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#1 |
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Donated
Join Date: Aug 2010
Location: St Pete, Florida USA
Age: 45
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Hi all,
I go back and forth upon my moods to F1 2010. I think it's great, but leaves me wishing for more...like more feel. Sims like GTR2, Evo and rFactor have extensive FFB definition, and if you know what you're doing, you can get your FFB wheel to give you quite a bit of feel. Unfortunately, this is something missing in F1 2010. Has anyone found anything that relates to tweaking the FFB so we can get braking and loss of grip feelings thru the FFB? If you have, please post it up. Any help is most appreciated. d |
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#2 |
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Join Date: Sep 2009
Location: London, UK
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I'm looking for the same thing, I was recently given a copy of GT Legends and after feeling the FFB in that game it has almost ruined F1 2010 for me.
My wheel is a Logitech Driving Force EX which is sold as a PS wheel, it works on the PC with the Logitech drivers but isn't a 'supported wheel' in game. Out of frustration I have started playing around with some of the settings in the devicesetup.xml file (ForceFeedback folder) and I adjusted the default settings to the following <FFBDevice name="default" scaleForce="1.0" scaleFriction="0.8" baseFriction="-5.0" maxFriction="35.0" scaleEffects="1.0" delay="0.0"/> i.e. same as the Logitech MoMo. As fas as a result, well it is different but I can't say I am happy with it. There seems to be a huge disparity in what people are getting from FFB, some are happy while others are getting none. I heard the patch killed FFB for some people so I'm curious as to what they changed. I would like to try a V1 of the game to see if my wheel worked better with that but as I got it from Steam I'm sort of stuck. What wheel are you using? |
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#3 |
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Join Date: Sep 2009
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Maybe because it's a console game made for people using gamepads who may or may not have "rumble" in their pad.
Why put FFB into a game when you make it for console players who don't care about FFB? |
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#4 |
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Join Date: Nov 2009
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slash is right, this is a straight up console port. it doesnt even support the mouse.
i gave up on the title and uninstalled it, the next version i will get for the PS3 and use it as what its meant to be.. a very realistic arcade game. in my opinion there's no point in trying to make this feel like a hardcore simulator. go with iracing or FVA if you want to drive an F1 computer simulator. or play with f1 2010 as a video game. |
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#5 |
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Join Date: Jan 2011
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Hey, I'm currently looking into editing effectsetup.xml but I could use some pointers if anyone has experience with this file?
I'm using a logitech drivefx which was originally designed for xbox but works just as great for PC. It gets detected as a generic xbox 360 wheel which is fine. The force feedback feels great but only if I turn the enviroment FB to 0 or 10%. Any higher and the rumble interferes with the force feedback. I'd like to retain or improve some of the rumble/feedback for wheel lock, curbs, and gear shifting so that I can set environment rumble to 50%+ without having the rumble ruin the feel of the feedback. Can anyone help with editing effectsetup.xml? |
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#6 | |
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Join Date: Jan 2011
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HELL YES!
I've been messing with this file for about an hour or so and I finally came across this thread on a GRID forum. It tells how to enhance effectsetup.xml to provide more responsive feedback. I'm going to try this out and I'll post back with the results. Quote:
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#7 |
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Join Date: Nov 2009
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i'd be interested in trying your settings if you find them positive enough.
report back with your results, and thanks for sharing! |
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#8 |
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Join Date: Sep 2009
Location: London, UK
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Very interested in hearing how you get on with this.
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#9 | ||||
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Join Date: Jan 2011
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Alright, I've spent the day messing around with various mods on this game and I've learned quite a bit. Among other things, I've got my wheel setup perfectly tuned for my liking.
Here's some info concerning effectsetup.xml, Quote:
The main sections are: - FFBCollision - contains profiles for collision (small, med, big) ex: <FFBCollision scale="1.3" thresholdLow="0.1" thresholdHigh="4.0" damageZone="0" freq="10.0" length="0.25" sample="smallCollision"/> - scale = effect strength - thresholdLow = lower threshold of impulse (not really sure how to explain this) - thresholdHigh = higher threshold of impulse (again, not sure) - damageZone = zone of collision (I'm guessing 0 = anywhere on the car) - freq = how fast (in hz.) to play the sample/rumble - length = length of sample (how long to rumble) - sample = which sample to play - FFBSurface - contains profiles for driving on various surfaces (tarmac, gravel, water, etc.) ex: <FFBSurface scale="0.10" name="TARMAC" grip="1.0" thresholdLow="6.0" thresholdHigh="10.0" freqLow="35.0" freqHigh="55.0" scaleLow="0.0" scaleHigh="1.0" length="0.1" sample="tarmac"/> - scale = effect strength - name = which surface the effect is for - grip = multiplier of tyre forces over the surface (1.0 feels very grippy like pavement where 0.1 would feel very slippery like driving over water) - thresholdLow = lower traveling speed threshold in m/s to scale effect in between (I'm guessing the thershold at which the 'slow' version of the effect plays) - thresholdHigh = higher traveling speed thershold ... (Threshold for the 'fast' version of the effect) - freqLow = freq range (speed in Hz) for 'slow' version of effect - freqHigh = freq range (speed in Hz) for 'fast' version of effect - scaleLow - envelope scale low (it's supposed to apply an envelope which could be used for fades of the oscillation but I haven't messed with it) - scaleHigh = envelope scale high (same as above) - length = length of sample (how long to rumble) - sample = name of sample to play - FFBGearChange - contains profiles for changing gear ex: <FFBGearChange scale="0.50" gear="1" freq="35.0" length="0.20" sample="gearChange"/> - scale = effect strength - gear = gear when effect should be played (-1 for all gears) - freq = how fast to play sample / rumble - length = sample length - sample = name of sample to play - FFBSuspension - contains profiles for 'landing mainly' (I haven't messed around with this yet but the parameters should be self-explanatory at this point) ex: <FFBSuspension scale="0.25" thresholdLow="0.75" thresholdHigh="2.0" length="0.1" freq="5" sample="suspension0"/> Lastly, the FFBSample Section - FFBSample The FFBSample section contains the "feedback samples" that will get "played" when they are called upon from each FFB section. Quote:
- name = name of sample - wave = waveform of sample, ranges from 1 .. 9 as min and max values (I have no idea how these numbers are generated as they seem to be random but do carry a similar pattern) - envelope = the envelope applyed while the sample is playing can be used to fade in/out samples (Again, not sure how these numbers are used) - channel = vibration channel to play sample to (0 = default, 1 = second rumbler motor, do not specify "channel=" for both) - rubmlerScale = amount to scale output with on a rumbler device (amount of rumble) - wheelScale = amount to scale output with on a proportional FFB device (not really sure but I think this is for certain types of wheels. my wheel uses rumblerScale to adjust the strength, others have said wheelScale does this for them.) How it all comes together Let's look at the FFBCollision for example: Quote:
There are also these three definitions that I have not touched but they provide rumble/feedback settings for a damaged car - FFBWheelDamage - FFBEffectSteering - FFBSlipAngle Quote:
Hopefully this post does a decent job of explaining things a little bit better than the lax commenting provided by codemasters. |
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#10 |
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Join Date: Jan 2011
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Forgot to attach this to my last post
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#11 |
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Donated
Join Date: Aug 2010
Location: St Pete, Florida USA
Age: 45
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#12 |
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Join Date: Sep 2009
Location: London, UK
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Thanks, it feels much better now with your settings.
Cheers Andy |
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#13 |
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Join Date: Jan 2011
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Cheers guys, hope you're enjoying the new settings.
If anyone tweaks this file further and finds out any useful info, please post back. |
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#14 |
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Join Date: Oct 2009
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its much better but Ive still got this sensitivity problem with my DFGT and its driving me up the wall. Its like the force feedback is in reverse (inverted) and I get no feeling from the steering when I'm on a straight line. Theres too much give in the steering which means I have trouble steering around corners.
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#15 | |
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Join Date: Jan 2011
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Quote:
Try going to your control panel, devices and printers, right click your wheel and run the calibration utility. This should help a bit. Also in the game set: steering deadzone 0% steering saturation 100% steering linearity 50% enviromental effects 30% feedback strength 100% wheel weight 100% Hopefully this helps a little |
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#16 |
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Join Date: Oct 2009
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How's the FFB of GTR2 & rFactor with MOMO? Are there any good mods for the FFB of these games?
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#17 |
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Join Date: Jul 2007
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I've just tried this new file with my G27 and I like it: it's true that on straights you get less feedback, but I prefer it this way as I found that default values were really exaggerated.
Curb effect is better too, imho. |
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#18 |
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Join Date: Feb 2007
Location: Holland
Age: 32
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Hi at0mikab00m, i've been using your presets for a while now and i only have one request. please tell me how i can get more vibration in the straight line... i really think that would make it prefect.
I had the pleasure to drive a F1 simulator (live for speed) with a moving chair last week and the ffb in a straight line was crazy... (that's the best resemblance i have to reality )
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#19 |
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Join Date: Jul 2006
Location: Melbourne,Australia
Age: 46
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Thanks for this file.
I'm using it with F1 2011 and it works nicely. |
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