DiRT Rally FFB tweak (no void)

That empty 10 - 2 position is now filled with glorious surface texture. Enjoy! Thanks Msportdan for the pad/wheel switch.

29/4
- Made some small changes to suspension and lateral settings.
30/4
- Updated to catch some feedback from tarmac
- Removed some overlap on suspension setting, feels cleaner now
- Reduced SelfAligningTorque - counter steering had too much resistance
- Switched collision settings to wheel; seems to add some nice effects
- Switched FFBSkid to wheel (these still need tweaking)

Steering resistance:
If anyone prefers the original resistance, change line 4 to:

<FFBEffectSelfAligningTorque device="wheel" scale="1.0"/>

or adjust to preference.

My wheel and settings:
T500RS default with 540 rotation.
In game:
Vibration 100
Strength 90
Weight 50

Open '\Steam\SteamApps\common\DiRT Rally\forcefeedback\effectsetup.xml' and replace contents entirely with the below. Make a backup of the original!


Code:
<?xml version="1.0" encoding="utf-8" ?>
<FFBEffects soloRampRate="1000" soloAttenuation="0">

   <FFBEffectSelfAligningTorque device="wheel" scale="0.5"/>

   <FFBlateral device="wheel" scale="1.0" velocityFactor="0.04" frictionGripScalar="55.0" frictionSurfaceScalar="6.5"/>

   <FFBCollision device="wheel" scale="0.75" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.3" sample="smallCollisionWheel"/>
   <FFBCollision device="wheel" scale="0.75" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.6" sample="largeCollisionWheel"/>

   <FFBSuspension device="wheel" scale="0.12" thresholdLow=".07" thresholdHigh=".4" freq="7" length="0.4" sample="suspensionWheel"/>
   <FFBSuspension device="wheel" scale="0.18" thresholdLow=".4" thresholdHigh="2.5" freq="5" length="0.4" sample="suspensionWheel"/>
   <FFBSuspension device="wheel" scale="1.0" thresholdLow="2.5" thresholdHigh="20.0" freq="5" length="0.4" sample="suspensionWheel"/>

   <FFBCollision device="wheel" scale="0.07" thresholdLow="0.01" thresholdHigh="0.6" damageZone="0" freq="20.0" length="0.1" sample="scrapeCollisionLow"/>
   <FFBCollision device="wheel" scale="0.07" thresholdLow="0.01" thresholdHigh="0.6" damageZone="0" freq="20.0" length="0.1" sample="scrapeCollisionHigh"/>
   <FFBCollision device="wheel" scale="2.0" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.2" sample="smallCollisionLow"/>
   <FFBCollision device="wheel" scale="2.0" thresholdLow="0.6" thresholdHigh="10.0" damageZone="0" freq="15.0" length="0.2" sample="smallCollisionHigh"/>
   <FFBCollision device="wheel" scale="2.5" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.5" sample="largeCollisionLow"/>
   <FFBCollision device="wheel" scale="2.5" thresholdLow="10.0" thresholdHigh="5000.0" damageZone="0" freq="10.0" length="0.5" sample="largeCollisionHigh"/>

   <FFBSkid device="wheel" scale="1.2" thresholdLow="0.9" thresholdHigh="1.1" thresholdMin="3.0" freqLow="4" freqHigh="30.0" load="1.0" length="0.2" sample="skidBack"/>
   <FFBSkid device="wheel" scale="1.6" thresholdLow="1.0" thresholdHigh="1.3" thresholdMin="3.0" freqLow="16.0" freqHigh="16.0" load="1.0" length="0.1" sample="skidFront"/>

   <FFBSuspension device="wheel" scale="0.25" thresholdLow="1.6" thresholdHigh="20.0" length="0.25" freq="7" sample="suspensionR1"/>
   <FFBSuspension device="wheel" scale="0.25" thresholdLow="1.6" thresholdHigh="20.0" length="0.25" freq="7" sample="suspensionL1"/>

   <FFBRevs device="wheel" scale="0.25" thresholdLow="0.1" thresholdHigh="1.2" freqLow="1" freqHigh="18.0" scaleLow="0.2" scaleHigh="0.95" length="0.05" sample="revEffect"/>

   <FFBSample name="scrapeCollisionLow" wave="9" envelope="61125521121"/>
   <FFBSample name="scrapeCollisionHigh" wave="9" envelope="98721" channel="1"/>

   <FFBSample name="smallCollisionLow" wave="9" envelope="986454321"/>
   <FFBSample name="smallCollisionLow" wave="9" envelope="982312531"/>
   <FFBSample name="smallCollisionHigh" wave="9" envelope="986454321" channel="1"/>
   <FFBSample name="smallCollisionHigh" wave="9" envelope="982312531" channel="1"/>

   <FFBSample name="skidBack" wave="9" envelope="0" channel="1" solo="1"/>
   <FFBSample name="skidFront" wave="9" envelope="9" channel="1" solo="1"/>
  
   <FFBSample name="largeCollisionLow" wave="9" envelope="98675462584" solo="1"/>
   <FFBSample name="largeCollisionLow" wave="9" envelope="98765432629" solo="1"/>
   <FFBSample name="largeCollisionHigh" wave="9" envelope="98675462594" channel="1" solo="1"/>
   <FFBSample name="largeCollisionHigh" wave="9" envelope="98765432628" channel="1" solo="1"/>

   <FFBSample name="suspensionR1" wave="9" envelope="9564720" channel="0"/>
   <FFBSample name="suspensionL1" wave="1" envelope="9564720" channel="1"/>

   <FFBSample name="revEffect" wave="91" envelope="9" channel="1"/>

   <FFBSample name="smallCollisionWheel" wave="124689" envelope="97654321000"/>
   <FFBSample name="largeCollisionWheel" wave="5697641345" envelope="9879987542312"/>

   <FFBSample name="suspensionWheel" wave="64" envelope="9"/>

</FFBEffects>
 
Last edited:
  • Deleted member 197115

Has anyone experienced issues with Simvibe and this profile?
For whatever reason from time to time it's causing transducers go berserk and vibrate non stop.
Seems like the latest version fixed that issue. May be simultaneous presence of "pad" and "wheel" controller in config was causing this, not sure.
 
Great Work - Thanks very much.

D - What settings do you use on the Thrustmaster profiler for Gain,nconstant, periodic and return to centre ?

Also what steering saturation do you use with 540 degrees rotation ?

I'm using a T300 GTE not a T500 but the settings generally translate well with a reduction in Gain or overall FFB strength in game.

Plus what is latest or best starting point for the settings.

Will be buying Dirt tonight and would like a good starting point to enjoy it rather than chasing around in circles with FFB and wheel settings.

Thanks again - I'm reading it is making a big difference and has persuaded me to buy it so Codies owe you. Would not be playable without passable FFB effects.

Cheers
 
Great Work - Thanks very much.

D - What settings do you use on the Thrustmaster profiler for Gain,nconstant, periodic and return to centre ?

Also what steering saturation do you use with 540 degrees rotation ?

I'm using a T300 GTE not a T500 but the settings generally translate well with a reduction in Gain or overall FFB strength in game.

Plus what is latest or best starting point for the settings.

Will be buying Dirt tonight and would like a good starting point to enjoy it rather than chasing around in circles with FFB and wheel settings.

Thanks again - I'm reading it is making a big difference and has persuaded me to buy it so Codies owe you. Would not be playable without passable FFB effects.

Cheers

I also have the T300 and I found these settings, along with the tweak shared in this thread, to be very good (note that I use the Wheel Stand pro v2, so too strong of ffb would tilt the whole stand).

Wheel driver settings:
460 degrees <--- Forget this, I've changed to 540 degrees
Overall strength: 66%
Constant: 100%
Periodic: 100%
Spring: 0%
Damper: 0%

In game settings:
Vibration strength. 100%
Wheel strength: 100%
Wheel weight: 0%


All deadzones: 0%
All saturation: 100%
Linearity: -1
 
Last edited:
When I get oversteer the ffb seems to be reversed? It resists my t500 to countersteer, while it should countersteer a bit from itself. Any way to get this working? To get the FFB more similar to rfactor with realfeel or LFS?
 
Disappointed with the opposite lock in this game, car doesn't counter steer it just locks up the wheel and you got to haul it back yourself.

Prefered your FFB to Codemasters though!
 
Please can some one help me with cam posission in Dirt Rally, i think cocpit cam is to far from dash bord and i dont want two stering wheels in front of me : ) And dashboard cam is to close to the windscrean, i want something in betwen. Thanks in advanse.
Bad englich i know, im from sweden : )
 
Hi guys, hope you can help. I have a G25 and have been using it in iracing for years with no issues. In Dirt Rally however I have this dead zone I can't seem to get rid of. Its not the feedback dead zone but actual reaction to the wheel in game.

Video attached to demonstrate what I mean

Thanks

 

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