Race Sim Central
Rec.Autos.Simulators Archive

Finetuning the FFB

7 posts by 3 people · 14 Jan 2013 21:41 UTC - 26 Jan 2013 15:57 UTC

Mario Petrinovic 14 Jan 2013 21:41 UTC#145
Ok, it looks like I've found the secret. First you put everytnig on the default (of course you uncheck "Allow game to adjust settings", and you put wheel radius at 900), this means everything on 100% in Logitech drivers. Good thing is, this works even with un-natural FOV, and with un-natural screen height. It looks like unlinear FFB affects those things, but liner FFB is alright with everything. Then you finetune the FFB (for slack). This you do with in-game sliders. Rookie Chevrolet Impala is good for this. On my system I don't have to move those sliders much from max position. My FFB is finetuned with settings 39.2/95. Then you correct for Centering Spring. On my system this should be somewhere around 20%, but I didn't finish this yet, so I don't know exactly. I'll do this tomorow. I noticed that even finetuned FFB, like, has too much damping and spring in it, so this you probably correct with Logitech driver's sliders.
In article <kd1u2j$5vc$[email hidden]>, [email hidden] says... > > Ok, it looks like I've found the secret. > I can't believe iRacing banned you from their forums and didn't hire you as head FFB tester. -- MRSisson
Michael R Sisson: [email hidden]: > Ok, it looks like I've found the secret. I can't believe iRacing banned you from their forums and didn't hire you as head FFB tester. -------------------------------------------------------------------------------- Thanks. Although I don't know when somebody tries to be sarcastic or not. I've been through so much bad times with this, everybody, I mean really everybody pissed on me, and iRacing backed up that pissing pretty openly. Actually, iRacing was the main problem here. First, I don't know if you managed to do something with reading this post of mine. There are some preliminary problems. First you have to calibrate wheel properly. Turn off your virus protection, use Logitech profiler, calibrate wheel so that the middle is at 8191, and left is exactly 900 (for 900 setting in Logitech driver), turn on linearity, before you calibrate you have to work all axels few times, uncheck "Allow game to adjust settings". You have to calibrate all axels every time you turn on computer (from cold start). I believe that is all. I had problems with Papyrus (the company that iRacing came from) since the days of Nascar 2002. They have "their own" system of dealing with FFB. I don't know where from this system is coming, but it includes not using the damper. Because they got the impression that damper is "canned". Obviously, they heavily rely on unlinearity, because they think that this boosts up the tiny forces, or something. They generally boost up everything. Dealing with unlinearity was a big problem for me, since unlinearity, probably because of the very nature of unlinearity, changes the way FFB is working with the change of FOV. This is probably just because of the nature of linearity, nothing else, and it clearly shows why unlinearity is not good. This is such a simple thinking, and the guy that is responsible for FFB in iRacing just doesn't do his job properly. This is thinking very fastly, and very wrongly. In a fast race to achieve, I don't know what. You first have to put basics right, then you have to build on it. The foundations have to be right. Paradoxally, everything else in this company is just right. They have very clean graphics, excellent network code, excellent approach to simulation, excellent organization of races. Only FFB approach is all wrong. To make things worse, for who knows which reason, they are actively blocking any other approach to FFB (or at least, this was the case untill now). I mean, FFB isn't their product, they don't know nothing about it, yet they push only their wrong approach. They had problems with this in the past, when they dissabled damper in N2002, this was the last thing they did, because they ceased operation after this. With iRacing, when they dissabled damper, it lasted for only one day, presumably the response of customers was very negative, and the very next dat they turned damper back on, and appologized to people. Why, oh why, what is the reason they are doing this, I simply cannot understand. I am reasearching FFB for the last 10 years (ok, I had a brake for 5 years), and it looks like my problem was that I used only their products for this. Because of unlinearity, which is very bad thing, I couldn't make any progress. I knew that something is wrong, and that there should be the way to make it right, only I couldn't do this with unlinear FFB. It was me who discovered that something is unlinear, on this very news group. In the next build iRacing allowed linearity. Since then things went better. But again there was a problem. The slack. Obviously, you get rid of slack by adjusting in-game Strength and Damper, but iRacing had locked Damper. The slack was my main problem, and I couldn't get rid of it with locked Damper. And since they unlocked it, I finally could fix that. Now everything is alright, but I still didn't have time yesterday to find the right Centering Spring. To be absolutely sure I will have to test all 150 positions (this is the way I am working, you simply have to be sure). This month I will probably finish all this.
Mario Petrinovic: Then you correct for Centering Spring. -------------------------------------------------------------------------------- Oh yes, don't check Centering Spring while doing that, Centering Spring works unchecked. Interestingly, Ade Allen, who made Real Feel for rFactor doesn't know that (or at least didn't know when I spoke with him). Just few days ago one guy showed me new voodoo that is going on on iRacing's forum. Well, look at that, now they are using Damper, who would say so. I thought that Damper is canned. BTW, the reason iRacing banned me is because I advocated the use of Damper. Well, look at that, the same people who insisted that I'll be put away, now they are using Damper. Also, this was a few pages of voodoo about how to adjust FFB, with some "advanced" techniques, lol. But still, they didn't mention one of the most important things, the Centering Spring. They know everything about FFB, but STILL they are not aware of the fact that Centering Spring works if unchecked. They wrote few pages of text about adjusting FFB, but not a single word about Centering Spring. My god. And I wrote about it on iRacing forum, everybody interested SHOULD know about it, and yet, they are completly blind about it. UNBELIEVABLE.
Mario Petrinovic: Ok, it looks like I've found the secret. First you put everytnig on the default (of course you uncheck "Allow game to adjust settings", and you put wheel radius at 900), this means everything on 100% in Logitech drivers. Good thing is, this works even with un-natural FOV, and with un-natural screen height. It looks like unlinear FFB affects those things, but liner FFB is alright with everything. Then you finetune the FFB (for slack). This you do with in-game sliders. Rookie Chevrolet Impala is good for this. On my system I don't have to move those sliders much from max position. My FFB is finetuned with settings 39.2/95. Then you correct for Centering Spring. On my system this should be somewhere around 20%, but I didn't finish this yet, so I don't know exactly. I'll do this tomorow. I noticed that even finetuned FFB, like, has too much damping and spring in it, so this you probably correct with Logitech driver's sliders. -------------------------------------------------------------------------------- Ok, where am I now. I didn't have to test all 150 positions of Centering Spring, since it looked pretty clear that 6% is the right setting. But now it turned out that in-game Damper of 95% is too high (95% I determinet when Centering Spring was at 100%). I am wondering how much I'll have to go down with it. Now I am somewhere around 80%. With this setting things look pretty good. With a difficult Cadillac car I am pretty fast. Things look good. Interestingly, even with Centering Spring at 6%, in-game Strength proved to be 39.2. That's good.
I haven't figured out why I bother to keep Free Agent News Reader active and keep looking at newsgroups when in reality they died with Compuserve when web sites stated popping up. It's people like Mario! I seem to have this inherent need to nurture the mentally defiecient sector of the populace and if we were to close down uselessnet I wouldn't have this small sector of absolutely insane entertainment! So Mario, you keep on posting and keep re.auto.simulators running because some of us never want tot let go of the past. Thanks! Your buddy forever, Gary
Quoted text (29 lines)>On Wed, 23 Jan 2013 00:55:30 +0100, "Mario Petrinovic" <[email hidden]> wrote: >Mario Petrinovic: > Ok, it looks like I've found the secret. > First you put everytnig on the default (of course you uncheck "Allow >game to adjust settings", and you put wheel radius at 900), this means >everything on 100% in Logitech drivers. Good thing is, this works even with >un-natural FOV, and with un-natural screen height. It looks like unlinear >FFB affects those things, but liner FFB is alright with everything. > Then you finetune the FFB (for slack). This you do with in-game >sliders. Rookie Chevrolet Impala is good for this. On my system I don't have >to move those sliders much from max position. My FFB is finetuned with >settings 39.2/95. > Then you correct for Centering Spring. On my system this should be >somewhere around 20%, but I didn't finish this yet, so I don't know exactly. >I'll do this tomorow. > I noticed that even finetuned FFB, like, has too much damping and >spring in it, so this you probably correct with Logitech driver's sliders. >-------------------------------------------------------------------------------- > > Ok, where am I now. > I didn't have to test all 150 positions of Centering Spring, since >it looked pretty clear that 6% is the right setting. But now it turned out >that in-game Damper of 95% is too high (95% I determinet when Centering >Spring was at 100%). I am wondering how much I'll have to go down with it. >Now I am somewhere around 80%. > With this setting things look pretty good. With a difficult Cadillac >car I am pretty fast. Things look good. > Interestingly, even with Centering Spring at 6%, in-game Strength >proved to be 39.2. That's good.
Yes, thanks Gary. It turned out that good old usenet remains the only free forum on the Internet, accessible to everybody. Internet was assembled with freedom in mind, but it looks like only usenet remained free. -------------------------------------------------------------------------------- GaryR: I haven't figured out why I bother to keep Free Agent News Reader active and keep looking at newsgroups when in reality they died with Compuserve when web sites stated popping up. It's people like Mario! I seem to have this inherent need to nurture the mentally defiecient sector of the populace and if we were to close down uselessnet I wouldn't have this small sector of absolutely insane entertainment! So Mario, you keep on posting and keep re.auto.simulators running because some of us never want tot let go of the past. Thanks! Your buddy forever, Gary
Quoted text (33 lines)>Mario Petrinovic: >Mario Petrinovic: > Ok, it looks like I've found the secret. > First you put everytnig on the default (of course you uncheck > "Allow >game to adjust settings", and you put wheel radius at 900), this means >everything on 100% in Logitech drivers. Good thing is, this works even with >un-natural FOV, and with un-natural screen height. It looks like unlinear >FFB affects those things, but liner FFB is alright with everything. > Then you finetune the FFB (for slack). This you do with in-game >sliders. Rookie Chevrolet Impala is good for this. On my system I don't >have >to move those sliders much from max position. My FFB is finetuned with >settings 39.2/95. > Then you correct for Centering Spring. On my system this should be >somewhere around 20%, but I didn't finish this yet, so I don't know >exactly. >I'll do this tomorow. > I noticed that even finetuned FFB, like, has too much damping and >spring in it, so this you probably correct with Logitech driver's sliders. >-------------------------------------------------------------------------------- > > Ok, where am I now. > I didn't have to test all 150 positions of Centering Spring, since >it looked pretty clear that 6% is the right setting. But now it turned out >that in-game Damper of 95% is too high (95% I determinet when Centering >Spring was at 100%). I am wondering how much I'll have to go down with it. >Now I am somewhere around 80%. > With this setting things look pretty good. With a difficult > Cadillac >car I am pretty fast. Things look good. > Interestingly, even with Centering Spring at 6%, in-game Strength >proved to be 39.2. That's good.

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy