FFB Custom Settings
FFB Custom Settings
###########################################################
# Daniels V7000 Topspeed 2 for all (dd bases) and for Fanatec Clubsport Wheelbase
2.5 (Belt-Base)
# File 3
# The file was tested and adjusted with a Simucube 2 Pro / Moza R21 V2 and Simagic
Alpha Evo with wheels with a diameter of 30-32cm
# All following base settings and all in-game settings are based on this custom
file V7000 Topspeed 2
# I recommend slightly increasing the in-game setting (FX) for all (Ralley Cars)
Formula Dirt Cars / KART CROSS Cars / RX Cars / Karts as indicated
# In addition, I recommend to use the static force regulation for these cars on
bases with this function (Simucube2/Assetek/VRS/Simagic Evo Pro) as indicated
###################################################################################
#################################################
###################################################################################
#################################################
# Base/ TRUEDRIVE:
# Basic Settings:
# Max Strength: 40% - 50% (Depending on the car)
# Steering Range: 900
# Mechanical Feel:
# Damping: 0%
# Friction: 5%
# Inertia: 0% (Can be increased for very light wheels)
# Smoothness:
# Reconstruction Filter: 5
# Slew rate limit: OFF
# Torque Bandwidth: oo
# Advanced:
# Static force reduction: 3-6% (Reduces the high forces in curves and increases
the feedback of fine details ) for Ralley Cars 15-25%
# Ultra low latency: 0%
# Torque linearity: 1.0
# Bumpstop Feel: Medium or Hard
# Bumpstop range: 900
# Notch Filter:
# Center frequency (Hz): Off
# Game Effects:
# Damping: 100
# Friction: 100
# Spring: 100
# Sine wave: 100
# Square wave: 100
# Sawtooth Wave: 100
# Triangle Wave: 100
###################################################################################
##
# For Simucube 2 Sport 17Nm
# Base/ TRUEDRIVE:
# Basic Settings:
# Max Strength: 60% - 70% (Depending on the car)
# Steering Range: 900
# Mechanical Feel:
# Damping: 0%
# Friction: 5%
# Inertia: 0% (Can be increased for very light wheels)
# Smoothness:
# Reconstruction Filter: 5
# Slew rate limit: OFF
# Torque Bandwidth: oo
# Advanced:
# Static force reduction: 3-6% (Reduces the high forces in curves and increases
the feedback of fine details ) for Ralley Cars 15-25%
# Ultra low latency: 0%
# Torque linearity: 1.0
# Bumpstop Feel: Medium or Hard
# Bumpstop range: 900
# Notch Filter:
# Center frequency (Hz): Off
# Game Effects:
# Damping: 100
# Friction: 100
# Spring: 100
# Sine wave: 100
# Square wave: 100
# Sawtooth Wave: 100
# Triangle Wave: 100
###################################################################################
##
# Basic Settings:
# Maximum Steering Angle: 900
# Synchronous: ON
# Soft limit stiffness: 3
# Soft limit strength: Hard
# Soft limit game force strength: On
# Game Force Feedback Intensity: 45% - 57% (Depending on the car)
# Professionel Game Force Feedback Intensity: 45% - 57% (Depending on the car)
# Maximum Output Torque Limit: 95%
# Force Feedback Reversal: Off
# Hands-Off Protection: Off (Do not set it to On because it can cause anomalies in
the FFB)
# Maximum Wheel Speed: 100%
# Advanced Settings:
# Force Feedback Interpolation: 0
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 150%
# Wheel Spring Strength: 0%
###################################################################################
#
# Basic Settings:
# Maximum Steering Angle: 900
# Synchronous: ON
# Soft limit stiffness: 3
# Soft limit strength: Hard
# Soft limit game force strength: On
# Game Force Feedback Intensity: 60% - 75% (Depending on the car)
# Professionel Game Force Feedback Intensity: 60% - 75% (Depending on the car)
# Maximum Output Torque Limit: 95%
# Force Feedback Reversal: Off
# Hands-Off Protection: Off (Do not set it to On because it can cause anomalies in
the FFB)
# Maximum Wheel Speed: 100%
# Advanced Settings:
# Force Feedback Interpolation: 0
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 150%
# Wheel Spring Strength: 0%
###################################################################################
##
# Basic Settings:
# Maximum Steering Angle: 900
# Synchronous: ON
# Soft limit stiffness: 3
# Soft limit strength: Hard
# Soft limit game force strength: On
# Game Force Feedback Intensity: 80% - 100% (Depending on the car)
# Professionel Game Force Feedback Intensity: 80% - 100% (Depending on the car)
# Maximum Output Torque Limit: 95%
# Force Feedback Reversal: Off
# Hands-Off Protection: Off (Do not set it to On because it can cause anomalies in
the FFB)
# Maximum Wheel Speed: 100%
# Advanced Settings:
# Force Feedback Interpolation: 0
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 150%
# Wheel Spring Strength: 0%
###################################################################################
##
# Basic Settings:
# Maximum Steering Angle: 900
# Synchronous: ON
# Soft limit stiffness: 3
# Soft limit strength: Hard
# Soft limit game force strength: On
# Game Force Feedback Intensity: 100% (Depending on the car)
# Professionel Game Force Feedback Intensity: 100% (Depending on the car)
# Maximum Output Torque Limit: 100%
# Force Feedback Reversal: Off
# Hands-Off Protection: Off (Do not set it to On because it can cause anomalies in
the FFB)
# Maximum Wheel Speed: 80%
# Advanced Settings:
# Force Feedback Interpolation: 0
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 150%
# Wheel Spring Strength: 0%
###################################################################################
##
# Base/Fanalab:
# SEN: Auto
# FFB: 50-60% (Depending on the car)
# FFS: Peak
# NDP: 0%
# NFR: 5%
# NIN: 0% (Can be increased for very light wheels)
# INT: OFF
# FEI: 20%-30%
# FOR: 100%
# SPR: 100%
# DPR: 100%
# BLI: OFF
###################################################################################
##
# Base/Fanalab:
# SEN: Auto
# FFB: 40-50% (Depending on the car)
# FFS: Peak
# NDP: 0%
# NFR: 5%
# NIN: 0% (Can be increased for very light wheels)
# INT: OFF
# FEI: 20%-30%
# FOR: 100%
# SPR: 100%
# DPR: 100%
# BLI: OFF
###################################################################################
##
# Base/Fanalab:
# SEN: Auto
# FFB: 100%
# FFS: Peak
# NDP: 0%
# NFR: 5%
# NIN: 0% (Can be increased for very light wheels)
# INT: OFF
# FEI: 40% - 50%
# FOR: 100%
# SPR: 100%
# DPR: 100%
# BLI: OFF
###################################################################################
##
# Base/Fanalab:
# SEN: Auto
# FFB: 80-100% (Depending on the car)
# FFS: Peak
# NDP: 0%
# NFR: 5%
# NIN: 0% (Can be increased for very light wheels)
# INT: OFF (For 2nd Variant 3-4)
# FEI: 40% - 50% (For 2nd Variant 80%)
# FOR: 100%
# SPR: 100%
# DPR: 100%
# BLI: OFF
###################################################################################
##
# Base/Fanalab:
# SEN: Auto
# FFB: 60-75% (Depending on the car)
# FFS: Peak
# NDP: 0%
# NFR: 5%
# NIN: 0% (Can be increased for very light wheels)
# INT: OFF (For 2nd Variant 3-4)
# FEI: 40% - 50% (For 2nd Variant 80%)
# FOR: 100%
# SPR: 100%
# DPR: 100%
# BLI: OFF
###################################################################################
####
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 100%
# Smoothness: 1 or 2
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0-5
# Mechanical:
# Max. Torque: 10Nm
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Feedback Frequency: 0
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Spring: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 60-75% (Depending on the car)
# Smoothness: 1 or 2
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0-5
# Mechanical:
# Max. Torque: 15Nm
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Feedback Frequency: 0
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Spring: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
# For Simagic Ultimate 23Nm
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 42-52% (Depending on the car)
# Smoothness: 1 or 2
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0-5
# Mechanical:
# Max. Torque: 23Nm
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Feedback Frequency: 0
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Spring: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 100%
# Filter Level: 0
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0
# Mechanical:
# Dynamic Prediction Level: 0
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Slew Rate Control: 5%
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Centering: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 83-100% (Depending on the car)
# Filter Level: 0
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0
# Mechanical:
# Dynamic Prediction Level: 0
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Slew Rate Control: 5%
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Centering: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
# For Simagic Alpha Evo Pro (18Nm)
# Steer Settings:
# Angle: 900
# Hard Lock Angle: 900
# Limit Strength: Normal
# Basic Settings:
# Force Feedback: 55-70% (Depending on the car)
# Filter Level: 0
# Wheel Rotation Speed: 80% (40% for Rally Cars Drift Mode)
# Feedback Detail: 0
# Mechanical:
# Dynamic Prediction Level: 0
# Steering Torque Assist: 3-6% (Reduces the high forces in curves and increases the
feedback of fine details ) for Ralley Cars 15-25%
# Mechanical Damper: 0%
# Mechanical Friction: 8%
# Mechanical Inertia: 0% (Can be increased for very light wheels)
# Slew Rate Control: 5%
# Other Effects:
# Mechanical Spring: 0%
# Center Damper: 0%
# Game Inertia: 100
# Game Centering: 100
# Game Damper: 100
# Game Friction: 100
###################################################################################
##
###################################################################################
##
###################################################################################
##
###################################################################################
##
# General:
# Rotation degres: 900
# Max force: 50-60% (Depending on the car)
# Damping: 0%
# Friction: 5%
# Inertia: 0% (Can be increased for very light wheels)
# Spring 0%
# Filters:
# smoothing: Soft 2 or 3
# Static force reduction: 3-6% (Reduces the high forces in curves and increases
the feedback of fine details) for Ralley Cars 15-25%
# Non linearity: 0%
# Slew rate: Performance
# End stops:
# End stop max force: 100%
# End stop stiffness: 3
# Soft end stop: OFF
# Soft end stop degres: 900
###################################################################################
# Base Settings:
# Steering Range: 900
# Power: 60-75% (Depending on the car)
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 0% (Can be increased for very light wheels)
# Idle Spring: 0%
# Game Effects:
# Effects Intenity: 100%
# CF Filter: 50%
# Q Filter: 50%
# Game Friction: 50%
# Game Spring: 50%
# Assistance:
# FFB invert: OFF
# Hands-off protection: Disable
# End stop strength: Hard
# High speed stability assist: all Linear
# Overheat protection:
# Temperatur threshold 85 C
###################################################################################
###
# Base Settings:
# Steering Range: 900
# Power: 80-100% (Depending on the car)
# Natural Damping: 0%
# Natural Friction: 5%
# Natural Inertia: 0% (Can be increased for very light wheels)
# Idle Spring: 0%
# Game Effects:
# Effects Intenity: 100%
# CF Filter: 50%
# Q Filter: 50%
# Game Friction: 50%
# Game Spring: 50%
# Assistance:
# FFB invert: OFF
# Hands-off protection: Disable
# End stop strength: Hard
# High speed stability assist: all Linear
# Overheat protection:
# Temperatur threshold 85 C
###################################################################################
###
# For Thrustmaster T818 10Nm
# Rotation: 900
###################################################################################
###
# Base Settings:
# Operating Angle: 900
# Dampener: 0
# Strength: 11Nm
# Force Feedback Filter: 0-8 (Test different levels to achieve the best result)
###################################################################################
####
# Base Settings:
# High Torque Mode: ON
# Configs: default-Road
# General:
# Boost: ON
# Max Force: 10Nm
# Effects Gain: 100%
# Mechanical Friction: 5%
# Mechanical Damper: 0%
# Mechanical Inertia: 0%
# Filter Frequency: 60-300 Hz (Find the ideal frequency for Ams2 to eliminate high
frequency sounds)
# Filter Sharpness: 100%
# Steering:
# Range: 900
# Limit Force: 100%
# Rotation Speed: 0%
# Centering Force:
# Force: 0%
# Directinputs Effects:
# Friction: 0%
# Damper: 0%
# Spring: 0%
# Inertia: 0%
###################################################################################
###
# Base Settings:
# High Torque Mode: ON
# Configs: default-Road
# General:
# Boost: ON
# Max Force: 18Nm
# Effects Gain: 55-65% (Depending on the car)
# Mechanical Friction: 5%
# Mechanical Damper: 0%
# Mechanical Inertia: 0%
# Filter Frequency: 60-300 Hz (Find the ideal frequency for Ams2 to eliminate high
frequency sounds)
# Filter Sharpness: 100%
# Steering:
# Range: 900
# Limit Force: 100%
# Rotation Speed: 0%
# Centering Force:
# Force: 0%
# Directinputs Effects:
# Friction: 0%
# Damper: 0%
# Spring: 0%
# Inertia: 0%
###################################################################################
###
# In Game:
# Gain 63-68%
# LFB 0%
# FX 15-20% or for all Ralley Cars and Karts 20-30%
# Damping 5%
# Base/Fanalab:
# SEN: Auto
# FFB: 100%
# DRI: -1 or 0
# FEI: 60%-70%
# FOR: 100%
# SPR: OFF
# DPR: OFF
###################################################################################
###
#
# Madness bug madness
#
# Create many vars here so the madness bug will hit that.
#
(madness_bug1 1.0)
(madness_bug2 1.0)
(madness_bug3 1.0)
(madness_bug4 1.0)
(madness_bug5 1.0)
(madness_bug6 1.0)
(madness_bug7 1.0)
(madness_bug8 1.0)
(madness_bug9 1.0)
(madness_bug10 1.0)
(madness_bug11 1.0)
(madness_bug12 1.0)
(madness_bug13 1.0)
(madness_bug14 1.0)
(madness_bug15 1.0)
(madness_bug16 1.0)
(madness_bug17 1.0)
(madness_bug18 1.0)
(madness_bug19 1.0)
(madness_bug20 1.0)
(madness_bug21 1.0)
(madness_bug22 1.0)
(madness_bug23 1.0)
(madness_bug24 1.0)
(madness_bug25 1.0)
(madness_bug26 1.0)
(madness_bug27 1.0)
(madness_bug28 1.0)
(madness_bug29 1.0)
(madness_bug30 1.0)
(dt 0.0033333333333333333333333333333333333))
###########################################################
#
# Main dials
#
(master_rack 0.90)
(master_road 1.30)
(master_effects 1.55)
(gain2 (min 1 gain))
(lfb_slider2 (* 0.6 (power (/ (+ 0.05 lfb_slider) 0.95) 1.2)))
(df_compression (power (max 0 (* (/ 1 0.6) (- gain2 0.4))) 1.5))
#(df_compression 0.27)
(damping damping_slider)
###########################################################
#
# Rack settings
#
(tighten_range 0.030)
(tighten_falloff 0.010)
(power_steering_angle 0.06)
(tyre_initial_resist 3.5)
(tyre_resistance1_timing 0.000)
(tyre_resistance1_lo_df 1.00)
(tyre_resistance1_hi_df 1.00)
(rack_friction (* damping 0.70))
(lfb_slider_strength 1.00)
(center_full (blend (min 1.00 (* lfb_slider 12)) 1.0 0.0))
(over_steer_scale 2.80)
(under_steer_scale 2.15)
(exaggerate_front_load_feel 1.93)
(exaggerate_front_load_feel_hi_df 1.93)
(limit_high_df 1.0)
(velocity_res_scale 0.62)
(velocity_res_offset 0.55)
(vel_rot_scale 1.00)
(vel_rot_limit_coef 1.35)
(static_force_reduction_timing 2.00)
(normal_static_force_reduction 0.00)
#(exp_static_force_reduction 0.00)
#(exp_static_force_reduction_hi_df 0.00)
(yaw_scale 0.0)
(yaw_stretch_front 0.0)
(yaw_stretch_rear 0.0)
#(relax_yaw_line2_start_y 0.0000)
#(relax_yaw_pos 0.0011)
#(relax_yaw_width 0.00263)
#(relax_yaw_coef 0.00)
#(slip_crossover_pos 0.00)
#(slip_crossover_width 0.00)
#(slip_crossover_line1_slope 0.00)
(slip_crossover_line2_start_y 0.12)
(slip_crossover_line2_end_y 1.10)
(subtract_rot_velocity (* damping 2))
(accel_feel 0.00)
(brake_feel 1.75)
(yaw_feel 0.00)
(front_drive_torque_feel 0.20)
(rear_drive_torque_feel 0.0)
(front_tyre_stretch_feel 0.2)
(rear_tyre_stretch_feel 0.2)
(relax_os_line2_start_y 0.0000)
(relax_os_pos 0.0012)
(relax_os_width 0.00263)
(relax_os_coef 0.00)
(relax_us_line2_start_y 0.0000)
(relax_us_pos 0.0011)
(relax_us_width 0.00263)
(relax_us_coef 0.00)
(bump_feel_follow_weight 0.50)
(brake_feel_follow_weight 2.40)
(accel_feel_follow_weight 3.80)
(brake_coef 1.18)
(centering 0.47)
(on_off_throttle_feel 0.0)
(tear_threshold 0.25)
(scrub_threshold 0.06)
(road_rolling_slip_feel 1)
(front_grip_loss_feel 0.00)
(rear_grip_loss_feel 0.00)
###########################################################
#
# Road features settings
#
(texture_scale 0.5)
(micro_bumps_scale 0.60)
(micro_bumps_smooth 0.015)
(kerbs_surface_scale 4.0)
(kerbs_surface_smooth 0.003)
(kerb_bump_scale 3.20)
(large_track_bump_scale 0.8)
(large_offroad_bump_scale 3.0)
###########################################################
#
# Effect scales - Change here to make an effect more or less pronounced.
#
(engine_scale_at_still 0.4)
(engine_scale_at_speed 0.0)
(scrub_scale 4.0)
(tear_scale 0.40)
(tear_hard 0.50)
(scrub_frq_scale 0.45)
(tear_frq_scale 4.5)
(flatspots_scale 0.00)
(suspension_scale 0.30)
(rear_bump_scale 0.30)
(rear_bump_hard 0.60)
###########################################################
#
# Trail adjustments
#
###########################################################
#
# Dynamic adjustment to bump feel based on car weight
#
###########################################################
#
# Dynamic adjustment to brake feel based on car weight
#
###########################################################
#Dynamic adjustment to accel feel based on car weight
#############################################################
#
# Kart adjustments
#
(lfbval lfb_slider)
###########################################################
#
# Helper vars & prep
#
(slide_factor 0.20)
(FL_sl (* 1.0 (min 1 (* slide_factor FL_slide))))
(FR_sl (* 1.0 (min 1 (* slide_factor FR_slide))))
(RL_sl (* 1.0 (min 1 (* slide_factor RL_slide))))
(RR_sl (* 1.0 (min 1 (* slide_factor RR_slide))))
(slip_fl FL_sl)
(slip_fr FR_sl)
(slip_rl RL_sl)
(slip_rr RR_sl)
(p slip_crossover_pos)
(w slip_crossover_width)
######################################################################
##########################################################################
##########################################################################
(steering_angle_l (- steering_angle_l (* lat_l 3.14159265)))
(steering_angle_r (- steering_angle_r (* lat_r 3.14159265)))
(load_norm_wheel 250.0)
(FL_load_norm (* FL_load_norm load_norm_wheel))
(FR_load_norm (* FR_load_norm load_norm_wheel))
(m_FL_load FL_load_norm)
(m_FR_load FR_load_norm)
(ex_front_load_l (max (- 1.2 load_power_fx) (/ (smooth FL_load_norm 0.01) (max 0.2
(smooth FL_load_norm 0.025)))))
(ex_front_load_r (max (- 1.2 load_power_fx) (/ (smooth FR_load_norm 0.01) (max 0.2
(smooth FR_load_norm 0.025)))))
(ex_front_load_l (max 0.0 (+ 1.0 (* (blend load_power_fx
exaggerate_front_load_feel exaggerate_front_load_feel_hi_df) (- ex_front_load_l
1.0)))))
(ex_front_load_r (max 0.0 (+ 1.0 (* (blend load_power_fx
exaggerate_front_load_feel exaggerate_front_load_feel_hi_df) (- ex_front_load_r
1.0)))))
(m_FL_load (* m_FL_load ex_front_load_l))
(m_FR_load (* m_FR_load ex_front_load_r))
(mom_FL mom_FL2)
(mom_FR mom_FR2)
############
#
# Momentum Rack - If you copy this over in full or partly, or base a solution on
the same general methods after seeing it, please credit "Momentum Rack" however
used("included"/"extended"/"modified"/"based on"), I would be pleased - Thanks.
#
# Handles each front wheel separately to calculate FFB when wheels are not in equal
conditions.
#
# Calculations have not been shortened to make it easier to understand what is
going on.
#
# power steering
(a_l (abs angle_d_l))
(a_r (abs angle_d_r))
(f (* (max 0.001 power_steering_angle) 25))
(a_l (- 1 (/ 1 (+ 1 (* f a_l)))))
(a_l (/ a_l (- 1 (/ 1 (+ 1 f)))))
(a_r (- 1 (/ 1 (+ 1 (* f a_r)))))
(a_r (/ a_r (- 1 (/ 1 (+ 1 f)))))
(a_l (/ a_l (max 0.000000001 (abs angle_d_l))))
(a_r (/ a_r (max 0.000000001 (abs angle_d_r))))
(n 0.00001)
(pn (/ (- 1 (/ 1 (+ 1 (* f n)))) (- 1 (/ 1 (+ 1 f)))))
(angle_d_l (* angle_d_l a_l (/ n pn)))
(angle_d_r (* angle_d_r a_r (/ n pn)))
# center full
(angle_d_l2 (* angle_d_l 90))
(angle_d_r2 (* angle_d_r 90))
(angle_d_lfb (* center_full 2.5))
(angle_d_l2 (* (if (min 0 angle_d_l2) -1 1) (/ (+ (* 15 0.8 (abs angle_d_l2))
(- 1 (/ 1 (+ 1 (* 15 angle_d_lfb (abs angle_d_l2)))))) 13)))
(angle_d_r2 (* (if (min 0 angle_d_r2) -1 1) (/ (+ (* 15 0.8 (abs angle_d_r2))
(- 1 (/ 1 (+ 1 (* 15 angle_d_lfb (abs angle_d_r2)))))) 13)))
(angle_d_l2 (/ angle_d_l2 25))
(angle_d_r2 (/ angle_d_r2 25))
(angle_d_l2 (blend grip_fl angle_d_l angle_d_l2))
(angle_d_r2 (blend grip_fr angle_d_r angle_d_r2))
# LFB
# weirdnes line here. without this "rack_momentum_2" does not get assigned in the
next line
(single_lfb_part lfbval)
(rack_momentum (blend single_lfb_part rack_momentum rack_momentum_2))
# Yaw
# Rack effects
# Rack friction
(rack_friction (* 20 sa_delta_rack rack_friction))
(rack_momentum (- rack_momentum rack_friction))
# Rack spring
(steer_spring_strength 0.02)
(want_steer want_steer)
(steer_delta (- want_steer steering_angle_rack))
(steer_delta (if (max 0 (- (abs steer_delta) 0.5)) (* 0.5 (/ steer_delta (abs
steer_delta))) steer_delta))
(want_steer (+ steering_angle_rack steer_delta))
(steer_pull (hard_clip (* steer_spring_strength steer_delta 0.4) 0.5))
(want_steer (- want_steer (- steer_delta (hard_clip steer_delta (* 0.15 (max
0 (- (/ 1 (max kmh 2)) 0.05)))))))
(steer_pull (- steer_pull (* 6 sa_delta_rack)))
#(steer_pull (* 12 (/ 1.5 master_rack) (blend power_steering 1.2 0.8)
steer_pull grip_feel_front (* (/ 1 8) (+ FL_def FR_def 5))))
(steer_pull (* 12 (/ 1.5 master_rack) steer_pull grip_feel_front (* (/ 1 8)
(+ FL_def FR_def 5))))
(rack_momentum (blend (min 1 (/ kmh 3)) steer_pull rack_momentum))
# Smooth slightly
(rack_momentum (smooth rack_momentum 0.013))
###########################################################
#
# Normal static force reduction + Exponential static force reduction(affects the
top end of the force exponentially)
#
(FL_bump_kerb_active FL_bump_kerb_active)
(FR_bump_kerb_active FR_bump_kerb_active)
(FL_bump_kerb_active (if FL_bump_kerb 1 FL_bump_kerb_active))
(FR_bump_kerb_active (if FR_bump_kerb 1 FR_bump_kerb_active))
(FL_bump_kerb_active (max 0 (- FL_bump_kerb_active (* 4 dt))))
(FR_bump_kerb_active (max 0 (- FR_bump_kerb_active (* 4 dt))))
(FL_bal FL_bal)
(FR_bal FR_bal)
(FL_bal (* FL_bal (power 0.03 dt)))
(FR_bal (* FR_bal (power 0.03 dt)))
(FL_bal (max FL_bal FL_load))
(FR_bal (max FR_bal FR_load))
###########################################################
#
# Road features
#
(supress_micro_bumps 1)
(supress_large_bumps 2)
(left_texture_o left_texture_o)
(right_texture_o right_texture_o)
(left_texture (* 0.002 (if (+ FL_bump_kerb FL_bump_offroad) 0 1) (- FL_load
left_texture_o)))
(right_texture (* 0.002 (if (+ FR_bump_kerb FR_bump_offroad) 0 1) (- FR_load
right_texture_o)))
(left_texture_o FL_load)
(right_texture_o FR_load)
(texture (+ left_texture right_texture))
(texture (smooth texture 0.003))
(texture (hard_clip texture 0.06))
(texture (if (min 0 (- (abs texture) 0.00010)) 0 (power texture (power
(abs texture) 0.02))))
(texture_vibes (spring texture 26000 0.95))
(texture (+ texture (* 2.5 texture_vibes)))
(left_details_pos left_details_pos)
(right_details_pos right_details_pos)
(left_details_pos (+ left_details_pos (* (- left_details left_details_pos) (power
0.001 dt))))
(right_details_pos (+ right_details_pos (* (- right_details right_details_pos)
(power 0.001 dt))))
(left_details_pos (max left_details_pos left_details))
(right_details_pos (max right_details_pos right_details))
(left_details (spring left_details_pos 80000 0.1))
(right_details (spring right_details_pos 80000 0.1))
(left_details (* (power (- 1 (min 1 (abs left_details))) supress_micro_bumps)
left_details))
(right_details (* (power (- 1 (min 1 (abs right_details))) supress_micro_bumps)
right_details))
(left_details (* left_details (if FL_bump_offroad 0 1) (blend (smooth
FL_bump_kerb 0.01) micro_bumps_scale kerbs_surface_scale)))
(right_details (* right_details (if FR_bump_offroad 0 1) (blend (smooth
FR_bump_kerb 0.01) micro_bumps_scale kerbs_surface_scale)))
(left_details (smooth left_details (blend (smooth FL_bump_kerb 0.01)
micro_bumps_smooth kerbs_surface_smooth)))
(right_details (smooth right_details (blend (smooth FR_bump_kerb 0.01)
micro_bumps_smooth kerbs_surface_smooth)))
(kerbs_details (- left_details right_details))
(road_details (blend (smooth (min 1 (+ FL_bump_kerb FR_bump_kerb)) 0.02) (+
left_details right_details) kerbs_details))
# LFB
###########################################################
#
# Scrub FX
#
(scrub_scale_front 0.58)
(scrub_scale_rear 0.75)
(scrub_deadzone 0.0)
(F_scrub (max 0 (- F_scrub scrub_deadzone)))
(R_scrub (max 0 (- R_scrub scrub_deadzone)))
(F_scrub (/ F_scrub (- 1 scrub_deadzone)))
(R_scrub (/ R_scrub (- 1 scrub_deadzone)))
(F_curve1_o F_curve1_o)
(F_curve1 (sin (* 1.23 F_scrubP)))
(F_curve1 (power F_curve1 1.8))
(F_curve1_now (if (min 0 (* F_curve1 (- F_curve1 F_curve1_o))) (* F_curve1 0.5)
F_curve1))
(F_curve1_o F_curve1)
(F_curve1_now (spring F_curve1_now 2000000 1))
(R_curve1_o R_curve1_o)
(R_curve1 (sin (* 1.23 R_scrubP)))
(R_curve1 (power R_curve1 1.8))
(R_curve1_now (if (min 0 (* R_curve1 (- R_curve1 R_curve1_o))) (* R_curve1 0.5)
R_curve1))
(R_curve1_o R_curve1)
(R_curve1_now (spring R_curve1_now 2000000 1))
###########################################################
#
# Tear FX
#
(tear_scale_front 1.0)
(tear_scale_rear 1.0)
(FL_tear_early_vol (- 1 FL_tear_early))
(FL_tear_early_frq (+ 1 (* 5 FL_tear_early)))
(FR_tear_early_vol (- 1 FR_tear_early))
(FR_tear_early_frq (+ 1 (* 5 FR_tear_early)))
(RL_tear_early_vol (- 1 RL_tear_early))
(RL_tear_early_frq (+ 1 (* 5 RL_tear_early)))
(RR_tear_early_vol (- 1 RR_tear_early))
(RR_tear_early_frq (+ 1 (* 5 RR_tear_early)))
(o (oscillator (* FL_tear_early_frq tear_frq_scale (+ 0.3 (* 0.7 kmh
0.01)) (+ 0.5 (* 0.4 FL_tear)) dt 50)))
(o (power o 1.8))
(o2 (if (min 0 (* o (- o oo1))) (* o 0.5) o))
(oo1 o)
(FL_tear (* tear_scale 0.6 (+ (* FL_tear_early_vol 0.2) (power FL_tear
0.6)) o2))
(FL_tear (spring FL_tear (* tear_hard 700000) 1))
###########################################################
#
# Rolling road slip feel
#
###########################################################
#
# Clipping
#
(rack_big rack_momentum)
(rack_big rack_momentum)
# Smart clip
(rack_big (* gain2 rack_big master_rack))
(rack_big2 (smooth (abs rack_big) 0.04))
(pos_neg (if (min 0.0 rack_big) -1 1))
(rack_big (if (max 0 (- (abs rack_big) 0.5)) (+ (min 0.90 rack_big2) (-
(abs rack_big) rack_big2)) (abs rack_big)))
(rack_big (* rack_big pos_neg))
(max_rack_big max_rack_big)
(rack_big2 (smooth (abs rack_big) 0.01))
(max_rack_big (if (max 0 (- rack_big2 max_rack_big)) rack_big2 max_rack_big))
(rack_big (if (max 0 (- max_rack_big 0.9)) (/ (* 0.9 rack_big)
max_rack_big) rack_big))
(max_rack_big (* max_rack_big (power 0.1 dt)))
###########################################################
#
# Engine FX
#
(max_rps 8000.0)
(cp (+ cp (min 6.28 (* dt crankshaft 0.7))))
(cp (if (min 0 cp) 0 cp))
(cp (if (max 0 (- cp 6.283)) (- cp 6.283) cp))
(cp (if (max 0 (- cp 6.283)) 0 cp))
(cp (max 0 (min cp 6.283)))
(m (min (/ kmh 80.0) 1.0))
(engine_scale (blend m engine_scale_at_still engine_scale_at_speed))
(rps_scale (/ crankshaft max_rps))
(rps_scale (power rps_scale 0.8))
(rps_scale (min rps_scale 0.02))
(rps_scale (max rps_scale 0.14))
(load_mult (smooth throttle 0.1))
(load_mult (max load_mult 0.5))
(n (if (max 0 (- cp 3.14159265)) -1 1))
(x (if (max 0 (- cp 3.14159265)) (- cp 3.14159265) cp))
(engine_vibe (/ (* 16 x (- 3.14159265 x)) (- (* 5 3.14159265 3.14159265) (* 4
x (- 3.14159265 x)))))
(engine_vibe (* engine_vibe n))
(engine_effect (* engine_scale load_mult engine_vibe rps_scale))
###########################################################
#
# Flatspots effect
#
###########################################################
#
# Effects blend & scale
#
###########################################################
#
# Final Rack & Effects Blending
#
# Damping
(damping2 (* (min 1 (/ kmh 250)) 1500 damping))
(all (- all (* damping2 (- sa_delta_rack (smooth sa_delta_rack
0.005)))))
(output all)
###########################################################
#
# Scaler for info, no affect on output
#
(scale_window_init 10.0)
(scale_window_nominal 2.0)
(scale_soft_clear_t 10.0)
(scale_min 0.2)
(scale_max 2.0)
(scale_blend_t 2.0)
(signal_scale output
1.0 1.0 1.0 1.0 1.0
0.0
0.0 0.0)
###########################################################
#
# Statistics output
#
(histogram output)
(info2 output)
###########################################################
#
# Lock Stops
#
(custom_lock_stop 2.0)
(stops (bumpstop output 0.15 0.5 0.2 1.0))
(output (+ output (* stops custom_lock_stop)))
(doom_check output)
(output (hard_clip output 1.0))