Difference between revisions of "Assetto Corsa Wheel Settings Guide"
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Most of this information is for people using a cheap wheel like a Logitech G29. More expensive wheels can just turn down the gain and leave everything off, or add a gyroscopic damper effect to counter oscillations. | Most of this information is for people using a cheap wheel like a Logitech G29. More expensive wheels can just turn down the gain and leave everything off, or add a gyroscopic damper effect to counter oscillations. | ||
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;'''gain:''' | ;'''gain:''' | ||
− | :This is a straightforward multiplier on all forces. For wheels that grind or have other issues at maximum force, this should be set somewhere below 100%. If your wheel is too powerful you can turn it even lower. '''If you use FFBClip, leave this at 100%.''' | + | :This is a straightforward multiplier on all forces. For wheels that grind, slip, or have other issues at maximum force, this should be set somewhere below 100%. If your wheel is too powerful you can turn it even lower. '''If you use FFBClip, leave this at 100%.''' |
;'''invert ffb:''' | ;'''invert ffb:''' | ||
− | :Some wheels have their FFB reversed. If your wheel feels like it’s pulling you into corners instead of resisting, | + | :Some wheels have their FFB reversed. If your wheel feels like it’s pulling you into corners instead of resisting, change this setting. |
;'''filter:''' | ;'''filter:''' | ||
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:This sets a minimum strength for every force feedback effect in the game. '''Conventional wisdom about where to set your minimum force is wrong'''—you should not use this setting to overcome a cheap wheel’s FFB “deadzone” (and its deadzone is also smaller than most people think because they confuse force with wheel travel, ignoring the existence of static friction). You should never set this above ~2%, and ideally it should remain at 0. | :This sets a minimum strength for every force feedback effect in the game. '''Conventional wisdom about where to set your minimum force is wrong'''—you should not use this setting to overcome a cheap wheel’s FFB “deadzone” (and its deadzone is also smaller than most people think because they confuse force with wheel travel, ignoring the existence of static friction). You should never set this above ~2%, and ideally it should remain at 0. | ||
− | :Minimum force does not set a ‘floor’ for overall FFB levels. It | + | :Minimum force does not set a ‘floor’ for overall FFB levels. It sets a minimum strength for every FFB effect, regardless of context. For example: if you are going through a corner and the grip and lateral forces are giving 60% force to your wheel, and you have slip effects enabled and road feel effects enabled, and your minimum force is set at 10%, your wheel's force output will likely be oscillating between 40% and 80%. Many set their minimum force too high because they do not understand this. High minimum force settings will make driving feel very rough and notchy. |
:If you use a LUT as a FFB postprocessing filter, having a minimum force setting higher than 0 can cause severe oscillations. | :If you use a LUT as a FFB postprocessing filter, having a minimum force setting higher than 0 can cause severe oscillations. | ||
;'''effects:''' | ;'''effects:''' | ||
− | :These are canned effects. Some people don’t like them, some do. Set them according to preference. | + | :These are canned effects. Some people don’t like them, some do. Set them according to preference. I can't recommend an amount to use because it will depend on how you have set your gain, damper, minimum force, etc. Tweak these after you have set everything else. |
− | ::''Kerb effect'' refers to the rumble as you drive on a kerb | + | ::''Kerb effect'' refers to the rumble as you drive on a kerb (''not'' the jolt from driving over a kerb). |
− | ::''Road effect'' refers to the small rumbles and bumps that give you a sense for road texture. | + | ::''Road effect'' refers to the small rumbles and bumps that give you a sense for road texture. I think these are related to the road's roughness/grip level but not to actual detail in the road model. |
::''Slip effect'' adds rumble when tires are slipping. | ::''Slip effect'' adds rumble when tires are slipping. | ||
::''ABS effect'' adds rumble when ABS kicks in. | ::''ABS effect'' adds rumble when ABS kicks in. | ||
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;'''soft lock / hardware lock:''' | ;'''soft lock / hardware lock:''' | ||
− | :Two different methods for making your wheel lock match the car’s. Not important. | + | :Two different methods for making your wheel lock match the car’s. Your steering range should already change to match the car's without these settings—these just add a stopping effect when you reach the maximum. Not important. |
;'''skip FFB steps:''' | ;'''skip FFB steps:''' | ||
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;'''Gyroscopic effect:''' | ;'''Gyroscopic effect:''' | ||
− | :adds a damping effect that becomes stronger at | + | :adds a damping effect that becomes stronger at speed. Custom Shaders Patch has a superior version of this effect, so you should leave this unchecked. |
;'''Damper gain:''' | ;'''Damper gain:''' | ||
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== Post-processing == | == Post-processing == | ||
− | + | [[file:Gamma_example.jpg|thumb|300px|Three curves with gamma of 0.5, 1, and 2.]] | |
+ | [[file:LUT_example.jpg|thumb|300px|An example of a software-generated LUT curve for a G29 wheel.]] | ||
;'''center boost gain / range:''' | ;'''center boost gain / range:''' | ||
:Supposedly used for countering a slight deadzone in the center of a wheel. I don’t use it. | :Supposedly used for countering a slight deadzone in the center of a wheel. I don’t use it. | ||
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:This maps the game’s FFB output onto a new curve and is used to determine how much force to send to the wheel given a certain amount of force specified by the game: | :This maps the game’s FFB output onto a new curve and is used to determine how much force to send to the wheel given a certain amount of force specified by the game: | ||
− | ::'''Gamma''' is an exponent applied to the (originally linear) FFB response curve. | + | ::'''Gamma''' is an exponent applied to the (originally linear) FFB response curve. |
− | |||
− | ::Low gamma will increase the strength of most forces, high gamma will decrease the strength of most forces. | + | ::Low gamma will increase the strength of most forces, high gamma will decrease the strength of most forces. This is the same gamma setting as the one found in your ff_post_process.ini file. |
::'''LUT''' stands for '''lookup table'''. It is a text file containing a set of data points on a curve. The left-hand column is a linear set of points from 0 to 1, the right-hand column represents what force outputs they should be mapped onto. If one line in the LUT reads “0.04|0.153”, that means that when the game would normally output a FFB effect of 4% strength, it now instead sends one of 15.3% strength. | ::'''LUT''' stands for '''lookup table'''. It is a text file containing a set of data points on a curve. The left-hand column is a linear set of points from 0 to 1, the right-hand column represents what force outputs they should be mapped onto. If one line in the LUT reads “0.04|0.153”, that means that when the game would normally output a FFB effect of 4% strength, it now instead sends one of 15.3% strength. |
Latest revision as of 20:59, 24 October 2020
Most of this information is for people using a cheap wheel like a Logitech G29. More expensive wheels can just turn down the gain and leave everything off, or add a gyroscopic damper effect to counter oscillations. The information on this page is mostly available elsewhere as well, except for the information about minimum force and LUT postprocessing, which are the product of advice from anons in the general and my own testing. ContentsMods that affect FFB
Assetto Corsa settings
Experimental settings
Post-processing
Custom Shaders Patch FFB Tweaks
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