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  1. VELOCIPEDE

    Force feedback anti-clipping tool

    A total rewrite again. Most of the code is new.There is now a Forcefeedback strength slider. At 100% this is the full range of your wheel, with very little clipping. Reduce it for a lighter feel and more headroom, increase it for stronger ffb and more clipping.There's an option page with some new settings:Manual override. Auto is now the default state, but enable this for full manual modeDD-mode. Enable this if you have a DD wheel. It will set all gains in Nm, and enable the hardware torqque slider. Set this to your wheel's maximum sustained torque.Display mode and refresh. Sets the graph mode and refresh speed in refresh/secondDynamic mode threshold sets how high the dynamic mode is allowed to set the gain. Experiment until you find a setting you're happy with.Dynamic mode intensity sets how fast the gain will ramp up after a corner. What is it?It is a small app that will show you your current FFB level and any clipping you may experience, and it will also suggest a gain setting to use in the game to minimize clipping and maximize forces generated from your force feedback device.How do I use it?Unpack the .RAR to your main Assetto Corsa folder, not the one in "My Documents"Run Assetto Corsa and enable "FFBClip" in MAIN MENU -> OPTIONS -> GENERAL -> UI ModulesWhat are the values, and how do they help me? "FFB should be set to:" This number indicate what you should set your in-car FFB gain to using numpad +/- keys. This number is absolute, meaning there is no calculations necessary on this number, just adjust the FFB gain to the same as this number."FFB Gain:" is just the gain you have set in Assetto Corsa main menu.Mild clipping value indicate the amount of time your ffb level is between 95 and 105%. A few percent of mild clipping is desirable in most cases, that means you are maximizing you force feedbackHard clipping indicate that the force feedback is clipping severely. You should aim to minimize this number, but the occational jolt, kerbs and big bumps may still generate large forces that will show up as hard clipping. Don't worry about this, some hard clipping is more or less unavoidable in a high end simulator."Averaged" / "Clip free": This button select which method to use for calculating the FFB gain. The Averaged one will give you stronger ffb effects at the expense of some clipping in the heaviest corners, like Eau Rogue and Fuchsrohre. Clip free is a setting that takes into account all corners on a track and make sure there is minimal clipping at any point of the track."Target gain" is a spinner that let you tell the app that your hardware is clipping before 100% input level. Please review the "How to calibrate" thread in my signature for a more thorough discussion on how to set this value correctly."Car FFB Mult" need to match the current ffb gain that you set with numpad +/- keys. The app will read the initial value when you first load the game, but if you change it on track the app cannot know what the value is set to. You need to do this manually. The current value can be checked by briefly pressing + or - on the numpad or by bringing up the "Force Feedback Controller" app (this is built in, everyone has this app)."Buffer" is the number of ffb peaks to consider for the averaged solution.The green curve is your current, unfiltered force feedback levelThe yellow curve is the filtered force feedback used to suggest the gain setting. I filter it to get rid of most of the big spikes that would skew the suggested gain.The red line is clipping level. Any force that goes above this line is clipped.You can change values on the fly, and the app will update your solution. If you change the gain setting you will reset the current solution since the stored values will no longer be relevant. You can change buffer, target and method without resetting the solution.The suggestion that the app comes up with is valid for this particular track and car combination. The different cars in particular vary greatly in how much force they produce, but even the track can exaggerate this. Some tracks are very bumpy and need a lower gain setting, others are very smooth and allow a higher gain.Many people are used to having their ffb set too high or too low. I suggest using the suggested gain for a while to "acclimatize" and get used to the new feel.Technical info on the methods: The clip free method records the single highest filtered peak and use that as the basis for the suggestion. This means that if you have a single heavy ffb event on an otherwise flat track you'll end up with a very light feel, but clip free in the heavy corner. The averaged method averages over several peaks (corners) and use that average as the basis for the suggestion. V5.3*Fixed a small bug preventing default target gains above 100% *Corrected wrong range of the default strength slider*Adjusted graph refresh default value (was set to 0.5, now default to 2) V5.1* Added run in background* Fixed default value for graph refresh FFBClip53.rar
  2. Sul forum ufficiale di Assetto Corsa, Stefano ha dato qualche spiegazione in merito a come funziona al momento il force feedback e al perché alcuni lamentino una certa difficoltà nel sentire i cordoli. La spiegazione, che riporto di seguito, è che al momento non ci sono effetti inventati che simulino cordoli o buche: il feedback che si sente sul volante è interamente quello riportato dalle gomme, per cui non si sente il volante muoversi a destra e sinistra in quanto nella realtà avvertiremmo un su/giù dell'intera auto dovuto al telaio. Come già anticipato mesi or sono, Stefano segnala che gli effetti fittizi sono comunque in previsione per il futuro, così da soddisfare anche chi vuole avere queste informazioni aggiuntive che (inevitabilmente) si perdono usando solo un volante con force feedback. Come tutte le opzioni di AC, starà poi a noi decidere se attivarli o meno. At the moment there is no faked vibration added when going over bumps. What you get is the direct "pure" FF signal coming from the tyres. When you go over a curb in a real car you dont get any left-right movement in your wheel.. what you get is an up/down vibration coming from the car frame. It is in my to do list to add optional "fake" affect to be added to enhance the "pure" FF signal when passing over curbs and compensate for the lack of motion.
  3. Guest

    FFB: cos'

    netKar offre la comoda opzione per visualizzare quando il ffb clippa, così da permetterci di abbassarlo e avvertire più informazioni possibili sul volante. Mi è quindi sorta questa domanda: è consigliabile abbassare il gain nel simulatore o la percentuale di FF dal menu dei driver del volante? L'effetto è esattamente lo stesso?
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