’m bored about the setting, too much parameters, just for the strenght, it’s weird to put “42” for a SC2 pro…for the others games, there isn’t really different setting, but for iRacing, I can see the setting are very very different from the users…

Cheers Andrew, will do. Glad to see the sims are pushing each other for continuous improvement, we all benefit in the end!

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I don’t usually pay attention to people who think iRacing is the peak of sims but IMSA driver Daniel Morad, who has a SimuCube 2 Pro and SimuCube ActivePedals (and is a brand ambassador with SimuCube) put out some critique videos of ACC and iRacing compared to his real life experience in the AMG GT3 and I found he made some good points.

He has a profile on True Drive, just search for “moradness”, and it’s very good. A tonne of people are already using it. On first impressions, it feels like a more direct, less dampened default profile. It doesn’t fix iRacing’s dull ffb in corners, as Morad admits, but it does a very good job nonetheless.

While he praised the sims as you would expect he also identified key things that always drove me crazy in a way that really only a real world driver would approach them. For example, he approaches it not from tuning options available but from a behaviour point of view: on-brake pressure and feathering in sync with throttle, corner entry, mid corner braking, and on-throttle tire compression and throttling out of corners.

I appreciate all that ‘real’ talk and it makes me want to incorporate it in tuning for other sims. One thing I’ve learned is that if you’re not seeing the wild fighting wheel action from onboards with your own wheel you still have some work to do.

Here’s the videos I mentioned:

REAL CAR vs IRACING: IS IT CLOSE?

My HONEST review of Assetto Corsa Competizione: IS IT STILL TERRIBLE?

THE CLOSEST THING TO REALITY? How accurate is the AMG GT4 in iRacing?

PS. It’s also not a bad profile in AMS2, rF2, and GTR2, believe it or not. I suspect it generally works well everywhere.

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Is an interesting video! I don’t know if Iracing has brake migration and differential settings for entry/mid/exit of corners. I use it in AC (RSS hybrid 21 to 23 and the VRC alpha 2022). It greatly improves the feeling of braking, cornering and the throttle. Exactly those points he thinks that have the most potential for improvement. ACC I’m pretty sure doesn’t have it. But Iracing?

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Some of the better views on Sim-Racing by a Pro driver I’ve seen to date. Besides his overall view on the hobby, I also like how he explains his reasoning and how he rates different aspects.

Thanks for sharing. :slightly_smiling_face:

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So I just watched his AMG GT4 video and he so highly praises it against the real thing that I dropped $12 on the car after watching.

THE CLOSEST THING TO REALITY? How accurate is the AMG GT4 in iRacing?

I haven’t driven an AMG GT4 so can’t speak to that but I can say I can feel the things he’s talking about like realistic poor turn-in braking (as opposed to braking while balanced) and on-throttle rotation matching reality.

I’m not saying go and buy the car, I really just wanted to see if I could feel what a real driver says they feel about an iRacing car and I think I do.

I was using his Moradness GT3 True Drive profile on a SimuCube 2 Pro, as well, and found that 25Nm in True Drive and 25Nm in-game actually felt like what I expect is realistic strength.

I’ve watched his videos too, and they are fantastically well done, and well worth a watch. I think I learnt a lot of information from him. Easily the best FFB videos on YouTube, even better than Will Ford I think.

But I hate his profile on Paddock for the GT4. It’s so wishy washy and far far too much inertia.

I’ve never driven a GT4 car in real life, nor will I ever get to drive one, but if that’s how the steering handles, bluurrkk. My van has more direct steering than that setup. I even dialled my Ultimate down to 25nm to match the output of his Pro base, so that I could have everything identical.

But I’m in the minority, as I see over a thousand people are using that setup on TrueDrive, so yeah.

He started with the good things in ACC:
Graphics, loading time, grass :hole: … graphics again. So one knows that FFB will be listed on the bad stuff, which he actually does. He ain’t happy with the braking neither, mentioned himself that it’s a bit wishi washi.
Iracing he liked better, much better. So maybe you missunderstood it.
On the other hand: I really have a problem with a driver wearing gloves and socks, very disturbing to me.
Again: if your only source for FFB is the DD, there will always be something missing. For maybe 300 bucks you get 4 rumble motors for pedals and pedal plate, a nobsound amplifier and a bass shaker from Dayton to put it underneath your ass (sorry for this). Together with the Simucube 2 it’s just awesome, it really is.

i’m trying irffb as the default iracing ffb is terrible, it feels much better but there is a random jolt in the ffb every now and then when turning, does anyone know how to stop this? anyone had the same issue?