I have not been able to repeat such issue. Can you try with a new controller profile in rFactor2 ? Also try with a smaller turning radius such as 540 degrees when assigning the controls - maybe rFactor2 expects certain speed of change for the axis inputs to detect movement.
Hi @Mika âŚjust checked how much rotation is needed .and it is about 540 degrees in either direction for the wheel to calibrate ⌠i am also wondering if @Maxx has loaded the rev3 files into his controller jason ??? and if he has is @maxx loading that simucube pro file to calibrate wheel rotation and assign his buttons . regards Denis
Hi Mika
very interesting, On my last test , the rfactor2 profile was new , but it didnât work.
Now I following your tips, I have deleted the rfactor2 profile and create a new one with 540 degrees set in the True drive profile and it worksâŚ
Still has questions for youâŚ
what is the correct/recommend wheel range i should set in the TD software for rfactor2?
what is the wheel range again i should set in Rfactor2?
At least i can start using it nowâŚ!
Thank you
Glad you finally got it working
Itâs recommended to use 1440 in the game and also TD.
You can make sure the game is set to 1440 here:
https://community.granitedevices.com/t/rfactor-2-and-simucube-2/2975/106?u=esxpaul
Thank you Paul
I will try to download the mikaâs Json file again and set the Recommend wheel range in TD to 1440 .
Do I need to edit anything on the Json file?
Any recommend setting in rfactor2? First time for me to use dd wheel in Rfactor2, any tips will help
Thank you
Youâll need to follow the instructions contained in the rFactor2 November 2018 roadmap that I linked. That will get the game files set up for 1440. Then set your TD profile to 1440 as well.
My settings are posted just a little up the page (posts 151 and 152) if you want to give them a try. There are also a few settings from other users that you might prefer if you have a quick scroll down from the top of this thread.
hello guys ⌠excuse my ignorance. but when I go to set up on the Truedrive 1440 and also in the game ⌠how do I do with cars that have a 612 ° steering angle? I do not understand?
If you make sure to tick âvehicle setâ, the degrees of rotation will automatically be set for each vehicle. You can leave TD set at 1440.
Youâll see that in the screenshots I posted a little further up the page.
RF2âs auto-rotation works with the SC2? I donât recall it working with the SC1 a while back last time I tried but I could be wrong.
Yes, itâs been fine fine for me and the auto rotation seems to be spot on with every car Iâve tried.
Why do you need to set the wheel to 1440 degrees though? Auto-rotation controls your wheelsâ rotation so it shouldnât matter what you set it to because the game will change itâŚ
You set it so that 1440 is the maximum amount of rotation that can be read by the game, from the driver.
I donât have an exact number but I believe some of the historic vehicles can come somewhere close to that amount of rotation.
Iâm not the best at explaining it but if you read the rFactor2 notes on the subject it will make more sense.
Itâs on this page under the heading âSoftware Wheel Rotation Explainedâ
https://www.studio-397.com/2018/11/roadmap-update-november-2018/
honestly, I didnât automatically change the rotation of the steering. I set in the TD 1440 ° in RF2 using the Porsche 911 that a 540 ° angle the car did not turn completely and the TD remained always at 1440 °
Interesting regarding the 911 Cup. Had the same issue the other day, steering wheel did not match the game. Other cars are fine⌠1400 on both places here aswell. Maybe its something with the car?
Strange that you guys are having that issue. I donât have the 911 cup car but I just tried the 911 GT3 and the rotation matches up exactly.
OK so basically rFactor 2 (and some other games, eg. Automobilista) still arenât able to read or change the steering rotation of OpenSimWheels and Simucubes so inatead RF2 has implemented a system where it applies itâs own steering rotation limit/lock from the game rather than the wheelâs software/driver.
Itâs pretty simple actually. In your RF2âs PLR file, you set A) âSteering Wheel Software Rotationâ to âtrueâ and B) âSteering Wheel Maximum Rotation Defaultâ to the same # you have set in your wheelâs driver (Eg. 270 degrees, 1080, 1440, etc.) and thatâs it. You can also adjust âSteering Wheel Bump Stop Harshnessâ anywhere fron 10.0-100.0; that determines how hard RF2 kicks in the FFB when you reach the max rotation.
So basically itâs the game applying itâs own soft locks instead of using/changing the wheelsâ drivers; that means compatibility for any and every wheel because the game is applying itâs own soft lock and does not rely on programming to try and âtalk toâ the wheelsâ drivers. Iâve been told that Assetto Corsa and Dirt Rally 2.0 are capable of this system too.
The only thing that concerns me is how the SC2âs FFB works when this happens. Lets say youâre using this game-applied auto-rotation of RF2âs (or any game which supports this - DR2.0 & AC). Letâs say you have your wheelâs driver set to a large number like 900 or 1440 degrees but then drive a car that only uses 360 degrees. Is the SC2âs FFB reliant on any sort of scaling or anything like that? In this example, sure, RF2 will stop the wheel at 360 degrees to perfectly match the car but the SC2âs driver/firmware will still be applying FFB as if the wheel is set to 1440 degrees. Scaling & other aspects of FFB behaviour regarding overall forces, filters, etc. may change accordingly to the wheelâs driverâs rotation setting - therefore the SC2 will be applying itâs FFB forces, filters, etc. as if youâre driving a 1440 degrees steering rotation car rather than 360 degrees. I guess only Granity themselves would be able to know for certain answer this. Perhaps that is why RF2 states to not use this auto-rotation method unlesd the traditional method they use doesnât work for your wheel.
âSteering Wheel Maximum Rotation Defaultâ is nothing more than an artificial boundary. As it also says: âMaximumâ. rFactor 2âs boundary is 1440.
The game then can adjust it within that boundary, individually for different cars. Thatâs the âSteering Wheel Software Rotationâ setting, which allows the game to adjust rotation.
Ya, but you want to set that boundry as high as you can if your steering wheel supports it, this gives you the largest amount of steering rotation available in case you drive cars that have that much steering rotation. If your wheel is capable of 1440 degrees then set this setting and your wheelâs driver to 1440 degrees and that will give RF2 the largest possible range of steering lock to work with. If your wheel is capable of 900, then you set this setting as well as your driver to 900. Same with 1080 degrees, etc.
These are ALL artificial boundaries. Thatâs the whole point of this system. Itâs so RF2 can use itâs own in-game steering boundaries (soft locks) instead of relying on your wheelâs driverâs soft locks. Thereâs no communication possible at the moment between wheels like the Simucube and some games (eg. RF2) for adjusting steering rotation therefore RF2 needs to know at what point your wheel stops therefore you need to input the number of degrees you set in your driver at the "Steering Wheel Maximum Rotation Defaultâ line. I guess you can have an even bigger number in your driver than "Steering Wheel Maximum Rotation Defaultâ but you definitely donât want a smaller # in your driver.
then passed the speech of the degrees of the steering to be applied manually every time for car ⌠to have a greater detail of the road surface ⌠of holes and bumps what value / effect do you recommend activating? very kind
I donât think the game is going to provide more details at lower degrees of rotation and then lessen those details as the number gets higher.
As far as I know there is no scaling of the details that are dependent on the dor.
As @Spinelli explained, itâs just the games way of implementing soft lock at the correct point for each vehicle, within a maximum range of 1440. That saves you having to make a specific TD profile for each car.
Having said that, thereâs nothing to stop you having a more finely tuned profile for each car which has the correct dor and soft lock setting and then leaving the in game âvehicle setâ unchecked.