rFactor 2 and Simucube 2

Just like SC only wireless BT protocol.

3 Likes

You don’t have to use the wireless system, do you. I don’t have wireless wheels, but I can pretty much get any steering wheel on the market and attach them to the QR from Granite.

Imo it’s a huge difference between

  • forcing people into a lock
    in system through QR
    “solutions” making a
    steering wheel almost
    worthless once you
    would like to change to
    another manufacturer,
    only because it won’t work
    at all (or only very limited)
    with other products.
  • setting up a product line
    where displays only
    accept a very limited in-
    house software, but won’t
    work with an absolute
    standard program like
    Simhub.
    And
  • a own designed, paten-
    ted/registered communi-
    cations software/hard-
    ware solution you want to
    protect from beeing sto-
    len/copied. Especially.
    when this already has
    happened with your hard-
    ware design. The Si-
    magic alpha’s are in my.
    opinion clearly a case of
    design theft. They go away
    with it because Granite
    didn’t protected its design.
    I assume it’s too
    expensive, and at the
    same time very difficult to
    hold the people accountable for copying designs.

PS: You really never miss an opportunity to rekindle that bland “online grandmother-style soup” every now and then

1 Like

So predictable. :clown_face:
You need to use vendor specific QR only if you want to take advantage of provided by vendor features, otherwise you can bolt any USB or BT wheel to wheel base with proper adapter, if they are like Grantiy and too fancy to use industry standard 70 or 50mm bolt pattern, otherwise it’s just straight bolt on.

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[quote="Andrew_WOT,

post:870, topic:2975"]
Just like SC only wireless BT protocol.
[/quote]

…ok…

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Lets stay on topic. If you want to discus any technical things about QRs, please make another topic.

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No, not every DD owner. Personally, I don’t understand what’s the big deal with the curbs in rF2. They don’t bother me. IRL, FIA-grade curbing can be very rough (and I’m not talking about sausage curbs). There are curbs that you are meant to use, curbs that you can use but at a cost, and curbs that you just aren’t supposed to use (or curbs that you use at your own peril). I think rF2 does it well (at least with 50% FFB).

Also, the curbs in rF2 are not really worse than in AC. Maybe people’s expectations are based on ACC where everything is much “gentler”.

2 Likes

Regarding raised curbs (Pull effect): If using high output (Truedrive) + high ffb (rF2-ffb), I would expect very strong raised-curb effects. If using little to no Friction / Damping (Truedrive), I would expect overly reactive curb effects, to the point of being potentially hazardous. It’s not limited to rF2 only.

Such behavior occurs in RL driving on uneven terrain. Example: My wife once crashed her ATV into a trail-side tree due to what was very similar to a raised curb on one side. The torque effect on steering was so strong and abrupt that she simply could not avoid losing control, even at a relatively slow speed.

Similarly, powerful FWD cars may exhibit very strong torque-steer effects during acceleration. Again, a proper amount of Damping can completely avoid such unwanted behavior. Finding your sweet spot in wheel-response (Speed) is the key when adjusting Damping. Slow enough to avoid abrupt hard pull / fast enough to catch slides / make corrections.

I have zero issue with massive high force with iRacing, AMS2, raceroom or AC, ACC, F1 23, only rF2 the isssue.

You already got that option and even more. SC2 did a lot to help you to handle the Curbs. GD did an awsome job on the True Drive Software, at the moment there is no need for a SC3!!! I got only some minor improvements (16:9 format for the Sofware) and some few specific major. But these “major” improvements would be just for my joy, some more stuff of my Bass-Amp and Studio-Effects on the SC2. Routing, a second Peak&Notch Filter, a second Compressor, or an effect… a derivative deeper in the software to act on the acceleration.
So Overall str. N/m -> derivative -> SlewRate Nm/ms -> derivative -> “SlewAcc” Nm/ms²…

Get hands on Torque Bandwidht Limiter, Peak&Notch filter and !!!Slew Rate!!!.

I have pre ordered the Moza R12, I will report if it’s better with rF2

You could send me your json to check it for free as i don’t have any problem with the curbs. I hope though that moza will not have this problem for you.

1 Like

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)

1 Like

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

4 Likes

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

1 Like

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!

2 Likes

@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.