Force feedback update for GPL
#16
Posted Apr 30 2009 - 03:01 PM
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#17
Posted May 02 2009 - 06:48 AM
#18
Posted May 03 2009 - 12:21 PM
#19
Posted May 03 2009 - 04:44 PM
#20
Posted May 03 2009 - 09:17 PM
Keen to experiment more though.
Thanks Brr
#21
Posted May 04 2009 - 01:50 AM
Ken, on May 4 2009, 01:44 AM, said:
That sounds correct. If damping is preferred, the patch isn't too useful since it removes it entirely. The way damping is implemented, it will not give useful feedback about car behaviour which is why I prefer to get rid of it.
#22
Posted Jun 30 2009 - 01:14 PM
A long time then.
#23
Posted Jul 30 2009 - 07:28 PM
regards
Charli181
#24
Posted Jul 30 2009 - 10:59 PM
charli181, on Jul 31 2009, 04:28 AM, said:
regards
Charli181
For motion simulator, you would be better off using similar techniques as Pribluda. Maybe this library by Tom de Muer would suffice (see the mini SDK):
http://users.skynet....demuer/gpl.html
I haven't used it myself so can't say anything about how to use it etc..
#25
Posted Jul 31 2009 - 02:59 AM
brr, on Jul 31 2009, 06:59 AM, said:
For motion simulator, you would be better off using similar techniques as Pribluda. Maybe this library by Tom de Muer would suffice (see the mini SDK):
http://users.skynet....demuer/gpl.html
I haven't used it myself so can't say anything about how to use it etc..
The FFB patch.
I also felt that the FFB with the patch applied was very clear and gave a good grasp of what was going on with the car, but the overall expierience was not realistic IMHO: At least it lacks the stabilizing effekt of the rotating wheels: You can dash down a long straight at topspeed whithout feeling any forces at all, the steering wheel beeing completely loose. Which suggests that these forces are not modelled directly in the GPL Engine (?)
I think I will switch back to unpached FFB, but nonetheless: Thanks for sharing this!!
Grüße
Uwe
Edited by Uwe Herrling, Jul 31 2009 - 07:35 AM.
#26
Posted Jul 31 2009 - 06:22 AM
Uwe Herrling, on Jul 31 2009, 11:59 AM, said:
I also felt that the FFB with the patch applied was very clear and gave a good grasp of what was going on with the car, but the overall expierience was not realistic IMHO: At least it lacks the stabilizing effekt of the rotating wheels: You can dash down a long straight at topspeed whithout feeling any forces at all, the steering wheel beeing completely loose. Which suggests that these forces are not modelled directly in the GPL Engine (?)
It looks like the GPL FFB is based on slip angle and lateral force. So driving straight does not generate a nonzero FFB force. However, the curve (a function of slip angle) which affects the forces seems to make the wheel unnecessarily loose near zero slip angle. I've experimented with modifying the curve, and got the wheel to feel much more steady near zero slip angle. The problem is to modify the curve consistently so that forces feel ok at all slip angles.
#27
Posted Jul 31 2009 - 07:03 AM
Would it be possible for the patch to take into account the current speed/rotation of the front wheels, as a third parameter? If this was possible, the necessary calculations (correction of the curve) should be a simple addition of a second curve (maybe even linear as a first approximation), and I reckon it should improve realism considerably.
Grüße
Uwe
Edited by Uwe Herrling, Jul 31 2009 - 07:19 AM.
#28
Posted Jul 31 2009 - 07:14 AM
Uwe Herrling, on Jul 31 2009, 04:03 PM, said:
Would it be possible for the patch to take into account the current speed/rotation of the front wheels, as a third parameter? If this was possible, the calculations (adjustment of the curve) should be simple, and I reckon it will improve realism considerably.
Grüße
Uwe
Rewriting the ffb is not technically difficult, the main problem is to figure out a better mathematical model. The current model is probably simplified so that nonlinear calculations can be replaced by a table lookup.
#29
Posted Aug 02 2009 - 10:08 AM
brr, on Jul 31 2009, 03:14 PM, said:
Correction for rotation: depending on wheel (mass, diameter) and speed (angular rotation of the wheels). Increasing with all three. I think it is even linear, so I would start out with a product of the three (with correction factors so that the "real" forces coming from the model dont get covered up, at least not at moderate speeds where most of the cornering happens)
Correction for friction: I would assume it as steeply and linearly decreasing with speed increasing. All in all not that important.
Only suggestions, of course, for some modder like you who has the knowledge where to get and set those values.
Grüße
Uwe
PS: Maybe the above is what "damping" is (was) all about?
Edited by Uwe Herrling, Aug 02 2009 - 10:21 AM.
#30
Posted Aug 02 2009 - 10:41 AM
Uwe Herrling, on Aug 2 2009, 07:08 PM, said:
Correction for rotation: depending on wheel (mass, diameter) and speed (angular rotation of the wheels). Increasing with all three. I think it is even linear, so I would start out with a product of the three (with correction factors so that the "real" forces coming from the model dont get covered up, at least not at moderate speeds where most of the cornering happens)
Correction for friction: I would assume it as steeply and linearly decreasing with speed increasing. All in all not that important.
Only suggestions, of course, for some modder like you who has the knowledge where to get and set those values.
Thanks for the suggestions. Currently ffb2 patch is done by sneaking a few bytes of code inside gpl.exe so nothing complicated can be done. But I'm writing a sort of "collected physics and other mods" dll, which allows me to write physics mods with C++. When I get around to adding the ffb2 patch to it, I'll try your suggestions then.
Quote
The damping (one configured in the core.ini) is a simple proportional controller, i.e. it subtracts a portion of the previous value of the force from the current one.
Ffb2 patch removes two other types of damping: averaging of forces over one frame (originally this gives a half-frame delayed, smoothed force), and a non-zero damping value communicated to the ffb wheel driver (this damping cannot depend on GPL physics in any way). Inertia is also removed (this is also a non-zero value sent to the ffb wheel driver).
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