Damping and friction were not implemented in such way, that damping would be dependent on the rotation speed of the wheel, like it is specified to be in DirectInput specs. Also the friction was also implemented in a bit wrong way. Both of the effects went unstable way too easily, thats why they defaulted to 15% in all new profiles in the previous releases. Now they respect all the parameters in the DirectInput specs, and especially games that use them, work in more logical way and the Simucube profile can in most cases left to 100% for these effects.
Asetekâs implementation is probably the same one with the known shortcomings that we used to have. They do not have the individual sliders for DirectInput effects at all. Should we remove them also? Especially as now everything is nicely balanced.
Thanks Mika
I can use âFFB disabled while loadingâ from CM in AC(which you donât use afaik). So I donât have any force on the steering wheel. Strange though that in WRC 9 direct input dampening is very strong to feel WHILE driving. This shouldnât be the case at all then. I informed you about this, maybe we missunderstood each other when I wrote it to you. So clearly active while car is on the track
Good point, but how popular is that? I donât think its there by default, and the glitches with the latest release are very small, much smaller than typical FFB is.
AC had DI Damper initially and then it was disabled for in motion in favor of new Gyro but itâs still available via config file or in CM UI.
ACC initially did not have it in UI settings but then was added in 1.8 (I believe) in addition to already existing Dynamic Damping (aka Gyro) which is not real damping.
I think the best way to test if itâs DI effect related or not, is just zero them all out and use Constantly operated Damper, it feels better anyway and in combination with Gyro or Dynamic Damping does not need to be high.
Problem is: in all my titles which using DIdamping itâs active while driving. WRC 9,10 and AC. So itâs acting like a constant filter, which wasnât your intention, at least I understood it this way.
If this is the case with all direct input filters, then everything has to be re-evaluated.
Not really good news, not for us users, not for you, actually itâs kind of weird
Hi! Before I reply: Alberto wrote today, my stuff is on the way. Thanks again for helping me!!
What I meant is:
There is no setting labelled as damping in WRC 9 and 10. Or I canât see it. I didnât say there is nothing related to DI damping at all. Because why would then DIdamping working?
While driving 9 and 10, DI damping from the TD menu is active and dampens constantly while driving. As my understanding is it should only works when a car is stationary. The spring effect from TD does the same. While I was testing an older version for Mika, I even had situations where all of a sudden sine wave (itâs a bit ago, but think it was sine wave) DI filter get fully activated.
I didnt drive WRC for longer time. I am more into RBR, and will give dirt 2.0 another chance, with the settings from @Panschoin and @SennaMental.
I know about it. Maybe a miss interpretation:
âNo slider named dampingâ is what I wanted to express.
And because I was testing a release I had to use DI damping settings at different levels.
Question: do you say that DI filters working while driving is intended? Or some of them? Then exactly this is what I experienced with direct input filters damping, spring and sine wave
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Empty balloon: available but not active
Filled balloon: available and active
Answer: Yes
Dont know because im a RBR driver and nothing comes close, but im sure that ingame âVibration: Engine, collisionâ activates DI sine wave or square wave on TD
Maybe âSuspensionâ activates DI Damping
Look at my uploaded Paddock profile for WRC Generations, I did an explanation to all DI effects active
Thanks, that is quite surprising. Because I saw so many posts claiming that these filters, or at least DI damping, is working only on a car stationary. Itâs very disturbing to have an effect working all the time when all say it shouldnât.
So itâs working as intended, and my assumption was wrong
Thats game dependant, but my feellings tell me that some kind of residual effects are ON, just jump over crest and turn the wheel midair, just feel the damping
This is totally dependent on the game. If game wants to use it, like it seems WRC games do, then a good FFB wheel base will do it on request from the game.
However, with Simucube you can turn it off or fine tune it in the software.
I think WRC games use the sine vibration effect to simulate effects of a wobbly wheel. If game wants to do it that way then the wheel base should do it correctly.
I am aware that DIfilters/effects are game driven/initiated. WRC titles are made for the use of controllers, rather than wheels. That is also the reason why some hardware like shifters are wrongly recognised as a controller.
I already wrote to you that itâs active while driving, and 8t felt like being active constantly.
So we have settings in TD which are direct input from game, some are dynamic, some constant, some for cars stationary, some for both, some are activated only 1time and never again till they get maybe activated out of the blue.
It all depends on the game, how propper it was developed, and how fast we learn about it. Iâm thankful that @Andrew_WOT was sorting out the dynamic damping from AC. A problem less to deal with.
My opinion is that, the User Interface part is good for now. I think that for the future fw, the developersâ main goal is to try to get the maximum out of the hardware in terms of ffb quality, detailed, clear, precise, with a high dynamic range, without compromises. The hardware is quite capable. So far, important steps have been taken in development, but I donât think the limit has been reached (or has it?). If the limit has been reached, then all that remains is to change the way the interface looks, but I donât think that for users this is the most important thing. I say this from the point of view of a person who competes in the ACC ( in the national league as well as in the LFM), who considers that the smallest details matter in gaining time on the track. This is my point of view and I hope I have not offended anyone.