Also, settings data in 0.9 is 110 bytes, including 2 commands to get/set it. 0.8 and earlier were 55 bytes. So twice the time there.
I have an API improvement in mind, which will make this a bit faster at least.
Also, settings data in 0.9 is 110 bytes, including 2 commands to get/set it. 0.8 and earlier were 55 bytes. So twice the time there.
I have an API improvement in mind, which will make this a bit faster at least.
@Mika : I think a new little bug with 0.9 last version Simucube and last version 1.6.9 Ioni. If I make for example 900° rotation in simucube with bumppstops, the steering wheel is stopped 10% degrees before the end, in this example 440 or -440 degrees.
I must write 920° in Simucube to have a real 900°âŚ
can you post / screenshot your bumbstop effect settings?
For exemple 470° steering wheel for 450° realâŚ
http://image.noelshack.com/fichiers/2018/03/6/1516466479-capture-d-ecran-4.png
http://image.noelshack.com/fichiers/2018/03/6/1516466553-capture-d-ecran-5.png
show the bumbstop settings on the hardware tab.
I admit that the effect has been reworked since 0.8.12, but in my testing, it works logically.
You should also be able to use that bumpstop range (from axis limit) -setting to fine tune the bumbstop closer to the angle you want. The degrees -settings sets the point from which the maximum force is applied.
Iâm an idiot. 10% in the bumpstop by default with the last update I havenât seen that. Thanks MikaâŚ
Another thing. With the last update and my 2500PPR IONI damping make big noise on my Hirden. Itâs the same with low torque bandwitch or unlimited and with low or big dampingâŚ
you mean the damping effects on IONI? Have you updated to any Beta versions of IONI firmware? SimuCUBE Firmware does not have any effect on what is being done in IONI.
It was the last beta firmware for IONI the problem. With 1.6.3 firmware all is OK. 1.6.9 bad. And yes itâs IONI damping not damping by the games⌠Thanks Mika.
Please make a detailed report to the Beta IONI thread, I know Tero will read it!
I have now update to 0.9.2 and firmware 10691 but unfortunately the behavior is the same.
On 2 out 4 track I have this âhigh tourqe on curbs/pit textureâ issue.
(small mige 40k)
We change the Imola track and I have deleted the link, but it was the same on this version too
https://1drv.ms/u/s!AnKVrRJNf1IfhpMzeGuh9YW45y7m1w
Today I did an motec slow run around the track, and at one point the wheel got stuck in full force,
I hold the wheel and reverse over the curb on the other side, then i stopped.
I will not have any planned session with rF2 until late Sunday so if I can test anything let me know.
And if anyone else could try to confirm or decline the behavior that would be great.
/jens
what problem do you have exactly ?
i have the track does the car matter?
Maybe, I have tested with two cars same behavior, this is the cars I do have the problem with
Aston Martin
http://steamcommunity.com/sharedfiles/filedetails/?id=788866138&searchtext=enduracers4
Porsche
http://steamcommunity.com/sharedfiles/filedetails/?id=582567883&searchtext=mak-corp2
(iâm pretty sure you have them as well)
What happens in short is, when going slowly over or at curbs, I get max (it seems) torque
and it stays on. Today when I reversed on an curb on the other side it stopped.
(100% in Simucube, 0.45-0.50 in car)
At imola, I can feel it already when leaving the pit, if I gently hit the pit wall I often get very high output.
I will also now test if the same happens with one of the new GT3âs
If I go back to 0.8.x there is no issue (had an 90m race last sunday)
Itâs the same with the Radical GT3, but not the pit wall I think more the entry out of the pit.
Overall my overall feel is that the sudden high torque is the same, but less situation where it stay static after the update. But it could be my installation, but that would be good to know as well (and why it is).
Unfortunately I will only have time to test this on Monday or Tuesday; most likely only a short test will be possible. Wednesday and Thursday next week look like good candidates for serious debugging session.
Hi just been testing Radical on Portimao with 55% (100% to high for me ) in SimuCUBE and .54 multi had no issues think i used .30 ish multi for 100% when i tried it before
could be controller file settings mine are here if you want to try them.I would backup up yours so can go back if you do not like it
},
âForce Feedbackâ:{
âBrake effects on steer axisâ:0,
âBrake effects on steer axis#â:â0 = Brake effects on brake axis, 1 = brake effects on steering axis.â,
âBrake effects strengthâ:-10000,
âBrake effects strength#â:"-10000 to +10000, applies to all brake effects (force, vibration, static spring, etc?)",
âBrake spring coefficientâ:0.3,
âBrake spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0)â,
âBrake spring saturationâ:1,
âBrake spring saturation#â:âStatic spring effect peak force (0.0 to 1.0)â,
âClutch effects on steer axisâ:0,
âClutch effects on steer axis#â:â0 = Clutch effects on clutch axis, 1 = brake effects on steering axis.â,
âClutch effects strengthâ:-10000,
âClutch effects strength#â:"-10000 to +10000, applies to all clutch effects (force, vibration, static spring, etc?)",
âClutch spring coefficientâ:0.2,
âClutch spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0)â,
âClutch spring saturationâ:1,
âClutch spring saturation#â:âStatic spring effect peak force (0.0 to 1.0)â,
âG920_workaroundâ:true,
âG920_workaround#â:âWorkaround for Logitech G920 firmware bugs ⌠may need to turn this off after firmware update if it gets fixed.â,
âGearbox effects on steer axisâ:0,
âGearbox effects on steer axis#â:â0 = Gearbox effects on gearbox âaxisâ, 1 = brake effects on steering axis.â,
âGearbox effects strengthâ:-10000,
âGearbox effects strength#â:"-10000 to +10000, applies to all gearbox effects (force, vibration, static spring, etc?)",
âGearbox spring coefficientâ:0,
âGearbox spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0)â,
âGearbox spring saturationâ:1,
âGearbox spring saturation#â:âStatic spring effect peak force (0.0 to 1.0)â,
âIgnore controllersâ:0,
âIgnore controllers#â:âDo not use FFB on: 1=controller1, 2=controller2, 4=controller3, 8=controller4 (or add values to ignore multiple controllers, for example 15 ignores all)â,
âJolt magnitudeâ:0,
âJolt magnitude#â:âHow strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.â,
âOff-road multiplierâ:0.3,
âOff-road multiplier#â:âTemporary test variable to reduce force feedback strength off-road (0.0 = zero FFB, 1.0 = full FFB)â,
âOther spring coefficientâ:0.2,
âOther spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0) for any other FFB-capable controllersâ,
âOther spring saturationâ:1,
âOther spring saturation#â:âStatic spring effect peak force (0.0 to 1.0) for any other FFB-capable controllersâ,
âRumble strip magnitudeâ:0,
âRumble strip magnitude#â:âHow strong the canned rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.â,
âRumble strip pull factorâ:0,
âRumble strip pull factor#â:âHow strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.â,
âRumble strip update threshâ:0,
âRumble strip update thresh#â:âAmount of change required to update rumble strip effect (0.0 - 1.0)â,
âRumble strip wave typeâ:0,
âRumble strip wave type#â:âType of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.â,
âSteering effects strengthâ:-10000,
âSteering effects strength#â:"-10000 to +10000, applies to all steering effects (torque, resistance, static spring, jolt, etc.)",
âSteering resistance coefficientâ:0.1,
âSteering resistance coefficient#â:âCoefficient to use for steering resistance. Range: -1.0 to 1.0â,
âSteering resistance saturationâ:0.1,
âSteering resistance saturation#â:âSaturation value to use for steering resistance. Range: 0 - 1.0â,
âSteering resistance typeâ:0,
âSteering resistance type#â:â0=use damping, 1=use frictionâ,
âSteering spring coefficientâ:0,
âSteering spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0)â,
âSteering spring saturationâ:0.1,
âSteering spring saturation#â:âStatic spring effect peak force (0.0 to 1.0)â,
âSteering torque capabilityâ:20,
âSteering torque capability#â:âThe maximum torque capability of the wheel (in Nm, obviously)â,
âSteering torque extrap blendâ:0,
âSteering torque extrap blend#â:âHigher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds âinput maxâ (0.0=disables, 1.0=max)â,
âSteering torque extrap timeâ:0.01,
âSteering torque extrap time#â:âTime in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set âblendâ to 0.0)â,
âSteering torque filterâ:4,
âSteering torque filter#â:âNumber of old samples to use to filter torque from vehicleâs steering column (0-32, note that higher values increase effective latency)â,
âSteering torque minimumâ:0,
âSteering torque minimum#â:âMinimum torque to apply in either direction to overcome steering wheelâs âFFB deadzoneâ caused by frictionâ,
âSteering torque per-vehicle multâ:0.54,
âSteering torque per-vehicle mult#â:âPer-vehicle steering column torque multiplier (this is a copy of the .CCH value)â,
âSteering torque sensitivityâ:1,
âSteering torque sensitivity#â:âSensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=highâ,
âSteering torque zero-speed multâ:0.45,
âSteering torque zero-speed mult#â:âMultiplier at zero speed to reduce unwanted oscillation from strong static aligning torqueâ,
âTest_workaroundâ:true,
âTest_workaround#â:âWorkaround for apparent driver CTD on releaseâ,
âThrottle effects on steer axisâ:0,
âThrottle effects on steer axis#â:â0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.â,
âThrottle effects strengthâ:-10000,
âThrottle effects strength#â:"-10000 to +10000, applies to all throttle effects (force, vibration, static spring, etc?)",
âThrottle spring coefficientâ:0.1,
âThrottle spring coefficient#â:âStatic spring effect rate (-1.0 to 1.0)â,
âThrottle spring saturationâ:1,
âThrottle spring saturation#â:âStatic spring effect peak force (0.0 to 1.0)â,
âTypeâ:1,
âType#â:âType of force feedback: 0=off 1=wheel 2=joystick 3=rumble/gamepad 4=customâ,
âUse threadâ:true,
âUse thread#â:âUse a separate thread to issue FFB commands which may block with some driversâ
},
Iâll try your settings and see if it makes any difference, I note your write Portimao as the track, I have not tested that track with this firmware but with some tracks it works fine (Dubai for example)
So far Imola in the link above (and previous version I had deleted) and also Monza (donât have the version right now) is where I have noted the behavior so it seems more of some issue related to the texture on these tracks.
Iâll test Portimao track and then also the ffb above later tonight to see what result that gives.
I think I find what could be the reason for the instant high ffb
If I change this setting in Controller.JSON
"Rumble strip wave type":0,
âRumble strip wave type#â:âType of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.â,
Standard is 0, I had it to 3 and when I changed it back to 0 I donât get the fault. I donât know if this could be track specific but maybe some tracks donât use this texture thing. I tried to use 3 again and the fault appears.
I have the effect sliders at 0 except friction and damping
No FFB effects in history either setting, iâm sure I did see it in 0.9 but thats more FYI (or I need to test longer)
OK, thanks for reporting this.
I will personally test next week, if the effect in use actually changes also in the FFB interface, according to the Controller.JSON setting.
If I can isolate it to the sawtooth effect, then I will also try to debug that effect.
Can you try to set it back to 3, and then see if the sawtooth effects strength slider has any difference to this?
Disregard that, I didnât see your note about having all sliders at 0.
I will try this next week, but good that we now have a workaround.
Can I report a bug also?
Profile export/import is currently very much broken. I will release a hotfix.