rFactor 2 and Simucube 2

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…

Different GT3 type cars in rFactor2 are made in different times, for different DLC packs, by different development teams, so FFB implementation / parameters for different cars do differ a lot. rFactor2 is just not a consistent experience, quality varies in the official content nevermind all the mod content.

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I’m very well aware of it, Mika!

My problem is that the difference is not just subtle: it’s huge! I cannot believe that certain cars require 2-2.5x force than others.
Additionally, i didn’t remember having the issue with my Fanatec CSW2.5 before.
Don’t get me wrong, i don’t think it’s something related to the SC2 Pro.

In the meantime, if anybody could compare the FFB levels for the Oreca LMP2 and the Caddy DPi, it would be of great help! :raised_hands:

For my SC2 Pro, I have 100% in TD and 65% FFB for the Oreca but 138% FFB for the Caddy Dpi. I usually use in rF2 the Oreca however.

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Thanks for the test, Tony, you rock!
I’m experiencing the same level of FFB difference, so it’s good to know if it’s not only on my end.

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It is normal that with a 7 Newton meter base you have not had this kind of problem,There are fewer differences between small forces and low forces that you can perceive.With a base that can develop 25 Newton meters, there are many more problems when cars are not made well, whether rf2 or Assetto Corsa. Rf2 is a game that I love but unfortunately as they have already told you there is no consistency between one car and another,And you are forced to make many variations…

This is a very good point! Real cars quality is also day and night, and so it’s in the games. AC, without all these 3d party cars and the most active modding community, imo wouldn’t be a real good game. Thank god its FFB model and the physics have a good basic.
It’s like you once said: hardware is more sophisticated, while most titles are just outdated. A company like Codemasters should think about doing a kind of special edition/simulation type of a title; maybe once in a while only. Kind of “made for steering wheels only”, while they could still throw a mainstream controller thing on the market.

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