rFactor 2 and Simucube 2

Had the same issue yesterday.
Just make sure you enable the “File name extension” in the windows folder (so you can delete the txt extension behind files so they are trully json or ini files etc.

After that make sure the option for “Vehicle set” inside the rF2 settings (UI) is enable.
Close the game (somehow restarting a race etc doesnt work for this).
Restart the game and now it should be working.

At least this was my issue/fix yesterday :slight_smile:

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Wow best settings in a while! Thanks for sharing. :+1:

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if what Paulus_NL told you doesn’t help and all the options are correct , the only thing that comes in mind and could interfere is setting bumpstops wrong in true drive so just disable it to check.

@SuperMonaco_GP @Loukas_Bourdas and others, I don’t get it anymore. It does not work anymore. My steering wheel is doing things im not doing and in game the steering range changes all the time even though I saved it at 900. While driving my steering wheel as an own will. Please watch photos i’ve sent, so maybe you can get an idea of what is going wrong. Also I have made 3 small video’s but I cant upload them here. If you want to give me your mailadress I can send them to you are anyone who is willing to help out.

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The steering ratio speed looks incorrect.

Try altering to: “Steer Ratio Speed”:0,

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other than what EsxPaul is suggesting , maybe you enabled steering help by pressing F1 by accident.

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@Loukas_Bourdas you are my hero. I accidently touched F1 I guess and steering help was on ‘low’. How did you know? Thanks a lot mate! Does the steer ratio speed has to be 0 or 20?

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Thanks for helping out!

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0 if i remember correctly.

After spending a while tuning my SC2 for ACC, I’m now trying RF2 but struggling. Issues are: a lot of “grainy” feeling in wheel, and excessive force. I’ve read quite a bit of the thread, but wondered if anyone had some quick suggestions for setting TD and RF2 FFB for GT3/4 class? Thanks

@RedTerrier

I’ve got around 4 months with rf2 and a Pro under my belt now and have been racing the GT3s for a month or so. Also raced a GTE in the official Spa 3H Invitational a couple of weeks ago… :grinning:

Had the same sort of issues as yourself initially - overstrong forces over kerbs etc. and absolutely cream-crackered after a race…

I use fill 25.1Nm torque but with car-specific in-game FFB of around 60% - if you use the Motec rf2 DAMPlugin, you’ll find the GT3s are clipping FFB at an in-game setting of over 65% so it’s best (IMHO) to let the TD have full rein. Note- with my settings, hitting the scenery etc. is not an issue and is quite benign.

My core TD settings are 100% torque, Medium bumpstops, Recon filter of 1 (you might find this a bit grainy with the GT3s), unlimited torque bandwidth, 7% damping, 5% friction and all other filters off.

Can’t seem to upload the full JSON controller profile file here, but here’s the Force Feedback section I use (you’d need to copy and paste this over the same section in the profile JSON you are using and then re-load it from Controls in rf2).

"Force Feedback":{
"Brake effects on steer axis":1,
"Brake effects on steer axis#":"0 = Brake effects on brake axis, 1 = brake effects on steering axis.",
"Brake effects strength":5000,
"Brake effects strength#":"-10000 to +10000, applies to all brake effects (force, vibration, static spring, etc?)",
"Brake spring coefficient":0.5,
"Brake spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Brake spring saturation":1,
"Brake spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Clutch effects on steer axis":1,
"Clutch effects on steer axis#":"0 = Clutch effects on clutch axis, 1 = brake effects on steering axis.",
"Clutch effects strength":10000,
"Clutch effects strength#":"-10000 to +10000, applies to all clutch effects (force, vibration, static spring, etc?)",
"Clutch spring coefficient":0.2,
"Clutch spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Clutch spring saturation":1,
"Clutch spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"G920_workaround":false,
"G920_workaround#":"Workaround for Logitech G920 firmware bugs ... may need to turn this off after firmware update if it gets fixed.",
"Gearbox effects on steer axis":1,
"Gearbox effects on steer axis#":"0 = Gearbox effects on gearbox 'axis', 1 = brake effects on steering axis.",
"Gearbox effects strength":10000,
"Gearbox effects strength#":"-10000 to +10000, applies to all gearbox effects (force, vibration, static spring, etc?)",
"Gearbox spring coefficient":0,
"Gearbox spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Gearbox spring saturation":1,
"Gearbox spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Ignore controllers":0,
"Ignore controllers#":"Do not use FFB on: 1=controller1, 2=controller2, 4=controller3, 8=controller4, 16=controller5, 32=controller6 (or add values to ignore multiple controllers, for example 63 ignores all)",
"Jolt magnitude":1.5,
"Jolt magnitude#":"How strong jolts from other cars (or walls) are.  Suggested Range: -2.0 to 2.0.",
"Off-road multiplier":0.3,
"Off-road multiplier#":"Temporary test variable to reduce force feedback strength off-road (0.0 = zero FFB, 1.0 = full FFB)",
"Other spring coefficient":0.2,
"Other spring coefficient#":"Static spring effect rate (-1.0 to 1.0) for any other FFB-capable controllers",
"Other spring saturation":0.7,
"Other spring saturation#":"Static spring effect peak force (0.0 to 1.0) for any other FFB-capable controllers",
"Rumble strip magnitude":0.3,
"Rumble strip magnitude#":"How strong the canned rumble strip rumble is.  Range 0.0 to 1.0, 0.0 disables effect.",
"Rumble strip pull factor":0,
"Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.",
"Rumble strip update thresh":0.05,
"Rumble strip update thresh#":"Amount of change required to update rumble strip effect (0.0 - 1.0)",
"Rumble strip wave type":3,
"Rumble strip wave type#":"Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.",
"Steering effects strength":-5000,
"Steering effects strength#":"-10000 to +10000, applies to all steering effects (torque, resistance, static spring, jolt, etc.)",
"Steering resistance coefficient":0.1,
"Steering resistance coefficient#":"Coefficient to use for steering resistance.  Range: -1.0 to 1.0",
"Steering resistance saturation":0.2,
"Steering resistance saturation#":"Saturation value to use for steering resistance.  Range: 0 - 1.0",
"Steering resistance type":0,
"Steering resistance type#":"0=use damping, 1=use friction",
"Steering spring coefficient":-0.1,
"Steering spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Steering spring saturation":0.1,
"Steering spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Steering torque capability":20,
"Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)",
"Steering torque extrap blend":0,
"Steering torque extrap blend#":"Higher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds 'input max' (0.0=disables, 1.0=max)",
"Steering torque extrap time":0.015,
"Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050.  To disable, set 'blend' to 0.0)",
"Steering torque filter":0,
"Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)",
"Steering torque minimum":0,
"Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction",
"Steering torque per-vehicle mult":0.65,
"Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)",
"Steering torque sensitivity":1,
"Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high",
"Steering torque zero-speed mult":0.3,
"Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",
"Test_workaround":false,
"Test_workaround#":"Workaround for apparent driver CTD on release",
"Throttle effects on steer axis":1,
"Throttle effects on steer axis#":"0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.",
"Throttle effects strength":10000,
"Throttle effects strength#":"-10000 to +10000, applies to all throttle effects (force, vibration, static spring, etc?)",
"Throttle spring coefficient":0.3,
"Throttle spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Throttle spring saturation":1,
"Throttle spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
"Type":1,
"Type#":"Type of force feedback: 0=off 1=wheel 2=joystick 3=rumble\/gamepad 4=custom",
"Use thread":true,
"Use thread#":"Use a separate thread to issue FFB commands which may block with some drivers"

},

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Does having your torque in the controller settings to 20Nm instead of 25 prevent the huge jolts on Kerbs and random bumps?

Dang - that 20Nm entry in my file is an error. It should match the 25.1 I use in the TD settings. I don’t believe that’s why my jolts are suppressed though.

I’ll double check tomorrow - I did up the TD torque setting recently (and reduced the in-game % accordingly) in response to the Motec clipping evidence, but I was already happy with the jolt behaviour by that point and didn’t change anything else.

Your damping and friction settings is that in Constantly operating filter or DirectInput Effect Fine Tuning?

Constantly operating. I’ve not touched the Fine Tuning - I’m pretty sure @Mika has said that most/many sims don’t actually use them.

Many thanks! I need to learn how to modify the .json now. Are those files game specific or will a change mess up my ACC settings?

rfactor 2 specific , it won’t mess up anything in other games.

As Loukas says…

One thing to bear in mind (which, to my embarrassment, I only learned after several years of using rf2) is that you should (generally) ignore the Player.JSON file in your UserData/Player folder - if memory serves, it contains ‘dynamic’ copies of sections from underlying JSONs and edits made in Player.JSON may be overwritten by rf2.

The underlying .JSON you are looking for will be in the Controller folder - take a copy of, say, the default SC2 Pro.JSON, edit that and then load the copy via the in-game Controller menus and then save it again with your key mappings etc.

One further note - rf2 is grinding through a beta of the “New UI” - which you have to opt in to via Steam. I stumbled over a bug in the New UI whereby it stopped letting you (re)load controller.JSON files (you press the load button and nothing happens). It worked for a while then broke (for me). The good news is that reverting to the old UI is painless, quick and reliable.

Thanks for the advice! Gives me something to work on over the Christmas break :smiley:

@MrFox thanks for the setup advice. Amended the JSON and now it is much better

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