Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I noticed the same when I first tried it. Are you running your base at 100%?

I have the 20nm VRS DD, my usual setup was 50% on the base and around 40% gain in game. That gave me a good balance between FFB and bump/kerb effects. If I increased the base and even with lowering the game gain the bump/kerb effects would become more jarring, like more aggressive than they should be relative to the ffb, even though I had them at 0% in the game settings.

With the FFB script on my usual settings it felt too light as you observed as well. I noticed with the script the FFB bar was more sensitive and I was clipping. I bumped my base to 100% and gain to 30% in game. This now gave me a good FFB feel and the bump/kerb effects are still balanced. If I turn off script with these settings - I again see too aggressive effects.

I havent done enough testing yet, but with the FFB script I do feel a bit more detail and the cars feel like they have more weight to them. Like less of that AC floaty feeling and when turning it doesnt feel as much like I am pulling on a band if that makes any sense.

Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Base at 100% and gain 100% too
I only have a Moza R5 with 5.5nm
I might try to change the "alternative ffb seetings" and see if its better

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Here's a question for those with better memories than me.

I'm trying to remember the name of a track, which is a fictional track imported from some earlier sim. It's kind of has a winding Scottish countryside feel, but the defining thing I remember is where you come down a long downhill sweeping right-hander past a pub where there's inappropriate Irish folk music blaring out... just before you cross a bridge.

Big thanks to anyone who can identify this for me!
 
Here's a question for those with better memories than me.

I'm trying to remember the name of a track, which is a fictional track imported from some earlier sim. It's kind of has a winding Scottish countryside feel, but the defining thing I remember is where you come down a long downhill sweeping right-hander past a pub where there's inappropriate Irish folk music blaring out... just before you cross a bridge.

Big thanks to anyone who can identify this for me!
Bannochbrae

 
I think it might be the alternate version, Misty Loch

Hmm. That sounds promising. And it's also suspiciously missing from my track library now, which is probably why I haven't been able to find it for months! :dunce:

Thanks. I'll reinstall it and see if the puzzle is solved.

EDIT: Bingo! You and samdale12 hit the jackpot. Thanks to you both for that. Much appreciated. (And thanks to Frank25 too for another good guess.)

:cheers:
 
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Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Using Simucube 1 20Nm 22-bit (4.2M) encoder I tried the alternative ffb script - I'm sure they were in there before, but maybe not this one? Yes lighter ffb, I like it better not just for granular road feeback, but also softer transition when I load/unload front of car with throttle particularly how a 911 responds mid-corner. More subtle instead of an unrealistic sort of thudding I had before (using real feel forces set for 18Nm). Particularly like feeling higher sliding forces. Only tested with zgshnk's Singer 911 so far, yet to try an open-wheeler but I don't drive them often. Script and Simucube driver setting attached.
 

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I noticed the same when I first tried it. Are you running your base at 100%?

I have the 20nm VRS DD, my usual setup was 50% on the base and around 40% gain in game. That gave me a good balance between FFB and bump/kerb effects. If I increased the base and even with lowering the game gain the bump/kerb effects would become more jarring, like more aggressive than they should be relative to the ffb, even though I had them at 0% in the game settings.

With the FFB script on my usual settings it felt too light as you observed as well. I noticed with the script the FFB bar was more sensitive and I was clipping. I bumped my base to 100% and gain to 30% in game. This now gave me a good FFB feel and the bump/kerb effects are still balanced. If I turn off script with these settings - I again see too aggressive effects.

I havent done enough testing yet, but with the FFB script I do feel a bit more detail and the cars feel like they have more weight to them. Like less of that AC floaty feeling and when turning it doesnt feel as much like I am pulling on a band if that makes any sense.

Anyone else on a DD base try out the new script and want to chime in? Seems the script works on both the standard physics and if you check extended physics too.
Until I read these posts I had not put 2 and 2 together because my ffb had been feeling weird over the last few days, very twitchy and grainy as hell when turning but i had not really sunk in the fact it was different. So I have now looked at the settings and the changes are very obvious to the feel and I guess everyone will be affected in a different way. I have tried most combinations in the csp ffb section and cant get the feel I want. However, I have now unchecked the active box completely and activated the experimental section in A/C ffb section. I now have my feedback running as I liked it before it was messed with. I'm running a csl dd 8nm that I run at 100% at base and 60% in game.

There's an old saying 'disturb 💩 and it smells'
 
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