Race Sim Central
Rec.Autos.Simulators Archive

GPL FF Settings

5 posts by 5 people · 01 Apr 2001 20:05 UTC - 04 Apr 2001 13:48 UTC

Kevin Barnes 01 Apr 2001 20:05 UTC#192830
I have a Guillemont Ferrari FF wheel and would like to know what the best settings(core ini) are for it I have tried diferent things but nothung i am totally happy with. Im not even sure what actual effect each setting has. Hope someone can help me Kev Barnes
Go to "X-Slot Game & controller settings.htm" It is very informative and a nice site for many sim tweaks etc.. Here is his Url... http://www.slottweak.com/gamesettings.htm Good Luck... Thom_j. "Kevin Barnes" <[email hidden]> wrote in message news:_RLx6.13081$[email hidden]... | I have a Guillemont Ferrari FF wheel and would like to know what the best | settings(core ini) are for it I have tried diferent things but nothung iam | totally happy with. Im not even sure what actual effect each setting has. | Hope someone can help me | Kev Barnes
Found this in the group earlier this year and saved it. Very helpful, originally posted by Chris "Ambulater" Lee. Jay, if you've patched to 1.2 and have "allow_force_feedback =1" in your core.ini you should be getting FF effects if you're wheel is working. Check your ACT-LABS wheel in the controller/game Options applet to make sure the sample effects are working, also make sure you have feedback effects all the way up (to the right in the controller applet). You might also double check your core.ini just to make sure your "allow_force_feedback" value isn't set to 0 somehow. This is what I use with my ACT-LABS wheel:
Quoted text (8 lines)> > [ Joy ] > allow_force_feedback = 1 > force_feedback_damping = 350.0 > force_feedback_latency = 0.025 > max_steering_torque = 300.0 > > LATENCY:
I determined the latency by driving over curbs repeatedly and adjusting the value until all four wheels produced individual FF effects in sync with what I was seeing from an outside view of the car. > MAX STEERING TORQUE: > This is an interesting one. This is not actually the maximum torque yourwheel will produce, but is instead the *THRESHOLD* at which your wheel produces it's maximum force. Let's just pick some numbers out of the air to illustrate this. Let's say the GPL software models the torque of shifting at high revs at 50N, fish-tailing through a corner at 200N, and a complete wipe out at 300N. If you were to set your max steering torque threshold at "50" all of these effects would be equally powerful as all would produce the maximum amount of torque possible. So if you set this threshold value too low the car is virtually undrivable and there is little distinction between the various forces. If however you set the value to 300 you'll feel a marked gradation between these 3 very different effects. If you set this threshold value too high (say 2000), you'll lose all steering torque altogether as no steering torque force will ever reach the threshold to trigger the max effect. So how do you set this? First set damping in both the controller panel and core.ini to 0. We don't want to mess with that right now. From a dead stop take your hands off the wheel then gradually accelerate. If the forward momentum of the car very gradually brings the front wheels (and steering wheel) into forward alignment (as in a real car with manual steering) then you've got the threshold value just about right. If the front wheels (and steering wheel) do not center and your car just > continues in a perpetual circle, then the threshold value is too high. If > the wheel suddenly snaps to center and or see-saws violently, then youhave > the threshold set too low. Adjusting the threshold to level that just > barely produces a centering effect at low speeds will result in a very > drivable car and nice subtle tactile inputs that will cue you as to the > status of your vehicle. Now here is the part that really throws people: > the Max Steering Torque threshold *ONLY* affects *STEERING TORQUE FORCE*or
Quoted text (8 lines)> the forces related to engine torque, torque caused by maneuvering through > corners, wheel centering torque, etc. It does *NOT* affect any of the > forces related to crashing into guardrails or driving on grass. For some > odd reason these are affected by damping. > > DAMPING: > This does in fact do what it says. It causes increased "friction" or > "viscosity" in the movement of the wheel and therefore also tends to
lessen > some effect spikes. Now the really odd thing is, as you increase the > damping value and the friction on the wheel, you also increase the forces > felt when driving on grass or slamming into rails. I recommend adjusting > this value just high enough to just barely feel a subtle differencebetween > pavement and grass when one single wheel drops off the road. Using thisas > a guide you'll be able to tell with your eyes closed if all four wheelsare > on the road, hitting curbs will feel realistic, guard rails will give youa
Quoted text (11 lines)> jolt but usually allow you to correct, and the wheel will not be so tight > that you begin to lose torque effects. The key to good driving and useful > tactile information is subtlety in each of these settings. GPL is not an > arcade game. > > Finally, I have the force effects in my controller applet at 100% and > dampening effects to 0% (you've already adjusted this in the core.ini and > adding more damping in the controller panel will just result in reduced > subtlety in effects). I use full linear steering in GPL and a steering > ratio of 15:1. (these latter two things are purely a matter of taste, but > may effect the way you feel the forces at work in your wheel or at least
the
Quoted text (9 lines)> way your car responds as torque is placed on the wheel). > > Hope this helps. > -- > Chris "Ambulater" Lee > "Don't Bother Running.........You'll Just Die Tired." > Reviews at www.sim-arena.com > >
Thom j. <[email hidden]> wrote in message news:B1Mx6.14489$[email hidden]... > Go to "X-Slot Game & controller settings.htm" > It is very informative and a nice site for many sim tweaks etc.. > Here is his Url... > http://www.slottweak.com/gamesettings.htm > Good Luck... Thom_j. Informative, but for GPL at least, wrong! It is pretty clear that the max_steering_torque value in core.ini works just as advertised, it is not in any way anything to do with damping. If you use the silly large values from this site with no damping you get no force feedback as expected. The explanation given by papyrus makes perfect sense. The force_feedback_damping value is less clear cut, I believe GPL has a bug here! Large values do indeed increase the size of shocks from impacts etc, but the values used on this site give bizzare (and horrible) steering effects, instead of lightening as the front wheels slide the force feedback actually tries to turn you into the corner! It seems the damping value is a multiplier, that multiplies the impact forces MINUS the change in steering force, the idea being that by subtracting a percentage of the change in steering force, any spikes will be filtered out which is fair enough, unfortuneatly it seems the impact forces are multiplied by this value also but don't get factored into the stering change value, I guess papyrus only wanted to damp the steering forces and not the impact forces but they should have used a separate multiplier for this and the steering damping. Here's a quick bit of C I made up on the spot, don't bother pulling this to bits, it's not real code. This is my guess at how the force computation works, it could be wrong. /* these values are read from core.ini */ float force_feedback_damping; float max_steering_torque; float compute_force(float steer_torque, float other_torque) { /* Calculate the force to send to the force feedback device I assume the max values I can send to a force feedback device are between -1.0 and 1.0 (but I haven't checked!). steer_torque is the computed centering torque at the steering wheel (based on load on wheels, slip angles , wheel spin/lockup etc) other torque is torque from impacts, riding kerbs etc) ie both of these values are computed by the physics model, not changed by anything we can edit */ float steer_value, damping_value; static float last_steer_value = 0; steer_value = steer_torque / max_steering_torque; damping_value = (other_torque / max_steering_torque) - (steer_value - last_steer_value); damping_value *= force_feedback_damping; steer_value += damping_value; if (steer_value > 1.0) steer_value = 1.0; if (steer_value <-1.0) steer_value =-1.0; last_steer_value = steer_value; return (steer_value); } Of course, if this helps setting values in core.ini is another matter! > "Kevin Barnes" <[email hidden]> wrote in message > news:_RLx6.13081$[email hidden]... > | I have a Guillemont Ferrari FF wheel and would like to know what thebest > | settings(core ini) are for it I have tried diferent things but nothung i > am > | totally happy with. Im not even sure what actual effect each settinghas. Paul
"Tim Elhajj" <[email hidden]> wrote in message news:3ac7a2c6$[email hidden]... > Found this in the group earlier this year and saved it. Very helpful, > originally posted by Chris "Ambulater" Lee. > Chris Lee's post has been extremely helpful in getting my core.ini settings right for my Guillemot Ferrari FF wheel. After much testing I came up with the following. [ Joy ] allow_force_feedback = 1 force_feedback_latency = 0.0045 ; in seconds force_feedback_damping = 10 ; magic number2 max_steering_torque = 250 ; in Newton-inches One thing I've noticed with the previous posts on the subject is that a lot of us use quite different core.ini settings. Following Chris's instructions I also found that I got different torque values for different cars The above settings I use for the Lotus but I might use a higher torque setting of 280 for the Honda for instance. I also run both Win98SE and Win2K on the same system and the feedback feels a little different between the two. It also comes down to personal preference, fastboy Greger Huttu has a Guillemot FF wheel and he uses a similar damping value to me but he prefers weaker forces and so uses a higher torque value. The gain settings in gaming options in control pannel aslo make a differnce. I like most set overall and spring to 100% and damping to 0. Happy testing -- Some Call Me Tim

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