Konfiguracja LEO FFB / Understanding your Leo FFB

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7 years 1 month ago - 7 years 3 weeks ago #770 by Pawel W
Pawel W created the topic: Konfiguracja LEO FFB / Understanding your Leo FFB
So, I made some investigation yesterday and I will collect the most important info for those who prefer to use the Leo FFB plug-in instead of the RealFeel.

I have never felt uncomfortable with my FFB because my rfactor copy (a Polish edition with Kubica's BMW Formula One car) came together with the Leo plugin - already configured for the BMW Formula One off the shelf.

I didn't realise it at the very beginning (it was some 3 years ago) but I had used to drive the GTR2 before and switichng to the rFactor FFB was really a dramatic improvement.

Meanwhile, I browsed the forums ocassionally and the debates about the FFB had always been lively. Once, I came acroos a massive RealFeel plug-in discussion somewhere and decided to give it a try... if it is so good as they say then why it shouldn't be better than the original FFB that I am using.. (told you I didn't realise my rfactor had the Leo already). So I installed it, didnt't like it at all, removed it from my rfactor instantly and didn't understand why people were messing with the FFB which was so stock-perfect...

and so I lived without being aware that I was using the Leo all the time until the moment I was forced (by chance) to have a close look at my plugin directory (some year ago)... :ohmy: LEO.dll + Leo.ini... it rang the bell.. I knew I had heard about it.... yeah... definitely the plugin the guys were talking about so much... so now I understood why my FFB was so good all the time...

but on the other hand, the discovery didn't have any effect upon my awarness again - I left the *.ini file intact (shame and lame!)... and only a few days ago, just out of sheer curiosity, I opened it - hmm, some lines I did not at all comprehend so I sinffed here and there and started to go over the threads once again... and to cut a long story short....

1. I am not going to tamper with the RealFeel - I am pretty happy with the hard feeling that the Leo gives me. I can only tell you - for those still unaware - that the RealFeel tries to recreate the suspension play while the Leo is focused on what is going on with the tyres - yeah that's strange but it works miracles anyway... still, some guys use both plug-ins and they are even happier - go and try for yourself.

2. The Leo consists of two files.. the Leo.dll and the Leo.ini - both should be put into your PLUGINs directory in your rfactor installation - that's all you have to do it activate it, and you cannot disarm it in-game..

You can download the Leo here: www.rfactorcentral.com/detail.cfm?ID=Leo%27s%20FFB%20plugin

3. The *.ini file is basically what intrests you... open it and you get the lines like that...

15.0 Front Wheel lock angle, degrees (max deflection to one side from straight on)
0.851 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.3715 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
7.0 Relative strength of FFB effects
6.0 Aligning moment curve shape / feeling of tyre losing grip. Lower numbers are duller, range 1.0 .. 10
1.0 Negative aligning moment parameter for high slip angles, range 0.0 ... 1.0
5.51 Slip angle where aligning moment reverses direction - typically between 8 and 15 degrees
2.0 Caster (dimetionless)
1.5 Camber ratio (not degrees!)
2.0 Road bumps feeling on the wheel
11500.0 maximum FFB force for stationary and low speed effects
9.0 stiffness of stationary wheels
1.5 wheel rubber hardness (1..5)
8.0 how quickly static forces drop off when rolling


I will try to explain everything:

15.0 Front Wheel lock angle, degrees (max deflection to one side from straight on)

this is basically your steering lock, take it from your garage setup


0.851 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file -

each car has its own suspension.pm file where you can obtain this value, for example for the BT48 go to rfactor/gamedata/vehicles/GP79/brabham/bt48.pm - this is what you are looking for. Open the file with the notepad and read the following section

BODY]
name=fl_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(0.851,0,-1.3715) ori=(0.0,0.0,0.0)

[BODY]
name=fr_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(-0.851,0,-1.3715) ori=(0.0,0.0,0.0)

The minus is not necessary, just type 0,851 in front of the line...



1.3715 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file

this is also in your *.pm file, the second value...

[BODY]
name=fl_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(0.851,0,-1.3715) ori=(0.0,0.0,0.0)

the minus is not needed again

However, you can find all this info here:
spreadsheets.google.com/ccc?key=pfhVOZEc...zE1lGQRw&hl=en#gid=1

This is basically a huge database of *.pm/*.hdv file values..



7.0 Relative strength of FFB effects

set it to your own liking, but I don't know the full range (can't get it anywhere).. my original file was set to 7.0 and I am totally happy with it


6.0 Aligning moment curve shape / feeling of tyre losing grip. Lower numbers are duller, range 1.0 .. 10

this is not explained by anyone, try to experiment on your own.. my file was set to 6.0 and I will leave it this way for the time being


1.0 Negative aligning moment parameter for high slip angles, range 0.0 ... 1.0

the same here...


5.51 Slip angle where aligning moment reverses direction - typically between 8 and 15 degrees

this can be taken using CarFactory program which opens *hdv tyre files, don't mess with it, you have all needed values in the database


2.0 Caster (dimetionless)

use your rfactor Caster


1.5 Camber ratio (not degrees!)

not necessary, my original file for the BMW had it set to 0.0, but again you have it in the database


2.0 Road bumps feeling on the wheel

To your own liking, some tracks are so unnaturally bumpy that you need to reduce it, as far as I know the max value is 10 - which will just tear your wheel apart..


11500.0 maximum FFB force for stationary and low speed effects
9.0 stiffness of stationary wheels
1.5 wheel rubber hardness (1..5)
8.0 how quickly static forces drop off when rolling


It does what it says, don't mess with it, it feels great anyway (you can try the rubber hardness if you wish)


A good way to figure out the values is to compare the *.ini files between the mods and the way the modders set them. I think that in time you will know what values to use for a particular car.

From my experience, driving the original BMW Formula One values for the BT48 was not good at all, the wheel usually started to give me the feeling of lost grip while in reality the car had still tons of it... After setting the proper values the "the feeling of slip" is much more "extended", which helps a lot because the wheel doesn't start to rotate when the car still has a lot of traction...

Oh, one inconvenience perhaps is that you must change your Leo.ini file whenever you change a car. You cannot configure it while in-game as you do with the RealFeel... but... it shouldn't be a problem anyway...

Good luck with it...

PS. if you found out how to set the other values efficiently, share it with us please...



***************



Więc, poszukałem tu i tu wczoraj i postaram się zebrać wszystko w całość dla tych co wolą używać plugina Leo FFB od Real Feel'a

Jeśli chodzi o mnie to ja ze swojego FFB w rfactorze byłem zawsze zadowolony, Polska wersja (ta z BMW Kubicy) ma już wbudowany plug-in Leo skonfigurowany fabrycznie pod to auto.

Nie miałem o tym pojęcia na początku swojej przygody z rfactorem (bedzie jakies 3 lata temu), a przedtem jeszcze jezdziłem GTR2. Po przejsciu na rfactora dalo sie wyczuć lepszy FFB momentalnie.

Od czasu do czasu przeglądałem fora a dyskusje o FFB jak zwykle były ożywione... ale kto to by czytał. Choć pewien raz znalazłem sporawy wątek na nogripie o RealFeel'u i myśle sobie wczytam się i spróbuje. Skoro poprawia FFB to czemu nie spróbować... (mówiłem już że mój rfactor miał Leo ale nie miałem o tym zielonego pojęcia). Więc zainstalowałem RealFeel'a i... długo u mnie nie zabawił bo od razu poszedł do śmiecia... nie zrozumiawszy co się dzieje wolałem swój oryginalny FFB, który wydawał się być perfekcyjny..

...i tak sobie żyłem nieświadomy, że na mojej kopii jest zainstalowany Leo. Gdzieś przy okazji dłubałem coś po katalogach rfactora.. patrze..... LEO.dll w katalogu pluginów. O kurde... ja dzieś to widziałem.. no tak... teraz juz wiem czemu ten FFB jest taki dobry..

Z tymże.... te odkrycie nic nie zmieniło bo nawet nie chciało mi się zajrzeć do plików *.ini.. a to było z rok temu i na wszystkich modach jeździłem z ustawieniami pod BMW Sauber. I znowu jak poprzednio, gdzieś się wbiłem w debate o Leo i... przechodząc do sedna...

1. Nie mam zamiaru opisywać wam RealFeel'a bo Leo jest dla mnie wystarczający. Z tego co mi wiadomo to RealFeel jest bardziej ukierunkowany na prace zawieszenia podczas gdy Leo skupia się na oponach.

2. Leo zawiera dwa pliki, leo.dll oraz leo.ini, które trza wrzuciuć do katalogu plugins w rfactorze. Nie da się go włączać i wyłączać jak realfeela podczas samej gry

Stąd se ściągnieta Leo: www.rfactorcentral.com/detail.cfm?ID=Leo%27s%20FFB%20plugin

3. Plik *.ini zawiera wszycho co potrzeba zeby ustawić, po jego otwarciu pojawi wam się takie cóś:

15.0 Front Wheel lock angle, degrees (max deflection to one side from straight on)
0.851 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file
1.3715 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file
7.0 Relative strength of FFB effects
6.0 Aligning moment curve shape / feeling of tyre losing grip. Lower numbers are duller, range 1.0 .. 10
1.0 Negative aligning moment parameter for high slip angles, range 0.0 ... 1.0
5.51 Slip angle where aligning moment reverses direction - typically between 8 and 15 degrees
2.0 Caster (dimetionless)
1.5 Camber ratio (not degrees!)
2.0 Road bumps feeling on the wheel
11500.0 maximum FFB force for stationary and low speed effects
9.0 stiffness of stationary wheels
1.5 wheel rubber hardness (1..5)
8.0 how quickly static forces drop off when rolling


Co wiem, to wyjaśniam, reszte eksperymentować:

15.0 Front Wheel lock angle, degrees (max deflection to one side from straight on)

tu przenieście wartość steering locka ze swojego setupu


0.851 Front wheel distance to centerline (half the front wheel track) in metres, from .pm file -

każdy samochód ma własny plik zawieszeń *.pm. W nim można znaleźć tą wartość, np dla BT48 otwórz notepadem plik rfactor/gamedata/vehicles/GP79/brabham/bt48.pm i sczytaj wartości z poniższych sekcji

BODY]
name=fl_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(0.851,0,-1.3715) ori=(0.0,0.0,0.0)

[BODY]
name=fr_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(-0.851,0,-1.3715) ori=(0.0,0.0,0.0)

minusa się nie przepisuje.. jest zbędny



1.3715 Front axle distance to body reference point (about half the wheel base) in metres, from .pm file

to też jest w *.pmie, to ta druga wartość

[BODY]
name=fl_wheel mass=(16.0) inertia=(1.292,0.724,0.724)
pos=(0.851,0,-1.3715) ori=(0.0,0.0,0.0)

minus znowu wypada

However, you can find all this info here:
spreadsheets.google.com/ccc?key=pfhVOZEc...zE1lGQRw&hl=en#gid=1

Tu macie zaś plik w Excelu gdzie podany macie gotowy zbiór wartości dla wszystkich wierszy w Leo.ini, wystarczy otworzyć i sobie wklepać do pliku - tak najłatwiej



7.0 Relative strength of FFB effects

ustawcie se sami, względna siła efektów FFB, ja jestem zadowolony z defalutowego 7.0


6.0 Aligning moment curve shape / feeling of tyre losing grip. Lower numbers are duller, range 1.0 .. 10

tego nikt nie wyjaśnia oprócz tego, że pisze że niższe wartości są bardziej "mdłe/słabe", eksperymentujcie na swoją rękę


1.0 Negative aligning moment parameter for high slip angles, range 0.0 ... 1.0

tego też nikt nie wyjaśnia


5.51 Slip angle where aligning moment reverses direction - typically between 8 and 15 degrees

to jest wartość która kontruje waszą kiere jak wpadacie w poślig, żeby to znaleźć to trzeba użyć programu CARFACTORY i znaleźć to w plikach opon *.hdv - ale po co jak w tym pliku excel wszystko jest


2.0 Caster (dimetionless)

użyć kąta pochylenia sworznia zwrotnicy z setupu - wartość CASTER


1.5 Camber ratio (not degrees!)

nie jest konieczne i jest to nie stopień pochylenia koła ale jakiś stosunek.... tak samo da się to wyliczyć z plików opon za pomocą Kangaloosh Car Factory.. odpuścić - wartości macie podane w bazie danych


2.0 Road bumps feeling on the wheel

czyli jak kółko wybiera dziury w jezdni, od 0 do.... nie wiem 20? Czasami wartości 5.0 rozwalają kiere - np. na Lemans 79 w modzie DRM nie da się jechać, trzeba zmniejszać aż do 1.0 tak wali po kierze... zaś na zolder w gp79 mam na 5.0 i jest spoko


11500.0 maximum FFB force for stationary and low speed effects
9.0 stiffness of stationary wheels
1.5 wheel rubber hardness (1..5)
8.0 how quickly static forces drop off when rolling


robi to co pisze, czyli reguluje siłe sprężyny w zależności od prędkości obrotowej koła.. uwzględnia twardość gumy - mi się podoba jak jest, chceta to zmieniajta


Jakby jakiegoś auta w bazie nie było to trzeba sobie nasz samochód do czegoś przyrównać, brać pod uwagę z jakiego okresu auto pochodzi, jakiego producenta opony, gabaryty auta itp..




Moje odczucia są takie, Brabem jeździłęm na pliku ustawiony pod BMW Sauber... i miałem takie jaja jak się później okazało, że kiera znacznie wcześniej mi kontrowała a poślizgu jeszcze nie było.... nie mówie że teraz jestem szybszy, ale auto jest pewniejsze na niskich lotkach np.. i nie rzuca mi kierą kiedy nie trzeba jak mam ustawione wszycho...

aha pamiętać, to jest niedogodne ale trzeba z tym żyć... wartości pliku *.ini trzeba zmieniać za każdym razem kiedy zmieniamy auto niestety....

Życzę powodzonka....

PS. jakbyście coś eksperymentowali i coś by wychodziło ciekawego to dajcie znać
Last Edit: 7 years 3 weeks ago by Pawel W.

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7 years 1 week ago #942 by Tomasz Kawecki [king81]
Tomasz Kawecki [king81] replied the topic: O: Konfiguracja LEO FFB / Understanding your Leo FFB
I would like to recommend you this tool:
www.virtualr.net/leos-ffb-tuner-1-01-released/

It's a small program that keeps your library of leo plugin configuration files - it has a library of many mods inside already - you can create your own files and save it - and then you just click the file to be used ;] no more digging in the files - you just open the .pm and .tbc files and it gets correct values ;)

P2: BMW M1 ProCar US Champ
P1: DRM Season One
P2: WTCC BMW E90 - Drift Monsters
P3: DRM Season Two

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7 years 1 week ago - 7 years 1 week ago #944 by Pawel W
Pawel W replied the topic: Re:O: Konfiguracja LEO FFB / Understanding your Leo FFB
a very good one B)

by the way, I am experimenting with the FFB all the time.

Yesterday I ran GTR EVOLUTION for the first time (I bought it half a year ago already).

I wanted to check the game, I have mixed feelings about it but... the FFB without the LEO or the Realfeel is just where it should be.

So I deleted my Leo and Real from my rfactor and used GTR EVO settings in the controller.ini. It doesnt work as well as in the original Simbin game, but the FFB is still solid and gives very positive feel in the GP79

These are the GTR EVO Lines - Mind it won't work with the Leo plugin so you must delete it, but you can mix it with the realfeel if you wish.

FFB Effects Level="1" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.85000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.07000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="0.90000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="0.75000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="1.70000" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip weight="0.40000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9. How much weight is given to tire grip when calculating steering force.
FFB steer force grip factor="0.60000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6. How much of a factor the front wheel grip is on the steering weight.
FFB steer update thresh="0.0001500000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
FFB steer friction coefficient="0.10000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction. Range: 0 - 1.0
FFB steer damper coefficient="0.10000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB throttle vibe freq mult="0.40000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="-2.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.02000" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.09000" // Magnitude of brake vibration at 0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.50000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-0.70000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
Last Edit: 7 years 1 week ago by Pawel W.

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