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#73 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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The strange feeling you had with RealFeel was most likely because the forces needed to be reversed. The RealFeel hotkey to reverse the forces is RCtrl+8. You must use the right control key and you have to hit 8 on the numpad or it will not work. You should here a voice saying, force reversed or something like that.
IMO HistorX should never be played without RealFeel. |
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#74 | |
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Join Date: Nov 2009
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Quote:
version.
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#75 | |
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Join Date: Apr 2007
Location: Caithness, Scotland.
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I`m starting to quite like RealFeel now that I`ve got it working ok. I feel it could do with being a touch stronger though so where would I alter the strength? In game or in Windows "game controllers" window or in one of the RealFeel files somewhere? Cheers.
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#76 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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If you look in the root rfactor directory you will see a file called RealFeelPlugin.ini. You will see a list of cars in that file. Each time you pick a new car it will create a new entry for that car using the default values. Most mods that have good RealFeel support will supply good RealFeel values in the Readme file. If they do, then just cut and paste those values into your file. If you simply want to make the forces stronger then lower the MaxForceAtSteeringRack value.
I wouldn't go over board though or you loose some of the feel. The best way to find the perfect value for MaxForceAtSteeringRack is to log some clean laps with the MoTeC plugin and then look at the 'Steering Arm Force' channel. You want to look for the max force on that channel then plug that number into RealFeel. If the peak force on the steering rack is 3000nm and you have RealFeel set to 2000nm then it will send full force to the wheel at just 2000nm so any forces over that get thrown out. That is why you don't want to go overboard setting the number too low. Everyone wants a heavy wheel at first but with time you will realize that by doing that you are missing out on all the stuff in between that really helps communicate what is really going on. You can download the newest MoTeC plugin here: DataAcquisitionPlugin.zip Just drop all these files in your plugins directory. To start logging just hit Ctrl+M when your on the track. Logging will stay on for the rest of your session unless you hit Ctrl+M again. The plugin will create a config file in the rfactor root directory. Check that file to see where it is storing the log files. I think the default is UserData\Log\MoTeC. This plugin is compatible with all versions of MoTeC i2 Pro.. even the latest versions. Download the latest version of MoTeC i2 Pro here: http://www.motec.com.au/filedownload...exe?docid=2409 This is a lap at Jerez in the NAGT 996: 2010-01-24_133637.jpg If you throw out the spikes then you will see that 2100nm is a good value to plug into RealFeel. But if you wanted a stiffer wheel then you could set the number lower, but you will loose some fidelity. But you surely don't want to set the value too high or your never going to get max force out of your wheel. Each mod has different suspension geometry which puts different loads on the steering rack. So each mod is going to require different values. Last edited by ermax; 22 February 10 at 19:28. |
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#77 |
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Join Date: Apr 2007
Location: Caithness, Scotland.
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![]() Wow! Quite a lot of info in there. Cheers... ![]() I`ll grab those downloads and see how I get on with it all. I spose the feel is actually pretty good although I`ve only tried it with the GTTC mod and the Ferrari F312B (the ones I was getting no ffb with) but if anything I`d just like it a little stronger... the actual effects seem fine so far. Anyhow... I`ll see how I get on. Last edited by tjc; 22 February 10 at 20:09. |
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#78 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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I was just thinking.. It would be so cool if RealFeel could be put in an calibration mode where you do laps while it monitors the max steering arm force and automatically sets MaxForceAtSteeringRack to match. It would be cool if the source was released so someone could take over where they left off.
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#79 | |
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Join Date: Apr 2007
Location: Caithness, Scotland.
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That would be pretty cool for sure and save a bit of working things out etc... Sounds good to me. |
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#80 | |
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Join Date: Aug 2007
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I've picked up development of RealFeel again in the last couple of weeks, the Historx mod team already have a new version with which we should be able to fix the problem with mixed class racing and RealFeel ini section names. I've also nailed a bug which sometimes resulted in garbage being written to the ini file along with the VehicleClass. I'm open to suggestions for other improvements or enhancements, auto-config is already on the list (and has already been tested in one form or another, it works fairly well ).Any more suggestions, let's have 'em
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#81 | |
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Join Date: Jan 2007
Location: South Sound, Seattle, WA, USA
Age: 43
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Great news! Thanks a million! I'm eager to try a new version, especially if you have that auto-config working. If you try and use it, the "auto-config", with a mod that works poorly with realfeel, will it notify you and perhaps set realfeel blend to zero? |
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#82 | |
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Join Date: Aug 2007
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If the auto-config does make it to a release version it will probably be fairly basic - hit a hotkey to signal the start of autoconfig, drive for a bit, hit a hotkey to finish then the plugin will use the highest value seen during the drive (or a percentage of it) for MaxForceAtSteeringRack. |
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#83 | |
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Join Date: Dec 2008
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That's great news. Thanks! Auto-config is top on my list. Would it be track specific? Another thing is when I look at the .ini it is sometimes difficult to know which car a section refers to. If you could add more info. to help with this, e.g. the MOD name to the .ini that would be great. |
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#84 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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Great news TechAde!! It will be nice to no longer have every car in a class of their own. The only other suggestion I would have would be direct support for dynamic lock on the Logitech wheels. Logitech includes the SDK with the driver download (v5.08) now. After installing the driver you will find this file "C:\Program Files\Logitech\Gaming Software\Logitech_SDK_For_PC_1.00.002.zip". It has documentation and sample code for dynamically changing the lock. Then there could be an additional parameter in the RealFeelPlugin.ini that dictates the lock for each car. It looks fairly easy to implement.
I will attach the SDK. Last edited by ermax; 25 February 10 at 17:16. |
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#85 | |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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Quote:
Last edited by ermax; 25 February 10 at 16:03. |
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#86 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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#87 |
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track maker
Join Date: Jul 2006
Location: Bedfordshire,UK
Age: 45
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thanks techade, you realfeel plugin is the great invention,and well worth the atttention it gets,NOW which version should i installed.hehe, it been a long time since i really got to enjoy rfactor has a sim-driver.
![]() ED |
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#88 | |
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Join Date: Aug 2007
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The current solution I'm looking at for fixing the classes problem isn't perfect, it's going to need mod-makers to think about how they name their vehicles to ensure it works properly. The problem is that the amount of info I can get about the vehicle currently being driven is limited to VehicleClass (from DisplayClassOverride if present) and VehicleName from the .veh Description="" field. My proposed solution entails taking the first n characters of the VehicleName (Description in .veh), with n being configurable in the RealFeel ini. Like I say it's not perfect but with a bit of effort from the mod makers it should be a solution to the current problem. |
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#89 |
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track maker
Join Date: Jul 2006
Location: Bedfordshire,UK
Age: 45
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Well i just reinstalled the plugin 0.92 and nothing happens on vista 64 bit.??? any help
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#90 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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Are you running rF as admin or have UAC disabled? If not, try one of those.
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#91 | |
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Join Date: Jan 2007
Location: South Sound, Seattle, WA, USA
Age: 43
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![]() I just worry about new rFactor players who struggle with getting it's FF dialed in, hope that realfeel will make a difference, and then struggle even more because a particular mod sucks with it! There are posts even on this forum where a mod's support for realfeel (or lack of, rather) is the biggest problem at hand but isn't realized. An auto-config utility that could even report how well a car might be suited for real-feel would certainly cut to the quick, eh? |
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#92 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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It sounds nice in theory but it would take some hefty programming to determine if the car is RealFeelable. The plugin as it stands right now (speculating) only monitors mSteeringArmForce. The plugin doesn't know if the car is turning, offtrack or anything like that. If RealFeel isn't detecting any forces it could simply be that the car isn't doing anything that would put forces on the rack. To really determine if the car is realfeelable it would have to monitor yaw, wheel speeds and who knows what else and then compare the rack forces to these other variables to determine that the rack forces are what one would expect. The other problem is that the whole physics engine is held up by the plugins interface. If a plugin is doing to much work it slows down everything else. The easiest thing I can think of is to give you a warning if it doesn't detect at least say 300nm after 4 laps or so of auto-config mode. But this still isn't a fool proof way to know if the car is compatible or not.
Last edited by ermax; 26 February 10 at 18:35. |
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#93 | |
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Join Date: Dec 2006
Location: Córdoba, Argentina
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![]() ![]() ![]() Awesome!!!!! You gave new life to rFactor with the realfeel, and hear that you are working on a new version makes me very happy. ![]() Definitely the best plugin/track/mod or whatever for this game, the history of this game within a before and after with your plugin thank you!!!
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#94 |
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Join Date: Jan 2007
Location: Jacksonville, FL (USA)
Age: 33
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+1
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#95 |
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Join Date: Feb 2009
Location: UK
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How about stationary forces so we can do away with a LeoFFB combination?
Also if you can do anything to improve road bumps feeling, like having them on a square wave (possibly) to amplify anything on the track or give them some more kick, would be fantastic. That's all I can think of really in an otherwise perfect plug-in. |
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#96 |
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Join Date: Mar 2007
Location: Hong Kong
Age: 20
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I think it needs to support standalone mod FFB setting file.
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