Home Assetto Corsa Apps Assetto Corsa FFBClip app

Assetto Corsa FFBClip app

FFB Clipapp
User Rating 5 (2 votes)

What is it?
It is a small app that will show you your current FFB level and any clipping you may experience, and it will also suggest and set a gain to use in the game to minimize clipping and maximize forces generated from your force feedback device.

How do I use it?
Unpack the .RAR to Steamapps/Assetto Corsa/
Run Assetto Corsa and enable “FFBClip” in MAIN MENU -> OPTIONS -> GENERAL -> UI Modules

New features and how to make sense of it all:
Gain smoothing now makes sure you won’t get any big jolts as you enter that first corner. Gains are adjusted gradually and smoothly for that luxurious feel.
Gains are not allowed to go above 100% or whatever value was last saved for that combination of track and car, so no more super heavy force feedback into the first corner. Again, for that smooth, sophisticated operation. The gain is allowed to ride gradually as the app gains confidence that it is really needed, so if the steering feels a little light initially, just keep driving, it will ramp up after a few corners.
The app is now always in auto mode (there is a manual override) , and it will store whatever changes you make when you exit the session.

What are the buttons and values, and how do they help me?
FFB Strength

This is the overall force feedback strength control. It replaces the old presets. Think of it as “percent of the full potential of your wheel”. So, you want to use all of the power available in your wheel, set it to 100%. Do you want to go a bit overboard? Set it to 110%. Wheel too strong? Set it to 90% or anything in between. Find a balance you are happy with. This value is saved individually for each car, so you can preserve differences between cars. Some cars have heavy steering, others are light.

Current Gain (T,S,A)
These values represent the Target gain, the Smoothed gain, and the Actual gain.
Target gain is what the app thinks the gain should be at any particular moment. This can change abruptly and create a harsh jolt in your wheel, so this version has a feature called “gain smoothing”. It simply makes the transition between gain values more gradual and smoother. The S-value shows this smoothed gain target. The Actual value is just a readout of the actual current gain, read from the game itself. Mostly useful in manual mode, just to see what your actual gain is set to as the app goes crazy trying to tell you how wrong you are.. :p

Dynamic mode (On/Off)
The dynamic mode will try to maximize gain at all times. It will raise the gain on straights and bring it back as soon as the force feedback loads up in a corner. Good for very weak wheels, or if you just enjoy the maxumum of feedback at all times.

What it says. Resets the current solution and starts over. Use this if you are unsure if the app has got it right, sometimes it can be fooled if you change the FFB strength a lot, or have had some big crashes.

Takes you to the options page, which have the following controls:

Manual override
With this activated the app will still read the ffb and suggest a value, but it till not automatically adjust the gain for you. Great if you just want the graphs and do your own adjustments to gain.

Direct drive mode. All gains will be presented in Nm instead of percent, and the FFB strength behave slightly differently. It will also reveal a new slider, the “hardware Max Torque” slider. Use this to set the max torque your Direct Drive wheel can deliver.
In DD-mode the app will try to make the average cornering torque equal to whatever you set the FFB Strength slider to. For instance, a car with powersteering and a fairly light steering can be set to 5Nm. That means the app will try to make the wheel torque 5Nm on average through a corner. Some corners will be heavier, some lighter, but it’ll average out over a lap.
This value is saved individually for each car, so you can use this to preserve the difference between cars. For instance the car in the previous example, vs a car like the Lotus98T where the average torque could well be 12-14Nm! That means some fast corners easily approach clipping even for an OSW wheel, for instance in Monza’s Curva Grande, while the rest of the lap will be relatively lighter.

Default FFB Srength
This slider set the default value for cars you haven’t driven before. That way, if you find you “always” adjust the value a bit you can set this as a default and don’t have to think about it again.

Graph Display (Off/Histogram/Graph)
Off, disables the graph
In Histogram mode*:
The green curve is the histogram. It shows how much time is spent at each force level.
The yellow curve shows the clipping point. Any force that shows up to the right of this line is clipped

In Graph mode:
The green curve is the current force output to your wheel.
The yellow curve is the filtered force feedback used to suggest the gain setting. I filter it to get rid of most of the big spikes that would skew the suggested gain.
The red line is clipping level. Any force that goes above this line is clipped.

The histogram can be seen as a series of vertical colums. I’ve just used a graph since that function is built into the Python interface. So, it works like this:
Each column (or pixel in the graph in this instance) represent the time spent a force value. Low forces on the left, high forces on the right.
The app looks at the FFB value every physics tick, and adds one to the corresponding column. So, if the wheel is asked to output 50% torque in a particular tick, one is added to the “50%” column in the histogram. This way you get an accurate representation of the time spent at each force value, and can take appropriate action. You will see that when your FFB gain is set properly for a track/car combo the histogram will most typically (varies with cars of course) peak at around 75% and the taper off towards the right. That means the most time is spent at 75% force, and less and less time is spent at the higher values. If you see a lot of the histogram near and over the clipping line you are spending proportinately more time at and above clipping, and should reduce the gain.

The app uses the histogram in the following way:
Every time I recalculate the gain (every few seconds I think I ended up with, for performance reasons) I look at the histogram from the right to the left. As soon as I see the histogram start to rise up I will determine the value, and calculate the gain needed to put that force at 100%. With the new gain the histogram will gradually readjust and settle at the new value. This is also why the gain changes are less “harsh” with the new method, except in the very beginning when there is very little data and the histogram change a lot in a short time. Once you have a few minutes in the histogram will start to “solidify” a bit and everything settles down.

Graph refresh
You can adjust how often the graph is refreshed (not applicable for Histogram for performance reasons). The graph goes from 1 to 30. At 1 the graph is updated once every second, at 30 it is updated 30 times every second. Use high value for detailed graph, a lower number will allow you to see the longer averages and fit more of the lap in the graph. This does not affect the app operation in any way, it is just a display of what’s going on with the FFB.

Dynamic mode Threshold and Intensity
The dynamic mode can be adjusted a bit now. The Threshold tells the app how high it is allowed to set the gain, the intensity is how fast it is allowed to ramp up the gain. Experiment with the values here, try to find a set of values that suit your preference and hardware.

Many people are used to having their ffb set too high or too low. I suggest using the suggested gain for a while to “acclimatize” and get used to the new feel.



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