the Track thing was in relation to: AtleDreier, “Regarding the clipping in AC, that is as designed. The devs are using Vallelunga Club as their baseline FFB normalization. This a track that is short, slow, flat and smooth. So any car driven on any track with bumps or elevation changes, or aero that works more at higher speeds than Vallelunga Club WILL clip at 100%. This is information directly from Stefano, I can find the post if you need it.”
That just seems weird that they would use normalization that Causes Clipping as 100% should be full fidelity from 0% for every car on every track.
Not necessarily. With this calibration, they are not targeting DD wheels, but rather consumer wheels.
There, you have to trade of torque/force against clipping.
They tune it such that it doesn’t clip under normal conditions, but only in extreme cases (e.g. a very fast corner).
Users that want to avoid this at any cost can just tune the FFB down (e.g. using the FFBClip app that @AlteDreier wrote).
DD users aren’t affected by any of this, becasue they just set the gain to something like 40-50% and won’t ever have clipping.
The result is exactly the same as if they were calibrating the car FFB such that you never have clipping with a certain car.
True but wouldn’t that mean also that we as users will never really know what is true to their telemetry model as that would mean that they are artificially boositng all signals to that point of clipping so we as users don’t really know how much they are boosting it by so we can not figure out where the actual 0 level baseline is…
I am not really familiar with the AC FFB System, The other question is if their FFB is boosted for consumer grade wheels then is it also not linear? Or is it linear?
Just as a comparison iRacing has of course the non linear boosted Feedback system which is generally used with lower wheels to compress the higher forces to allow for lower forces to come through more clearly (they don’t clip them but they compromise them) and then of course they have the Linear output with is linear from 0 to how ever much the car will output in telemetry with the strength slider setting the 100% cutoff (clipping) point. Power is then determined by the actual output of your wheel and not the game itself with the linear setting.
Im just trying to understand their feedback system a little, I have the game but I just turned the Gain down in Game before…with MMOS I actually haven’t run it yet with the new firmware.
We can (since we know the calibration factors), but it’s not really useful.
It’s linear.
Some of the effect sliders introduce boosting of certain effects, but if you leave those at 0%, then it’s linear.
In the end, AC should work pretty much he same way with the SimuCUBE FW as iRacing does.
Except that the FFB rate is higher and thus there is no strong need for the recon filter (or rather only low values, 1 is enough).
The only problem with AC that I can spot is that the FW sometimes triggers crashes as we discussed before.
And of course that dampening is not implemented, but that’s really a minor thing, since it’s only affecting the standing car.
from the dev… ac has always been like that… because its design for consumer steering wheels. and useing it with a direct drive wheel you can feel it for sure!
im not able to see the ac forum… sorry i m no registered there. but if the ffb has not changed from the last year…thats not linear. sorry for the bad news
Basically Stefano is saying there that AC FFB is linear by default.
You can introduce a non-linearity using a LUT to fix the non-linearity of consumer wheels.
Are you sure, you didn’t just swap those two by accident?
It’s the consumer wheels that are non-linear, which is why some people use things like wheelcheck and LUT generator to fix that behaviour.
DD wheels on the other hand have very linear torque curves and thus no LUT or similar is necessary to achieve linearity.
I I think I get it how they base the strength… That does make it a little more difficult to judge relativity between cars though … I should go register for the AC forum to read all of that but I have a ton of other still on the plate…
The difference that the way AC does their settings will probably alter things in a little respect in that you are going to have to adjust the settings more often until you get the set-of cars that you drive to the point where they don’t clip… As if you get a new car in AC that clips you will have to turn down the gain in AC which will cause the wheel to run lighter but to get it back to your preferred strength you will have to increase he strength if you are not already at it at 100% in the SimuCUBE control panel.
Si I guess that answers the what will things mean for AC question way back… Otherwise of course if AC is using game applied D, F, I which may come later.
A new pre-release beta version is available on request. Only thing I haven’t been able to test is that the UI actually shows somewhat sensible value torque on Mige, as my development rig at the office has a stepper with unknown torque constant…
Well yes. We do know the factors, but first tests were not satisfying and then I ditched the approach for the moment being.
In the end, it doesn’t really matter that much, the FFB is great and that’s what matters.
See, that’s the thing I tried to explain numerous times now. You don’t have to do that.
Just set the SimuCUBE to 100%, set the overall gain to something like 40-50% in AC and you’re done.
Now obviously, there is a 2× compression now in AC’s FFB signal, but it really does not matter.
It really doesn’t, trust me.
Testers report that feeling is OK or even better than before, but the torque estimation calculation is off.
If I have understood things correctly, the torque constant holds true with the maximum rated current (small mige: 12.86 A). Because is is dependent on the motor resistance, it won’t show 20 Nm at that current for most likely anyone. Makes me think that it should be “Estimated max torque” instead of “Actual max torque”.