Nice to hear.One purpose of dev updates is to tell people about something we think is noteworthy acheivement - important for motorsport simulation and interesting to motorsport simulation fan.
We didn't explain how ffb works (as in ffb in games), but what happens in real vehicles in regards to what will make it's way over to steering wheel (could say FFB real life counterpart).
Just to clarify another potential misunderstanding of our words, we didn't try to make ffb nice. We made it accurate, applying ordinary methods used irl. Fact that this approach works, just goes to prove how underlying physics engine is good. "Nice" ffb (aka realistic steering wheel feedback) is the end result and proof of that.
@Renato Simioni has mentioned on several occasions that the technique you use to design tracks also has an influence on FFB?
Would you be interested in shedding some light on where you have encountered "misfeatures" or "calibration issues" with the MADNESS physics engine and specifically the SETA tyre model + the forces it feeds into the FFB?
Are you at liberty to share which adjustments you've made to resolve these issues (if any)?
So far I've only seen it mentioned that you've upped the physics tick from 600 Hz to 720 Hz and that you're using as few filters as possible in the MADNESS FFB pipeline? I've also seen mention of the unsprung inertia calculation fix (an old rF1 bug)?