you need to set it at -1.5, as I wrote above.
Iāll try to check my values later today. When I first got the Pro, the kerb/collision effects were overblown but after tweaking the JSON, all is well.
One word of caution when you finally get it to your liking - although you can dial down collision forces so that you can bounce off things without breaking your wrists, for some reason you can still get quite extreme forces if your stationary car is hit by an AI (e.g. after spinning out). I suspect this isnāt actually due to a ācollisionā effect as such - itāll be steering forces generated through castor etc. as the car is suddenly wrenched around.
Thanks for the suggestion I havenāt gone quite as low as this but tweaking these values has definitely helped me no longer drive with fear of potential injury if I go off-line!
Hereāre mine:
"Jolt magnitude":0.5,
"Jolt magnitude#":"How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.",
"Off-road multiplier":0.2,
"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,
you edited the json file without the game running right? otherwise it wonāt apply
Yes, and then loaded the JSON file in game to be sure itās using that file.
Yesterday I tried various Jolt (collision) values: -2, 0, 2 and still didnāt notice a difference.
Perhaps āRumble strip pull factorā had an effect when I lowered it to -1.5, but wall collisions seem the same.
Just to be sure: setting i.e. Jolt magnitude = -2 should give lowest wall collisions effects? Same for Rumble strip values and respective curb effects?
I even rolled back to old UI build , but still donāt notice a difference in FFB when hitting a wall with low Jolt magnitude and Rumble strip values.
Edit: I think you donāt need to edit values while game is not running - loading a JSON file while in-game is sufficient for me - when I change āRumble strip magnitudeā from 0 to 0.1 (while having āRumble strip pull factorā: -1.5) it brings (too) high pull effect. When I set it to 0 and reload my JSON file the effect disappears.
Iām having a strange FFB issue in rFactor 2: Turning out of the pits and also under very light braking causes EXTREME vibrations in the wheel (tiny oscillations back and forth that are REALLY violent). Almost shook my wheel to pieces. Any ideas? Iāve already uninstalled and reinstalled rFactor 2.
Edit: Forgot to mention this was with the Porsche GTE car. I havenāt tried others yet since I am scared Iāll break something!
Iād try some of the JSON files and TD settings posted here
Thanks. Iāve been using @SuperMonaco_GP 's JSON and True Drive settings from November 2020, and hadnāt changed anything in them since downloading them last year, so I think that an update to rFactor 2 must have caused this along the way. I was hoping that a fresh install of rFactor 2 would have fixed the problem, but no such luck. I loaded the default SC2 Pro JSON and edited the kerb/jolt stuff to match the edits made by others here, and then mapped my controls to it, and then saved a new JSON, but that didnt fix the problem either
First up - for āmad vibrationsā - can you check the in-game setting for āminimum torqueā?
This setting is quite important for non-DD wheels as it tries to overcome the inherent damping of cog and belt-driven wheels. For DD wheels (SC2s at any rate) it should be set to zero. The suggested method of setting it for non-DD wheels was to gradually increase it until the wheel started to oscillate gently while driving at slow speed. If youāve still got something set here, it probably wonāt help your causeā¦
Also, some of the JSON entries are what Iād refer to as vectors - I.e. the +/- part of the value affects the direction of the force (a good example is the overall steering effects entry - if you flip the sign of this, your wheel will stop self-centering and will try to force the steering full left or right. Fanatec wheels, for instance, need the opposite sign to SC2sā¦
Itās not always clear (to me) which others are true vectors - the curb pull, for instance, should act as either a āsucking inā or a ārepellingā force depending on the +/- (and have a neutral effect if set to zero) but it can be hard to isolate the feel of one setting when so many other factors (other JSON entries, car setup, track design) are at play.
Thank you so much for the response. As far as in-game FFB settings go, I have smoothing set at 0 and minimum torque also set at 0. As far as the JSON goes, Iāve tried the default one, @SuperMonaco_GP file from last year, and also the default changed with your edits from 5 days ago. I am not sure what else to do. Itās strange that this issue began despite not changing anything in the game, so something in one of the updates definitely messed with something. I thought a fresh install of rF2 would fix it for sure, but I am not sure what folders it clears out, so maybe it didnāt clear all of them. I did notice that the other JSONs that I edited in the past stayed in the controller folder despite the reinstall, while the defaults showed an updated ālast modifiedā date field. I am open to any other suggestions. I donāt mind deleting everything and starting from scratchā¦but thatās what I thought I was doing with the uninstall route.
Does it make any difference if you set smoothing to a higher number? I have it set to four as zero feels far too harsh for me personally.
ā¦in game or TD? In-game āshouldā normally be zero.
@Chip - does the behaviour occur at all tracks with the Porsche GTE? Have you tried any other combinations?
My rig is in pieces until Sunday (decoratingā¦) - I mostly race historics but recall that the FFB in the GTE and GT3 official cars can be epic. My SC2 Pro is set to max torque capability but the in-game multiplier needs to be way down (50-65% or maybe less) for the cornering forces to be manageable for me with those cars.
If you can confirm the track(s), I/we can test for the same behaviour with default settings etc. fairly easily.
I set in game at four or āsteering torque filterā contained in the JSON file contained in the Controller folder which both give the same result.
@MrFox @EsxPaul @Jan_Kowal Problem fixed by uninstalling game AGAIN, but deleting all residual rFactor 2 folders this time as well. I hope it doesnāt happen again! Was a good excuse to clean up everything though I suppose. Thanks for your help!
Great. Thanks for letting us know.
hi guys, new SC2 owner here, i will finally mount my rig with SC2 pro and cube controls formula pro wireless tomorrow. i was trying to follow this neverending thread to find informations on how to set my wheel but iām literally lost in here could you please point me in the right direction to have the best starting point with both TD software and rf2 settings?
ATM the only one thing i did is to put the wheel image in the TD window:
I find these TrueDrive settings to be the best overall. The default SC2 Pro profile in rF2 is good, but Iāve changed mine using the same values in the link.
EDIT: To clarify, you will need to change max torque value in JSON file to match your wheelbase (SC2 Sport vs Pro vs Ultimate). So, 25 for the Pro for example.
Iām having this exact same problem with the 911 RSR (GTE) and the Radical SR3. Uncontrollable super fast vibrations.
The only thing that stopped them was reducing the TD Strength to <70%.
If I understand your subsequent posts correctly, I need to use a custom JSON to overcome this issue with these cars?
Thanks.