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Old 21 February 10, 22:47   #73
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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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Old 21 February 10, 23:01   #74
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Yep, the RaceKing version is the best. It is a modified GP4 version like Siggs said.

Here is a video:
http://www.youtube.com/watch?v=Spjv-ojvnzc
Thats neat how the cameras are nearly identical to the GT5 version.
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Old 22 February 10, 14:29   #75
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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.
Cheers for the info ermax...

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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Old 22 February 10, 15:21   #76
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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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Old 22 February 10, 17:50   #77
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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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Old 22 February 10, 19:32   #78
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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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Old 22 February 10, 20:09   #79
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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.
Yes indeed...

That would be pretty cool for sure and save a bit of working things out etc...

Sounds good to me.
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Old 25 February 10, 12:46   #80
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It would be cool if the source was released so someone could take over where they left off.
Hey guys,

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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Old 25 February 10, 15:09   #81
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Hey guys,

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

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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Old 25 February 10, 15:25   #82
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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?
Crikey, now you're asking! Cool idea, I'm not sure it's really feasible but I'll give it some thought.

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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Old 25 February 10, 15:31   #83
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Hey guys,

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

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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Old 25 February 10, 15:50   #84
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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.
Attached Files
File Type: zip Logitech_SDK_For_PC_1.00.002.zip (819.8 KB, 104 views)

Last edited by ermax; 25 February 10 at 17:16.
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Old 25 February 10, 15:52   #85
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Originally Posted by TechAde View Post
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.
That is good enough for me. I love it!

Last edited by ermax; 25 February 10 at 16:03.
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Old 25 February 10, 16:05   #86
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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?
It could just use the TTS engine to say, "This mod sucks, uninstall now!" Hahaha.. Just kidding.
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Old 25 February 10, 16:39   #87
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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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Old 25 February 10, 16:45   #88
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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 a 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.
Thanks, I'll take a look at that, I've had requests for that functionality before, shouldn't be too tricky.

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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Old 26 February 10, 05:05   #89
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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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Old 26 February 10, 05:23   #90
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Are you running rF as admin or have UAC disabled? If not, try one of those.
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Old 26 February 10, 17:01   #91
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It could just use the TTS engine to say, "This mod sucks, uninstall now!" Hahaha.. Just kidding.




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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Old 26 February 10, 17:16   #92
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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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Old 26 February 10, 19:36   #93
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Originally Posted by TechAde View Post
Hey guys,

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


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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Old 26 February 10, 19:43   #94
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+1
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Old 27 February 10, 05:25   #95
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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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Old 27 February 10, 06:02   #96
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I think it needs to support standalone mod FFB setting file.
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