If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. |
|
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
GTR MOMO FF Tweaks
Hi guys,
Just thought I'd share this with you....It's the latest version of some tweaks made to the FF in GTR by one of the community's most respected FF gurus. I've been very critical of the FF in GTR but these settings have transformed it for me. They need to be inserted into your .PLR file replacing the existing lines. Don't go into the force menu in the game after you've done this or they will be reset to default. These should work well with 'MOMO Force' and 'MOMO Racing' wheels - not sure about others YMMV. Watch out for line wrapping - you may need to fix it up after pasting into your text editor. FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad. FFB Effects Level="5" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom. FFB Gain="0.95000" // Strength of Force Feedback effects. Range 0.0 to 1.0. FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis. FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis. FFB steer vibe freq mult="0.07000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration. FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point). FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude). FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB steer force average weight="0.95000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency. FFB steer force exponent="0.70000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity. FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction). FFB steer force output max="1.60000" // Maximum force output of steering force, recommendation 0.8 to 2.0 FFB steer force grip weight="0.70000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force. FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight. FFB steer update thresh="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate. FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0 FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0 FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0 FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0 FFB throttle vibe freq mult="0.40000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50 FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point). FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude). FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB throttle vibe update thresh="0.02000" // Amount of change required to update throttle vibe (0.0 - 1.0) FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency. FFB brake vibe zero magnitude="0.09000" // Magnitude of brake vibration at 0mph (reference point). FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude). FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB brake vibe update thresh="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0) FFB rumble strip magnitude="0.30000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect. FFB rumble strip freq mult="0.50000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev. FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. FFB rumble strip pull factor="-0.60000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5. FFB rumble strip update thresh="0.03500" // Amount of change required to update rumble strip effect (0.0 - 1.0) FFB jolt magnitude="1.30000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0. |
#2
|
|||
|
|||
I forgot to add that it is recommended to disable 'Damping' and 'Centering
Spring' (Set them at 0%) in the joystick control panel when using these FF settings. All other settings to default. Also, you should set 'speed sensitivity' in the game to 0% and X-axis sensitivity to 50% (at least no lower than 30%) If you get any 'oscillating' at high speed, you may need to reduce the steering lock in your car setup. Happy GTR ing! |
#3
|
|||
|
|||
Steve Simpson wrote: > I forgot to add that it is recommended to disable 'Damping' and 'Centering > Spring' (Set them at 0%) in the joystick control panel when using these FF > settings. All other settings to default. Also, you should set 'speed > sensitivity' in the game to 0% and X-axis sensitivity to 50% (at least no > lower than 30%) If you get any 'oscillating' at high speed, you may need to > reduce the steering lock in your car setup. > > Happy GTR ing! Where are they from? Has he done the same for Act Labs wheels? Kendt |
#4
|
|||
|
|||
> Where are they from? Has he done the same for Act Labs wheels?
http://forum.rscnet.org/showpost.php...3&postcount=68 Hopefully they work with other wheels....maybe try it and let us know? (Just remember to backup your PLR file) |
#5
|
|||
|
|||
Thanks for posting, Steve. I tried Mr. Zoquis' settings, but reverted back
to my original params. My main objections: he seems to have substituted generic feel for feel from the track. That is, the steering feels kinda numb, with little feedback from where the rubber meets the road. What little feel there is seems to come from his bizarre setting of 100% of Spring Effect from the Windows control applet, as if you were twisting a giant spring with the steering shaft. In the real world, the springiness in the steering comes from hysteresis (internal friction) in the rubber, like what makes a rubber ball bounce. (Well, that and the caster, which makes the steering lift up and tilt inward the outer tire in the turn; you are, in effect, "fighting" the suspension.) In a street car, this springiness is more or less constant, since most steering input is well within the envelope of the tire's grip (the well-known friction circle). That is, most decent (i.e., "sporty") street tires can generate 0.8 "G" of lateral acceleration, but most street driving is done at less than 0.3 "G" (if you drove around at 0.5 "G" your passengers would scream in terror and demand to be let out of the car). In a race car, however, you are--or should be--approaching the tire's limit of adhesion at every turn. In fact, with the front tires, you're usually going back and forth over "the line" in every turn (the slip angle varys more than the rear tire's unless yer steering input is preternaturally smooth). Racing slicks (a la GTR) tend to let go very suddenly, and with a good race car setup, you can distinctly feel it when the tire goes over the limit (it suddenly goes "dead," as if you were driving on ice). Why? Because you lose the self-aligning torque and the tire becomes, in effect, non-directional. When you have an artificial value providing a constant "self-aligning" torque (the spring centering), you lose the feel of what the tire is doing. So, IMO, the centering spring value should be much smaller (I'm using 15%) and the other values tweaked to be getting more from GTR and less from Windows. I'll post this on RSC, too. --Steve Smith "Steve Simpson" > wrote in message ... > > Where are they from? Has he done the same for Act Labs wheels? > > http://forum.rscnet.org/showpost.php...3&postcount=68 > > Hopefully they work with other wheels....maybe try it and let us know? > > (Just remember to backup your PLR file) > > |
#6
|
|||
|
|||
The FFB in GTR Demo 2.0 with my MOMO black couldn't be better. By far the
most impressive FFB I have experienced. No adjustments necessary. Marc "Steve Smith" > wrote in message ... > Thanks for posting, Steve. I tried Mr. Zoquis' settings, but reverted > back > to my original params. My main objections: he seems to have substituted > generic feel for feel from the track. > > That is, the steering feels kinda numb, with little feedback from where > the > rubber meets the road. What little feel there is seems to come from his > bizarre setting of 100% of Spring Effect from the Windows control applet, > as > if you were twisting a giant spring with the steering shaft. > > In the real world, the springiness in the steering comes from hysteresis > (internal friction) in the rubber, like what makes a rubber ball bounce. > (Well, that and the caster, which makes the steering lift up and tilt > inward > the outer tire in the turn; you are, in effect, "fighting" the > suspension.) > > In a street car, this springiness is more or less constant, since most > steering input is well within the envelope of the tire's grip (the > well-known friction circle). That is, most decent (i.e., "sporty") street > tires can generate 0.8 "G" of lateral acceleration, but most street > driving > is done at less than 0.3 "G" (if you drove around at 0.5 "G" your > passengers > would scream in terror and demand to be let out of the car). > > In a race car, however, you are--or should be--approaching the tire's > limit > of adhesion at every turn. In fact, with the front tires, you're usually > going back and forth over "the line" in every turn (the slip angle varys > more than the rear tire's unless yer steering input is preternaturally > smooth). Racing slicks (a la GTR) tend to let go very suddenly, and with > a > good race car setup, you can distinctly feel it when the tire goes over > the > limit (it suddenly goes "dead," as if you were driving on ice). Why? > Because you lose the self-aligning torque and the tire becomes, in effect, > non-directional. > > When you have an artificial value providing a constant "self-aligning" > torque (the spring centering), you lose the feel of what the tire is > doing. > > So, IMO, the centering spring value should be much smaller (I'm using 15%) > and the other values tweaked to be getting more from GTR and less from > Windows. > > I'll post this on RSC, too. > > --Steve Smith > > > "Steve Simpson" > wrote in message > ... >> > Where are they from? Has he done the same for Act Labs wheels? >> >> http://forum.rscnet.org/showpost.php...3&postcount=68 >> >> Hopefully they work with other wheels....maybe try it and let us know? >> >> (Just remember to backup your PLR file) >> >> > > |
#7
|
|||
|
|||
> That is, the steering feels kinda numb, with little feedback from where
> the > rubber meets the road. What little feel there is seems to come from his > bizarre setting of 100% of Spring Effect from the Windows control applet, > as > if you were twisting a giant spring with the steering shaft. > So, IMO, the centering spring value should be much smaller (I'm using 15%) > and the other values tweaked to be getting more from GTR and less from > Windows. You seem a bit confused here...?? I can understand disabling 'Centering Spring' but the 'Spring Effect' is something that's controlled by the game for when it needs to do, well, a spring effect. The game can control the strength of the effects too. The real issue I have with the default FF settings in GTR is that it's virtually impossible to make small steering adjustments mid-corner. The FF forces you to move in very jerky increments unsettling the car. Maybe that's realistic for racing slicks on the limit - I'm not sure....but it means that I'm faster with FF turned off which can never be a good thing..... : ( |
#8
|
|||
|
|||
Same rig as yours but I have a noticeable vibration in the wheel while just
setting in the pits with your settings, that's as far as I got. I'll stick with mine....Low / 90%. DN "Steve Simpson" > wrote in message ... > Hi guys, > > Just thought I'd share this with you....It's the latest version of some tweaks > made to the FF in GTR by one of the community's most respected FF gurus. > I've been very critical of the FF in GTR but these settings have transformed it for > me. They need to be inserted into your .PLR file replacing the existing > lines. Don't go into the force menu in the game after you've done this > or they will be reset to default. These should work well with 'MOMO > Force' and 'MOMO Racing' wheels - not sure about others YMMV. > > Watch out for line wrapping - you may need to fix it up after pasting into your text editor. > > FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad. > FFB Effects Level="5" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom. > FFB Gain="0.95000" // Strength of Force Feedback effects. Range 0.0 to 1.0. > FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis. > FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis. > FFB steer vibe freq mult="0.07000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering > vibration. > FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point). > FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero > magnitude). > FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. > FFB steer force average weight="0.95000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). > Lower values will smooth out the steering force, but will also add latency. > FFB steer force exponent="0.70000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, > greater than 1.0 = lower sensitivity. > FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction). > FFB steer force output max="1.60000" // Maximum force output of steering force, recommendation 0.8 to 2.0 > FFB steer force grip weight="0.70000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when > calculating steering force. > FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on > the steering weight. > FFB steer update thresh="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering > force updated more frequently = lower frame rate. > FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0 > FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0 > FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0 > FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0 > FFB throttle vibe freq mult="0.40000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to > 0.50 > FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point). > FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero > magnitude). > FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. > FFB throttle vibe update thresh="0.02000" // Amount of change required to update throttle vibe (0.0 - 1.0) > FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency. > FFB brake vibe zero magnitude="0.09000" // Magnitude of brake vibration at 0mph (reference point). > FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero > magnitude). > FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. > FFB brake vibe update thresh="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0) > FFB rumble strip magnitude="0.30000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect. > FFB rumble strip freq mult="0.50000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev. > FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down. > FFB rumble strip pull factor="-0.60000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested > range: -1.5 to 1.5. > FFB rumble strip update thresh="0.03500" // Amount of change required to update rumble strip effect (0.0 - 1.0) > FFB jolt magnitude="1.30000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0. > > |
#9
|
|||
|
|||
> Same rig as yours but I have a noticeable vibration in the wheel while
> just > setting in the pits with your settings, that's as far as I got. I'll stick > with mine....Low / 90%. <sigh> I suggest you hold your steering wheel next time you sit in a real car (especially a race car) and notice that there is a slight vibration when the engine is running. These settings model that brillinantly IMO. The default settings only vibrate the wheel when it's turning which is ludicrous really. |
#10
|
|||
|
|||
"Steve Simpson" > wrote in message ... > > Same rig as yours but I have a noticeable vibration in the wheel while > > just > > setting in the pits with your settings, that's as far as I got. I'll stick > > with mine....Low / 90%. > > <sigh> I suggest you hold your steering wheel next time you sit in a real > car (especially a race car) and notice that there is a slight vibration when > the engine is running. These settings model that brillinantly IMO. The > default settings only vibrate the wheel when it's turning which is ludicrous > really. The vibrating wheel is supposedly emulating engine torque? Hey, if you like it that's all that matters. DN |
Thread Tools | |
Display Modes | |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
NSR - Some info and some tweaks | Bob V | Simulators | 13 | January 24th 05 03:14 AM |
How to have zero dampening/centering force on Logitech Momo? | Destroy | Simulators | 6 | January 10th 05 08:41 AM |
MOMO Racing vs Driving Force Pro, for PC use | Eric Tetz | Simulators | 14 | December 29th 04 10:28 PM |
LWFF Pedals with MOMO Racing FF Wheel? | B Johnson | Simulators | 2 | December 20th 04 12:46 PM |
logitech Momo Racing or Formula Force GP wheels. | Bryn James | Simulators | 6 | December 14th 04 06:19 PM |