We’re starting to experiment with advanced force filters that attempt to reconstruct the force that it would be in high update rate despite of low game udpate rate. In the pic, the red curve is a simulated force setpoint at 60Hz update rate (iRacing freq) and blue is after reconstruction at 2500Hz. We’ll try this on hardware very soon.
In the example case the source signal is a sort of triangle wave at 60Hz rate. The output looks smooth triangle wave without losing the sharpness of the turns.
Yes, great news and finally now seeing what we discussed at SimExpo last year, Tero. This is exciting stuff, will make very big difference to the 60hz aliased ffb we get from iRacing.
Because of Juhannus, the midsummer holiday in Finland, we weren’t able to give you an update last week.
We have found and fixed bugs as found in our internal testing. A few USB wires were broken in the process, as MMOS uses inverted force signaling to the wheel, and our firmware did not. We changed that to the same as MMOS so everyone’s setup will work correctly. Also implemented now is the button that applies new force % and steering angle limit settings to the firmware, and now they also work correctly.
We have also now tested Tero’s new filter implementation with iRacing, and it feels fantastic, it removes all the 60Hz artifacts but the spikes still come through very, very nicely. The feel in iRacing is somewhat different because of that, but after yesterday’s Blancpain Endurance Series race, I think I love it!
This week I think we will add an example filter to firmware code if someone ever wants to do filters in there, implement Ioni filter settings (including Tero’s new filter) in the Configuration software, and start to do rFactor2 force effects. Beta will happen after these, we are getting close!
Mid week update: rFactor 2 effect was simple to do. Not so on rFactor 1, which seems to output much, much more complicated stuff. Didn’t try rFactor 1 with RealFeel, which is supposed to be better, and after seeing what rFactor 1 tries to do, I can certainly believe that!
I also got debug from Dirt Rally, which seems easy enough to do as well.
So, we will launch with the following support in the first beta releases: iRacing, rFactor2, and Dirt Rally (to be confirmed). Other games might still have unexpected results, such as full force left/right at unexpected situations.
Now, just need to add some configuration/UI tool stuff, confirm that saving settings to flash works after all recent changes, and we are good to go…
Today was spent on fixing some drive initialization state machine bugs and peculiarities, and I added a dialog for motor config selection. Now, a fresh flash of the firmware to an empty SimuCUBE board with a configured Ioni drive will work, and tomorrow I will try test that settings saving to/from flash stuff so the user doesn’t have to do the wizard every time.
In another news, the has appeared here in Finland.
As Mika says, feeling now is the same as MMoS pretty much ;). For it to be feeling this good, this early, is indicative of things to come. Open source fw is only starting our, with a Mika doing a super job.
MMoS fw has been stagnating for the past 18 months, as Michael has informed me via email that he won;t be doing regular updates to it, I knew then that, as good as it was, it will go stale against the progress other wheels will be making…
OS FW will change much though with the new Tero filter, quite drastically so - our starting point here is at a great point now, let’s chat again in 2 years time after the community adds to it as well.