Simucube 2 True Drive software feedback thread

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.

Asetek’s 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.

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Both AC and ACC can be configured to have DI Damping when car is in motion.

Thanks Mika
I can use “FFB disabled while loading” from CM in AC(which you don’t use afaik). So I don’t have any force on the steering wheel. Strange though that in WRC 9 direct input dampening is very strong to feel WHILE driving. This shouldn’t 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 don’t 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 it’s 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 it’s 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.

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Problem is: in all my titles which using DIdamping it’s active while driving. WRC 9,10 and AC. So it’s acting like a constant filter, which wasn’t 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 it’s kind of weird

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WRC games do use it, but I’m not sure if they are actually changing the variables when driving.

The game developers control how they use the effects. Wheel base cannot control it.

As mentioned, it’s used the whole time, regardless of the car is moving or not

Effect can be active (created) but not outputting anything, empty balloon in TD.
Unless of course you change damper_min_level.

ACC is the same, there is separate setting for DI Damper which controls that min level.

By default it’s 0 in both, meaning you only get damper effect when stationary.

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Unfortunately WRC has no in-game damping settings, but strangely uses DIdamping while driving too, so like a constant filter would operate

Are you sure none of this WRC 10 ingame sliders are using DI Damping?


Older WRC games are similar, and the new Generations too, all of them using DI Damping with one of those sliders

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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 can’t see it. I didn’t 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 (it’s 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.

Not steering damping per se, but try all sliders down to 0% and see what they do, you know, active balloon, empty balloon, no balloon on TD.

Then try one slider 100% at a time and look at what balloon is active for every DI Effect

I know about it. Maybe a miss interpretation:
“No slider named damping” 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

No balloon: not available
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 “Vibration: Engine, collision” activates DI sine wave or square wave on TD
Maybe “Suspension” 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. It’s very disturbing to have an effect working all the time when all say it shouldn’t.
So it’s working as intended, and my assumption was wrong

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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

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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.

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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 it’s 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. I’m 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 developers’ 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 don’t 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 don’t 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.

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