Should i edit the json files then? I just recently installed the game sorry, if so then where i can find them? Would like to give it a try
it’s definitely specified in that road map article rFactor 2 and Simucube 2
Edit: Check this as well rFactor 2 and Simucube 2
Modified controller.JSON hope it is a good starting point. not happy with it but it’s better than before Controller.JSON.txt (36.7 KB)
Thanks will update how it goes
I re-installed RF2 today and you only need to adjust 1440 wheel rotation in the game.
I loaded the default SC2 pro to assign the keys.
I then closed the game and tweaked this SC2 pro jason file and adjusted
- the rumble strip from 2 to 1
- the jolt magnitude from 1.5 to 0.5 (will probably go lower).
Other than that everything that i used to tweak is now obsolete after this re-install.
"Rumble strip pull factor":1,
"Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.",
"Jolt magnitude":0.5,
"Jolt magnitude#":"How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.",
Hope this helps.
I think those changes should work well for those that prefer to run lower Friction & Damping in TD.
my main pain is how harsh some of the curbs/rumble strips even when car specific multiplier set to 30%.
Any suggestions would be much appreciated. Do i need to increase friction and damping in TD?
Personally, I prefer some Friction and Damping. I use Friction to clear up any looseness around center and provide a general sense of mass (steering mechanism). Damping is largely about speed control for me but, perhaps I’m on the slothy side of the response curve.
With too little Damping, the SAT response (Oversteer) tends to be very fast and overly reactive, maybe over-shooting (Oscillation). Too much Damping will make the SAT response too slow, sluggish. It should not be so slow that you feel the need to fight the wheel in order to make corrections.
I aim for something in the middle, where control is most manageable but, it also lends a more realistic feel to the overall steering, imo.
Thanks for clarifying.
Will try now @Marcel_B TD settings but will leave the maximum torque as max and adjust from there. Hope this helps the harshness and that crazy fast oversteer.
Cheers.
If you want to experiment with different settings, feel free to try the ones I use to see if they fit what you are looking for. Nothing revolutionary here, but I do limit the torque bandwidth to 1000Hz to remove the highest spikes in the feedback.
Whether they suit you or not, they may at least give you a feel for the direction you want to go in after now having tried different settings.
Thanks mate. Will try these settings
the main downside with rf2 is that it is impossible to find one profile to fit all cars. even in the same category, for example gt3, there is a massive difference in the weight and ffb response between say ferrari 488 and mc 650s, even more the new bmw m4, like night and day, without mentioning the merc ffb which is totally broken since release. more over, formula cars both fpro and indy ffb have nothing in common with any other car. and with all those parameters into the json file, the majority of which came from the rfactor1 days, it is a neverending task of trying to find the right balance.
The whole game’s a mess. I just took the roadcar NSX out and it keeps doing a verryyyyy slooowwwwww loss of grip at pathetically low speeds like 80 km/h with very little amounts of steering lock. It’s literally like the tyres or surface of the road is glassy or icy or something. This is also accompanied with the FFB then wanting to get all overly torquey and snappy from the car trying to spin out at almost parking-lot like speeds. So it’s not just the physics but also the way the FFB responds to those physics. S.A.T. or whatever in real life does not act so immediate, so harsh, so aggressive. It’s a joke.
There’d be a car accident every 2 or 3 streets in real life if cars/tyres behaved like this, lol. Literally, you’d be having to correct slides every few streets in day-to-day driving. There’d be other accidents on every street. A complete minefield of random other cars sliding, spinning, crashing every where you go. Something seriously, seriously wrong with the physics as well as the FFB in this game engine.
pretty sure that nsx is part of isi content as it was back in 2013
so lately i’ve been tweaking rf2 json file and i think i got to the point of getting “pure” physics-driven ffb, without all effects on steering axes set as default into the sc2 json files, and also edited some other strange parametes values i found into the file. maybe it is still worth tweaking jolt magnitude and curbs strenght but for me it feels pretty sweet as it is.
i run around 40/45% ffb multiplier and 2 ingame smoothing filter.
Pro.JSON.txt (36.6 KB)
(as always, place it into user data/controllers and load it once ingame then map everything you need to)
also related td profile
I tried to play with rFactor2 these weekend and I can definitely feel much more compared to AC as that is the sim I have most hours invested, but can’t get it to feel right… like mentioned above, the harsh curbs and some crazy snapbacks, there’s not much if at all side resistance on turns… it just feels weird, I will give these a try today and see how it goes as i would really like to try how it’s supposed to feel in this Sim
Anybody would recommend what are the most demanding graphic settings? Struggling to get it to look at least decent with decent FPS, I know it’s demanding even being older game but still…
Do you have a similar file for a Sport, maybe back from the time you were using one? Or, if it is possible, a “how to” turn your pro file into a sport file?
Would be great to have an excellent entry reverence or perfect profile. I use modern F1 cars from 2017 to present time. Thanks a lot, even it’s not possible
i guess you just need to set max torque to 17 instead of 25 into the file
Thanks! For both, the fast reply and the solution. Very kind! Don’t forget the Monaco Grand Prix (of course you won’t)!
that one is the true SMGP from which i got the name good memories