Hello everyone! I state that I have recently approached rf2 but I have a problem setting up my sc2 with the game. I tested several settings (the last one from TechDaddy) following the procedure of the .json file … but I always have an annoying vibration on the steering wheel (especially on straights). I noticed that as soon as I enter the track the vibration is less, but after a few laps it increases. I hope someone can help me. Thank you
are you locking brakes and flat spot the tyres that will cause vibrations
Honestly I had thought about it but this thing seems so surreal to me that I didn’t want to believe it since if I raise my strength a little the vibration becomes really annoying. Is there any way to get rid of this? Thank you
I think there is an adjustment for the flat spot effect in the controller configuration files for rFactor 2. Why it is not in their user interface, really boggles me… same goes for many other things about their UI.
rF2 punishes flat-spotting fairly quickly but, it also tends to dissipate after some time. Be sure to adjust Brake-Bias to avoid locking the fronts. Quite a few cars need bias reduced (towards the rear), some more than others (rear-engine).
Having a good amount of Damping is also helpful in reducing the effects but, not so much that it negatively affects your sense of over-steer or the details you want to feel. Damping is generally an essential ingredient to taming torque-steer with FWD cars also.
Thank you for the answers … I hope someone can tell me if there is, which parameter needs to be changed.
what value did you set for ffb smoothing? anything below 4 (at least) results in a lot of vibrations. I mean ffb smoothing in the rf2 options, not in true drive.
hi supermonaco, I set it at 4
Working on dialing in my new SC2 wheel to rF2. So far so good with the suggestions earlier but last night I encountered something that I don’t understand.
I had been driving a few laps in the Norma LMP3 and suddenly on a straight, the wheel base began vibrating heavily. Much more than it does with a flat spot on a tire. It was like holding onto an unbalanced washing machine in a way…massive vibration heard across the house. Violent in a way
I had been driving fairly consistently up to that point and it wasn’t due to car damage in the game as I had been doing mostly installation laps. I assumed this is a setting that I don’t have correctly set in either my .json profile or in TDS.
Does anyone have any thoughts on what may have caused that? I’m still working to understand all the settings necessary to get the wheel setup for rF2 so am a little lost how to troubleshoot it all. It took me some time to get a handle on how Wheel Force and Specific Output works in iRacing thanks to one of Beano’s posts, but I can’t seem to find anything similar to help me with rFactor2.
Which track?
The quality of FFB artefacts can vary greatly based on vehicle and/or track (just try the official Belgium 1966 if you want a beating!) - if you can let us know where you experienced this issue, others can test and suggest settings (including JSONs) that seem to work.
High all guys.
Owned a SC2 pro since few weeks : love it !
I 've just bought Rf2, precedently, i use ACC, Raceroom and Pcars 2 with all satisfaction but so many guys speak to me about Rf2
It’s an unbelievable game for endu-racing format. Could you, please, resume for me, the good settings in true drive today to avoid too much ffb peak on curbs at le Mans for example ?
But i have a question for Mika too : i like the default granite profile for Rf2 with filter recon at 4, but when vibrations are too grainy, rough, or loudy on curbs, is it dangerous for the servomotor, his lifetime or something else ?
Hi guys
I to have been getting severe vibration at random points. Most notably when just trying to pull out of the pits, or at low speed. It is so violent i have to let go as i can feel my palms getting hot with the small intense vibrations. This was with the Radical XX on Lester GP.
I can kind of live with it knowing it might just be a specific car or track thing, but the more annoying issue is that of DOR. When playing single player the wheel maps fine. As soon as i go to an online server i am getting a massive difference in wheel rotation on screen to in my hands. Anything i tried would not resolve. Any suggestions would be much appreciated.
Those are no danger to lifetime.
so it’s just some hands disagrement, it’s a good thing to know
Thanks Mika.
I’d like that too, but don’t think anything can be done high force jolts resulting from hitting curbs or collisions in rF2 - except of course scaling down all forces by lowering max force in TD or FFB multi in game. But this means low forces will be lowered further which is often not desired.
Some games have FFB gain filter (AC) or low force boost(AMS 1) that allows to flatten dynamic range and work around this problem. iRacing recently came up with solution that limit high forces caused by collisions etc. and it works great.
For games like rF2 which don’t have such features it would be quite useful to have gain filter in TD. Or even simple “clipping filter” that would allow to set clipping point (I.e. 15Nm) independently of Max force setting in TD. For instance you could have 25Nm max force in TD to scale up all forces(especially useful for low forces), but actually clip everything to 15Nm to lower a chance of injuries etc.
Eh? There’s a specific controller JSON file line to curb (pun intended…) collision and kerb strike forces without affecting anything else. No need to scale all forces in TD.
Any idea where to find this as the curbs are brutal with the SC2 in RF2 to the point where I don’t use RF2 anymore
try curbs pull factor = -1.5 and jolt magnitude = 0.
That’s great, wasn’t aware there’s a specific setting for that. Should I try the values suggested by SuperMonaco? Anyway gain filter in TD would still be useful if not necessarily for rF2, then for other games.
I set jolt magnitude to 0 in my custom JSON file , started rF2, made sure the profile is reloaded, but don’t notice any difference when hitting a wall etc. I already had rumble strip pull factor to 1.5.