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Need to use Motec to find out virtual torque numbers ?

Discussion in 'Automobilista' started by Spinelli, Feb 28, 2016.

  1. Do we still need to use Motec to find out virtual torque numbers so we can set a certain virtual torque number (Nm) to equal 100% FFB output like in SCE? Or are we going to have a more convenient way of doing it like we can in rFactor 2 and iRacing?? This makes quite a difference to those with more powerful FFB wheels (I'd say those with 9 Nm and above).
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  2. Can you put that in plain English?
  3. Lol, sure. The cars in-game generate a virtual amount of steering torque. In rFactor 2 and iRacing, there is an option to define how much of this virtual torque will equal 100% FFB output. So you can tell the game, for example, "when the real car hit's 15 Nm of torque I want that to be 100% FFB". Then, if you also have your wheel setup to output a max of 15 Nm of torque, then your wheel will be outputting the same amount of torque as the game from 0 - 15 Nm.

    Essentially this allows you to drive at 1:1 game-to-real-life torque, or 2:1, or however you want to do it. This feature is very-much desired by people with powerful wheels ('d say maybe 10 Nm and above) so they can enjoy FFB from all cars at a relative strength.

    In iRacing, you have to go into the text files and change a number and then you'll see a slider in-game for Nm instead of % of FFB strength. In rFactor 2, you go into your controller text file and change the STC (Steering Torque Maximum) to whatever value you want to be 100% FFB output (note: the value entered for STC will be ignored unless it is higher than the particular car's NMST [Nominal Max Steering Torque] value but just ignore this for now).

    The only way to do this in SCE, from what I heard, is to use Motec to log a trace of yourself doing a few laps, then manually checking for the highest virtual torque your car hits at any point around the lap, then adjusting the RealFeel.ini (not sure how) according to this number. It's the "manual" way of doing it and you'd have to repeat this procedure for pretty-much every car on every track - checking all sorts of Motec log files and then adjusting the FFB settings accordingly. Quite the pain.
  4. Niels_at_home

    Reiza Studios

    We'll supply a 'no clipping' realfeel file separate soon, which will make the FFB feel extremely light on most cars but can be a starting point for the 'advanced user', and those with strong direct drive wheels.
  5. ouvert

    Premium Member

    Speaking about motec.. Does the rF data acquisition plugin still works? Or by any chance we ll get native MoTec output? @Niels_at_home ? :)
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  6. I can confirm that the rf data plugin works in ams ;)
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  7. Will you be able to tell the game how much of virtual steering torque = 100 FFB output signal like you can with iRacing and rFactor 2 or in some sort of similar way? This way you just leave the FFB multiplier at 1.0 for all cars and you tell the game, eg. "20 Nm virtual = 100% FFB output signal"?