rFactor 2 and Simucube 2

I personally like to feel all the curbs……

(as it really increases the immersion for me. And this is on top on my SFX/motion and several BK LFEs. Without the curbs it just feel like driving a car on the PlayStation on the couch)

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for me its with how much more power some curbs hit the wheel compared to the other forces…

Did you tried to reduce Torque Bandwith Limit?

For me, it will limit the rotation of the wheel when hi force peaks are in play.
It is like the brute force/peak when touching curbs on a turn is somehow reduced and more manageable.

I like it at 680hz

@Tony

Here is the difference between a unprepared signal and a prepared signal. On top the signal out of the game in Newton/Meters, from peak to peak this curb hits with 16.618N/m(SC2 Torque Curve). Below that grapf, you can find a grapf with the FFB with adjusted Slew Rate(SC2+Slew Rate) and with the adjusted Slew Rate and adjusted Torque Bandwidht Limiter(SC2 +T.B.L. + S.R.). Just with the Slew Rate you can drop the torque by over 50% to 7.671N/m, by adding the T.B.L. it is even more and it drops down to 7.05N/m.

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Go deeper! :wink: But not too deep, my opinion is 330Hz and below. 220Hz and 150Hz are my favourite, at this level you begin to feel the TBL!
FFB out the game.


FFB + 680Hz TBL

FFB + 330Hz TBL

FFB + 220Hz TBL

FFB + 150Hz TBL

FFB + 100Hz TBL

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These are my “Base” setups. keep in mind you have to adjust the Slew Rate, because you got the SC2 Pro. I published these Profiles in True Drive (Base 100Hz / Base 150Hz / Base 220Hz)

Base 100Hz


EQ for Base 100Hz

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Base 150Hz


EQ for Base 150Hz

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Base 220Hz


EQ for Base220Hz

Thanks for the detailed answers.
I dont understand well, 220hz is good ? And I don’t like the low slew rates value, I have bought a SC2 pro for the high slew rate value…only rF2 has this issue, I don’t want to change everything for the exception.
Is the SC ultimate better, cause I have used a Moza21, and I can’t really feel a difference with my simucube 2 about the FFB…

And why do you reduce at -2.0db the 158hz frequency ?

And with Caterham and Radical SR3XX I have to raise to 100% and 70% the FFB multiplier (if lower it’s so awfully light), so your settings will only raise the curb issue for these cars…

What is the right slew rate value for the SC2 pro please ? I will try even If I’m not convinced, I will report

What I have hoped is a filter like the Static force reduction, but for the curbs.

@Tony

„I dont understand well, 220hz is good ?“
-It is a question of taste. My favourite is the Base 150Hz. After that choice, I make some changes to the setup to fit it to the car and track.

„I have bought a SC2 pro for the high slew rate value“
-Can I ask you a question?
For what situations do you need a high slew rate?

„Is the SC ultimate better?“
-No, do not buy the Ultimate. It is toooooo much. Of course it is better and cool to have in some way. But I do not recommend anyone to buy the Ultimate. The Pro is best and the best choice for your wallet.

„And why do you reduce at -2.0db the 158hz frequency?“
-I build a ramp in every EQ-setup which do not touch below 10Hz, but lower the section between 10Hz and 100-150Hz! That’s KEY!!!

„And with Caterham and Radical SR3XX I have to raise to 100% and 70% the FFB multiplier (if lower it’s so awfully light), so your settings will only raise the curb issue for these cars…“
-NO, definitely not and i got evidence for that!!!
That’s the magic of the slew rate. It acts like an audio-compressor. This thing is brilliant and in my opinion it makes the SC2 to the best wheelbase on the market. By raising your C.S.M., the curbs will drop even more because they need even more slew rate. On the other hand your S.O.T. Still needs just a very tiny slew rate. So the emphasis will go towards BASS or in other words towards self allning torque, oversterring-signals, understeering-signals and other important stuff. By the way, and it is much safer!
What you need to understand is that you do not attack your torque-signal, you attack the derivative of your torque-signal…the slew rate!
:smiling_imp:The workflow is the same like on a Bass-Guitar. Compress your signal and pump it up!! :smiling_imp:

„What is the right slew rate value for the SC2 pro please ?“
It depends on your settings in the game and your strength settings inTrue Dive software. But 100% below 1Nm/ms! Even the Ultimate @32Nm and a nice good CSM setup needs not more than that.

„What I have hoped is a filter like the Static force reduction, but for the curbs.“
That’s the slew rate! But it fights not just curbs, it also attacks flatspots, crashes, going offroad, everthing which needs higher slew rate you adjusted, but you have to adjust it!!

It acts like a bouncer!! :sunglasses: You are the Boss and you decide what signals will come to your hands!

But it do not kill the signal like other effects, the information of curbs, flatspots and crashes will be still alive but at a human level!

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@Purple_Red is a specialist in regards to peaking and notch filter, and in FFB compressing aswell.
While peaking and notch filter intention is to sort out resonance, compressing forces is something you can also find in AC with Content Manager. It’s attenuating small forces, while the huge forces remain untouched.
Unless you really are an expert I wouldn’t deal with peak and notch, you most likely create more confusing rather than solving problems. @Tony, there are settings for specific cars. You don’t need 25Nm for an F1 car, and it’s pretty useless to limit/not limit something just because you have it, or not.
If you drive an open wheeler with a maximum torque of, let’s say 8Nm, why should you use more than this in both, game and TD?? Or you drive a GT car with 15Nm, why you should use less or more in game and TD?? Try to use forces a car uses in real world. To get rid of the idea that the Simucube 2 is your only source of feedback, add rumble motors to the pedals and a bass shaker to your seat. This way you get a full sensation, full information from 3 sources.

Thanks for your detailed answer,
why rFactor2 is broken, with all others games, I have unlimlited torque, unlimited slew rate, and it works perfectly, I think rF2 is broken, for the others games, I don’t have to limit my SC2 pro I use the full potential without issue.

@Tony
rFacor2 is not broken, it got a very unique frequency response. I can only compare it to iRacing.
Sorry for the Picture Book i uploaded here, but it makes it a lot easier to explain. I will relesse a few posts…
The First Picture rF2.
red line-> frequency response of the FFB out of the game
blue line-> frequency response of the smoothed FFB (99 samples)
The Second picture iR.
red line->frequency response of the FFB out of the game(the 360Hz sample rate version)
blue line-> frequency response of the smoothed FFB (99 samples)

Compare the shape of the signals! not the values! Only the Shape. Click a few times on the pictures to switch fast between them, that will make it easier to see. The frquency response of rF2 goes up 200Hz. iR maybe up 50Hz. The rF2 Signal is full of information, thats crazy. Also compare the smoothed FFB to FFB out of the game. The smoothed FFB and the normal FFB is in iR basicly the same… while in rF2 it is a huge difference.
rF2

iR

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The First Picture rF2.
red line-> frequency response of the FFB out of the game
dark blue->frequency response of the FFB +slew rate(0.95Nm/ms)
blue line-> frequency response of the smoothed FFB (99 samples)
The Second picture iR.
red line->frequency response of the FFB out of the game(the 360Hz sample rate version)
dark blue->frequency response of the FFB +slew rate(0.95Nm/ms)
blue line-> frequency response of the smoothed FFB (99 samples)

The slew rate got close none impact on iRacing but a huge on rFactor2. That’s how i get rid of the curbs.

rF2

iR

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thank you I will try tomorrow the slew rate settings, but If you use a low value, you should buy a sport version, not ultimate…

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i tried this and it feels better , at least with the ff cars that i tried.

Sorry I didn"'t try since the last post, I have no really motivation for the moment

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„And why do you reduce at -2.0db the 158hz frequency?“
-I build a ramp in every EQ-setup which do not touch below 10Hz, but lower the section between 10Hz and 100-150Hz! That’s KEY!!!

Can you show me your EQ for below 10hz, and 100-158hz ?
I have the motivation to start again rF2 with a slow slew rate value, I’m a bit disappointed to use my SC2 pro with a low slew rate value, cause I have bought it for the high value, and for all the others games, it works perfectly

I have to chime in here and say thank you, I’ve rekindled my love for sim racing with your rFactor 2 ffb preset.
It’s just exhilarating to drive now. I can go hard without fear of breaking my wrists.

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New SC2 Pro owner here :grinning:

I experience huge differences on FFB torque levels among stock content: GT3 and the Oreca LMP2 has excellent force feedback (TD 100%, In-game 100%, car-specific ~30%), while the Caddy DPi really lacks in FFB power (super light even at e.g. 60% car-specific level)
Do you guys experience the same or is it something really misconfigured on my end?

edit: i’m coming from the Fanatec CSW2.5 base without reinstalling the sim. I suspect that some car-specific FFB torgue levels have been cached but i haven’t been able to locate the culprits.

Each car has its “personality”. It depends on the car class, age, power steering, how the suspension works, the steering range and other stuff. I don’t think there are cached ffb settings, and if, then in the hardware, not the software

Thanks for the answer!

I’m experiencing the same “discrepancy” within the GT3 class as well, so there must be something config related.
I still have some things to try out: reset FFb button, creating a new game profile or reinstall it as a last resort…