PopsRacer v2021.10.31 -- SOP w/ two versions to compare
V2021.10.31 -- SOP Chassis - two versions to compare when adjusting the TONE slider control on the in-game FFB sliders.
-------------------------------------------------------------------------------------
PopsRacer V2021.10.11 -- SOP Chassis.
PopsRacer v2021.05.23
PopsRacer v2021.05.15 is now released for the public.
*****
If you love this, please post a review w your wheelbase and your settings.
A much better description and how to use the new features are is available in the PDF. This one really connects you to the road!
*** Version V02.14.2021 is now released for the public
Thank you for all the positive feedback and suggestions. Here's the update that includes what I was hinting at doing. The engine FX will now be set by adjusting a user variable in the text file. Engine FX is at 0 by default. The center boost strength is now controlled by the TONE slider. The center boost is a percent (%) over the normal volume strength. A good starting point might be a TONE of 10 or 15. I seem to typically have mine at about TONE 20. It feels pretty natural to me and the same feedback from some of you. Some cars may need more or less and everyone's tastes are different. Of course, some wheelbases cannot sustain the added forces and start clipping. There will always be a compromise depending on what you have. My mid-level wheelbase to DD handles this without any notable clipping. All racing games have clipping. Other games just do not show the histogram, etc. If this is a problem for your wheel, keep the TONE as low as possible. A TONE value of 0 will not add any forces at the center.
Here's a list or summary of the recent changes:
* The curbs (kerbs) are now driven by the tire physics. This is still adjustable with the FX game slider. My default FX setting is 30.
* The engine FX is off by default but can be adjusted by the USER VARIABLES in the text file. (ENGINE_VOLUME 0) My default setting is 30.
* The TONE slider now controls the center wheel boost. My default setting is 20.
* The steering torque has been rebalanced to give FWD and RWD more steering detail; oversteer, torque-pull, etc. More natural unboosted center feel and snap to center. All of this is physics-driven.
* The road detail through the GAIN slider has been adjusted to give better road detail.
* To give the most feedback, ABS TC and SC feel by default is left as the full raw feel of the tires. To change this, increase the USER VARIABLES below to adjust the reduction on ABS. (ABSTCSC 0.0) change this somewhere between 0.0 to 1.0. This will reduce some minimal feel of the tires to take away most of the ABS pulsing some of you might dislike.*
Wishing you all the best!
PopsRacer
***Version v12.21.2020 please read the instruction for the NEW usage of the in-game FFB slider settings!
This custom FFB is my love letter to Project Cars 2. What a fantastic and ambitious simulation. SMS, you really did have the physics very good, but what had been missing is a proper FFB (and sometimes car setup tweaks ie- geared LSD). With this updated custom FFB, PopsRacer FFB v12.21.2020 the tire physics can now be felt through your wheelbase! This custom FFB now is using the real-time finite element simulation of SETA tire carcass and SETA tire tread patch. It really brings this game’s physics to life – to our wheelbases! As always you can feel the amazing car chassis simulated, but now you will be able to feel the tires load up, the tire treads flexing, and feel the limit of the tires. You’ll know the difference between cold tires and warm tires - all of this feedback, through your wheelbase. Yes, you really do feel connected.
The current configuration and usage now uses the GAIN slider to control the amount of physics-based road detail. The VOLUME slider controls the amount of steering force coming through the wheel. Each car will need to be set a little differently. I’d highly recommend assigning/binding buttons on your wheel to increase or decrease the volume while driving. Both of these slider controls are pure physics coming to our wheelbases. There is so much information coming from the game that this needed to be reduced back to an acceptable level. It really feels amazing!
To add more immersion, the TONE slider controls the amount of engine FX coming to your wheel. This has been unchanged in my FFB for a while. The FX slider only controls the added kerb (curb) strength. The added sharpness is nice, but some may prefer this set to zero as the GAIN slider for the road detail picks up a lot of these fine details.
My current in-game settings on my Fanatec CSW V2.5 are:
GAIN 30
VOLUME 50 * This changes per car that you are driving. Ex - McLaren GT3 I set it to 40.
TONE 30
FX 30
My Fanatec wheelbase settings are:
SEN Auto
FF 100
SHO 000
ABS 000
DRI OFF
FOR 100
SPR OFF
DPR 50
FEI 020 * Change this on your wheel if you want more/less sharper feedback
Please spread the word. Race online, setup leagues, make videos about it, tell everyone, and please support the PCars 2 community! Keep additional content coming!
SMS, Reiza, Codemasters, and even modders... I will gladly pay for added DLC.
Cheers!
PopsRacer
This is my pride and joy! Please don't let this SIM die!
----------------------------------------------------------------------------
REPOST from ProjectCars forum:
To all the pretend racers out there, I too am very disappointed by the surprise announcement about the Project Cars 3 non-simulator. It's not a total surprise as the simulation side of things has been transferred to Reiza Studios and its Automobilista 2 game (AMS2). I really just hope that Reiza and SMS would keep updating PCars2 w/ downloadable car and track content. Could you imagine a Reiza Track pack? Anyway, Project Cars 2 still has a special place in my heart and brings much more interest to me and my pretend racing hobby as the cars and tracks appeal much higher to me than AMS2. And now with my release of revised FFB files combined from SMS, Hugo Vai, and Christiaan Pures FFB I've developed a new hybrid FFB that IMHO rivals all other sim games. I was on a mission w/ Christiaan’s FFB v1.06 to make a list of all the FFB settings that brought the best out of every car (most cars). I was enjoying v1.06 immensely but realized every car was so different. Every car would need a cheat sheet or a couple of practice laps before any race to get the feel it needed. This was the case with every FFB out there.
About a month or so ago I revisited the forums and found Christiaan’s 2.0 Beta 1 file. I quickly loaded this up and was blown away. All cars were within the range of each other w/ their feel. The histogram bar graphs were now subdued. The cars felt great even without added FX. I did miss the added FX that wasn’t in his Beta release and it seems Christiaan has had some bad luck w/ his hardware so I decided to look into the other FFB files to help accelerate something that I really enjoyed racing. I tested the SMS original pure FFB and was surprised how decent that really was. It wasn’t strong or abrupt but worked by giving the necessary feels. I decided to combine what I could tell to be the best, at the moment, into my PopsRacerFFB file. This was the first time I ever tried to make a custom FFB. I decided to change a few things. No longer is TONE the way the car’s grip-slip feels back to your wheel. IMO that was ridiculous and was convoluted. I always wondered, “shouldn’t you get into a pretend car, and shouldn’t it feel like the pretend car you are driving” only to change the strength of the FFB to your wheel and your preference. Anyways, TONE is now the FFB strength of the engine vibrations (an added FX controlled by the TONE 0-100 setting). The engine vibrations are borrowed from Hugo Vai’s FFB file w/ some tweaks, of course. As I mentioned, the magic really happened in Christiaan’s simplified 2.0 Beta 1. This let me realize that the true forces in the game where all there. Not perfect, but all there and very good. The physics of the tire and rack were great, but the amount of grip loss was Project Cars 2 major flaw (and sometimes curbs). I kept experimenting using the simple Notepad editor. I don’t even know if the FFB variables are documented anywhere, but I think I’ve come up with something very special. I hope this helps keep interest in racing Project Cars 2. I’ve been working on this for the past month+, when I can. The curbs feel like curbs. The road scrubbing really scrubs, and the wheels locking up feels really great. You can still feel elevation changes. It’s the best I’ve felt in any game. Nothing is perfect and nothing is ever done, but I think I’ve added some longevity to this game over AC, ACC, AMS2, RF2, and RRE. Long live Project Cars 2! And I still have a glimmer of hope SMS does justice on PCars3 and improves on the simulation side of things.
My test wheel has only been on my Fanatec Club Sport v2.5 wheelbase. I’ve documented this in the txt file, but will relist my current settings on my wheel here:
• SEN Auto
• FF 100
• SHO 000 ### I don't believe PCars2 uses this function
• ABS 000 ### I don't believe PCars2 uses this function
• DRI OFF
• FOR 100
• SPR OFF
• DPR OFF
• FEI 030 ### Increase this on your wheel if you want more/less sharper feedback
My PCars2 settings are the following: 07.30.2020
• Flavor CUSTOM # of course ��
• GAIN 100 # Gives the most headroom
• VOLUME 50 # Configure 2 buttons on your wheel + and – to change on the fly.
• TONE 45 # Engine FX strength
• FX 33 # Road feel FX strength
• Menu Spring 0
Once you setup the games settings the only thing I seem to have to tinker with is the strength (VOLUME) of the FFB per car. They are all mostly within a small range (usually 30 – 50) per car class. My base settings as stated above work great for me and my wheelbase. Assign buttons to increase or decrease the VOLUME and off you go. Your wheelbase and your tastes will vary. IMHO the GT1, GT3, GT4, and Prototype cars never felt this good. Help me make this better. Feedback or tweaks to the file to make a true community collaboration would be wonderful. I’m very curious about what this feels like on other wheels makes.
Let’s keep hope for the best racing sim. Please spread the word. Social media isn’t what I know best.
--------------------------------
100's of late midnight hours have been poured into this by me -- PopsRacer. Please donate and buy me a cup of coffee. New improvements being tested -- I truly could use a cup of Joe (coffee)! Thank you for your positive feedback!
https://www.buymeacoffee.com/PopsRacer
SETUP TIPS FOR EVERYONE TO START-OFF ON THIS FFB FILE:
1) Bind buttons on your wheel or keyboard or button box to + and - the Volume in the game. Each car needs a slight tweak of the Volume.
2) Setup the games FF starting values to:
Gain = 100
Volume = 30 (starting point)
TONE = 0
FX = 0
3) Drive your favorite car and track. I'd suggest a GT/Race car and not a street car. Use PC2's default car setups Loose or Stable.
4) Tweak the Volume to a comfortable feel where you love the feel.
5) Pause the game and slowly increase the FX to 5, 10, 15, 20, etc. This will help you to find out your preference of FX.
6) After you like the FX do the same thing for TONE. Pause the game and slowly increase the TONE (this is now the engine FX).... Do the same thing and slowly increase its value in the game. Engine FX will probably be kept off or super low by most people.
Once you have your TONE and FX to your liking you can "set it and forget it". That stays the same w/ all cars. I've found that the volume will need adjusting when jumping into different cars.
Posting your values for your particular wheel may help others that like the same feel or at least give them a good baseline starting point.
Thanks again,
PopsRacer
V2021.10.31 -- SOP Chassis - two versions to compare when adjusting the TONE slider control on the in-game FFB sliders.
PopsRacer FFB v2021.10.31 - Two SOP versions.zip - Orangedox
dl.orangedox.com
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PopsRacer V2021.10.11 -- SOP Chassis.
- V2021.10.11
- Full Seat Of Pants (SOP) car chassis lets you feel what the back end of the car is doing, including the LSD.
- Internal rebalancing lets you feel the traction loss.
- Full SETA
- Full Tire Patch
- Real curbs feel
- Return of PC2's easy default in-game slider
- GAIN is gain (default 100)
- VOLUME is volume (default starting point is 50)
- TONE is tone (default 50 - pure balanced physics)
- more information of what is balanced in the FFB tx file
- FX is fx road feel (my default is 30)
- PDF of my recommended cars/tracks
- PDF of my recommended car vs. other sims
- AC, ACC, AMS1, RF2, RR
PopsRacer FFB v2021.10.11 - Full SOP chassis.zip - Orangedox
dl.orangedox.com
PopsRacer v2021.05.23
- V2021.05.23 FFB
- A low-speed shake reduction has been implemented due to the added forces from the LSFB the dynamic tire calculations needed to be weakened at very low speed. This only filters out the wheel shake between 0 and 5kph (3mph).
- A 2nd version for T300 wheels is include. The 2nd version for the T300 doesn’t filter out as much detail (basically it is exactly the same as Logitech’s version, but w the T300’s Deadzone setting)
- V2021.05.23 Corner Names
Corrected Bathurst to work properly- Added v2021.05.23
- Brno-GP
- Dubai_Autodrome-Club
- Dubai_Autodrome-GP
- Dubai_Autodrome-International
- Dubai_Autodrome-National
- Complete Track Names list (36 track w names)
- Added v2021.05.23
PopsRacer v2021.05.15 is now released for the public.
*****
If you love this, please post a review w your wheelbase and your settings.
A much better description and how to use the new features are is available in the PDF. This one really connects you to the road!
- Kerb strength is now adjusted by a USER variable inside the FFB text file (I've run out of in-game sliders).
- The Tone slider is now Low-Speed Force Boost (LSFB).
- The FX slider now allows the user to decide the balance between tire patch (0 zero) and tire carcass (100) and anything in-between.
- The overall wheel force has been rebalanced. This allows the LSFB to balance the feel of the steering/grip very similar to ACC and RF2.
- Engine oscillation volume is now a USER variable inside the FFB text file (I've run out of in-game sliders).
*** Version V02.14.2021 is now released for the public
Thank you for all the positive feedback and suggestions. Here's the update that includes what I was hinting at doing. The engine FX will now be set by adjusting a user variable in the text file. Engine FX is at 0 by default. The center boost strength is now controlled by the TONE slider. The center boost is a percent (%) over the normal volume strength. A good starting point might be a TONE of 10 or 15. I seem to typically have mine at about TONE 20. It feels pretty natural to me and the same feedback from some of you. Some cars may need more or less and everyone's tastes are different. Of course, some wheelbases cannot sustain the added forces and start clipping. There will always be a compromise depending on what you have. My mid-level wheelbase to DD handles this without any notable clipping. All racing games have clipping. Other games just do not show the histogram, etc. If this is a problem for your wheel, keep the TONE as low as possible. A TONE value of 0 will not add any forces at the center.
Here's a list or summary of the recent changes:
* The curbs (kerbs) are now driven by the tire physics. This is still adjustable with the FX game slider. My default FX setting is 30.
* The engine FX is off by default but can be adjusted by the USER VARIABLES in the text file. (ENGINE_VOLUME 0) My default setting is 30.
* The TONE slider now controls the center wheel boost. My default setting is 20.
* The steering torque has been rebalanced to give FWD and RWD more steering detail; oversteer, torque-pull, etc. More natural unboosted center feel and snap to center. All of this is physics-driven.
* The road detail through the GAIN slider has been adjusted to give better road detail.
* To give the most feedback, ABS TC and SC feel by default is left as the full raw feel of the tires. To change this, increase the USER VARIABLES below to adjust the reduction on ABS. (ABSTCSC 0.0) change this somewhere between 0.0 to 1.0. This will reduce some minimal feel of the tires to take away most of the ABS pulsing some of you might dislike.*
Wishing you all the best!
PopsRacer
***Version v12.21.2020 please read the instruction for the NEW usage of the in-game FFB slider settings!
This custom FFB is my love letter to Project Cars 2. What a fantastic and ambitious simulation. SMS, you really did have the physics very good, but what had been missing is a proper FFB (and sometimes car setup tweaks ie- geared LSD). With this updated custom FFB, PopsRacer FFB v12.21.2020 the tire physics can now be felt through your wheelbase! This custom FFB now is using the real-time finite element simulation of SETA tire carcass and SETA tire tread patch. It really brings this game’s physics to life – to our wheelbases! As always you can feel the amazing car chassis simulated, but now you will be able to feel the tires load up, the tire treads flexing, and feel the limit of the tires. You’ll know the difference between cold tires and warm tires - all of this feedback, through your wheelbase. Yes, you really do feel connected.
The current configuration and usage now uses the GAIN slider to control the amount of physics-based road detail. The VOLUME slider controls the amount of steering force coming through the wheel. Each car will need to be set a little differently. I’d highly recommend assigning/binding buttons on your wheel to increase or decrease the volume while driving. Both of these slider controls are pure physics coming to our wheelbases. There is so much information coming from the game that this needed to be reduced back to an acceptable level. It really feels amazing!
To add more immersion, the TONE slider controls the amount of engine FX coming to your wheel. This has been unchanged in my FFB for a while. The FX slider only controls the added kerb (curb) strength. The added sharpness is nice, but some may prefer this set to zero as the GAIN slider for the road detail picks up a lot of these fine details.
My current in-game settings on my Fanatec CSW V2.5 are:
GAIN 30
VOLUME 50 * This changes per car that you are driving. Ex - McLaren GT3 I set it to 40.
TONE 30
FX 30
My Fanatec wheelbase settings are:
SEN Auto
FF 100
SHO 000
ABS 000
DRI OFF
FOR 100
SPR OFF
DPR 50
FEI 020 * Change this on your wheel if you want more/less sharper feedback
Please spread the word. Race online, setup leagues, make videos about it, tell everyone, and please support the PCars 2 community! Keep additional content coming!
SMS, Reiza, Codemasters, and even modders... I will gladly pay for added DLC.
Cheers!
PopsRacer
This is my pride and joy! Please don't let this SIM die!
----------------------------------------------------------------------------
REPOST from ProjectCars forum:
To all the pretend racers out there, I too am very disappointed by the surprise announcement about the Project Cars 3 non-simulator. It's not a total surprise as the simulation side of things has been transferred to Reiza Studios and its Automobilista 2 game (AMS2). I really just hope that Reiza and SMS would keep updating PCars2 w/ downloadable car and track content. Could you imagine a Reiza Track pack? Anyway, Project Cars 2 still has a special place in my heart and brings much more interest to me and my pretend racing hobby as the cars and tracks appeal much higher to me than AMS2. And now with my release of revised FFB files combined from SMS, Hugo Vai, and Christiaan Pures FFB I've developed a new hybrid FFB that IMHO rivals all other sim games. I was on a mission w/ Christiaan’s FFB v1.06 to make a list of all the FFB settings that brought the best out of every car (most cars). I was enjoying v1.06 immensely but realized every car was so different. Every car would need a cheat sheet or a couple of practice laps before any race to get the feel it needed. This was the case with every FFB out there.
About a month or so ago I revisited the forums and found Christiaan’s 2.0 Beta 1 file. I quickly loaded this up and was blown away. All cars were within the range of each other w/ their feel. The histogram bar graphs were now subdued. The cars felt great even without added FX. I did miss the added FX that wasn’t in his Beta release and it seems Christiaan has had some bad luck w/ his hardware so I decided to look into the other FFB files to help accelerate something that I really enjoyed racing. I tested the SMS original pure FFB and was surprised how decent that really was. It wasn’t strong or abrupt but worked by giving the necessary feels. I decided to combine what I could tell to be the best, at the moment, into my PopsRacerFFB file. This was the first time I ever tried to make a custom FFB. I decided to change a few things. No longer is TONE the way the car’s grip-slip feels back to your wheel. IMO that was ridiculous and was convoluted. I always wondered, “shouldn’t you get into a pretend car, and shouldn’t it feel like the pretend car you are driving” only to change the strength of the FFB to your wheel and your preference. Anyways, TONE is now the FFB strength of the engine vibrations (an added FX controlled by the TONE 0-100 setting). The engine vibrations are borrowed from Hugo Vai’s FFB file w/ some tweaks, of course. As I mentioned, the magic really happened in Christiaan’s simplified 2.0 Beta 1. This let me realize that the true forces in the game where all there. Not perfect, but all there and very good. The physics of the tire and rack were great, but the amount of grip loss was Project Cars 2 major flaw (and sometimes curbs). I kept experimenting using the simple Notepad editor. I don’t even know if the FFB variables are documented anywhere, but I think I’ve come up with something very special. I hope this helps keep interest in racing Project Cars 2. I’ve been working on this for the past month+, when I can. The curbs feel like curbs. The road scrubbing really scrubs, and the wheels locking up feels really great. You can still feel elevation changes. It’s the best I’ve felt in any game. Nothing is perfect and nothing is ever done, but I think I’ve added some longevity to this game over AC, ACC, AMS2, RF2, and RRE. Long live Project Cars 2! And I still have a glimmer of hope SMS does justice on PCars3 and improves on the simulation side of things.
My test wheel has only been on my Fanatec Club Sport v2.5 wheelbase. I’ve documented this in the txt file, but will relist my current settings on my wheel here:
• SEN Auto
• FF 100
• SHO 000 ### I don't believe PCars2 uses this function
• ABS 000 ### I don't believe PCars2 uses this function
• DRI OFF
• FOR 100
• SPR OFF
• DPR OFF
• FEI 030 ### Increase this on your wheel if you want more/less sharper feedback
My PCars2 settings are the following: 07.30.2020
• Flavor CUSTOM # of course ��
• GAIN 100 # Gives the most headroom
• VOLUME 50 # Configure 2 buttons on your wheel + and – to change on the fly.
• TONE 45 # Engine FX strength
• FX 33 # Road feel FX strength
• Menu Spring 0
Once you setup the games settings the only thing I seem to have to tinker with is the strength (VOLUME) of the FFB per car. They are all mostly within a small range (usually 30 – 50) per car class. My base settings as stated above work great for me and my wheelbase. Assign buttons to increase or decrease the VOLUME and off you go. Your wheelbase and your tastes will vary. IMHO the GT1, GT3, GT4, and Prototype cars never felt this good. Help me make this better. Feedback or tweaks to the file to make a true community collaboration would be wonderful. I’m very curious about what this feels like on other wheels makes.
Let’s keep hope for the best racing sim. Please spread the word. Social media isn’t what I know best.
--------------------------------
100's of late midnight hours have been poured into this by me -- PopsRacer. Please donate and buy me a cup of coffee. New improvements being tested -- I truly could use a cup of Joe (coffee)! Thank you for your positive feedback!
https://www.buymeacoffee.com/PopsRacer
SETUP TIPS FOR EVERYONE TO START-OFF ON THIS FFB FILE:
1) Bind buttons on your wheel or keyboard or button box to + and - the Volume in the game. Each car needs a slight tweak of the Volume.
2) Setup the games FF starting values to:
Gain = 100
Volume = 30 (starting point)
TONE = 0
FX = 0
3) Drive your favorite car and track. I'd suggest a GT/Race car and not a street car. Use PC2's default car setups Loose or Stable.
4) Tweak the Volume to a comfortable feel where you love the feel.
5) Pause the game and slowly increase the FX to 5, 10, 15, 20, etc. This will help you to find out your preference of FX.
6) After you like the FX do the same thing for TONE. Pause the game and slowly increase the TONE (this is now the engine FX).... Do the same thing and slowly increase its value in the game. Engine FX will probably be kept off or super low by most people.
Once you have your TONE and FX to your liking you can "set it and forget it". That stays the same w/ all cars. I've found that the volume will need adjusting when jumping into different cars.
Posting your values for your particular wheel may help others that like the same feel or at least give them a good baseline starting point.
Thanks again,
PopsRacer