I have a csw 2.5 but a friend has a csl elite and the only difference there is a higher in game multiplier.
Copying my actual settings to the top for quicker access for people just dropping in:
My GT3 car example settings for better overview:
Wheel base:
-
SEN: aut
- FF: 100
- Sho: whatever you like
- ABS: whatever you like
- Dri: -1
-
For: 100
- Spr: 100
(spring is not always on! It's an effect used by the games so don't believe in the myth!)
- Dpr: 100
(it's only used for the standing still car in most sims. I like it at 100!)
- FEI: 90-70
(depending on how flatspotted my tyres are)
Game:
- per car multiplier: 0.4-0.45
(depending on which GT3 car. I guess 0.6-0.7
should be good for your CSL!)
- FFB smoothing: 4
- FFB minimum torque: 0.5-1.5
depending on how much straight line noise you like
Controller.json located at:
\\Steam\steamapps\common\rFactor 2\UserData\player\
- "Jolt magnitude": 0.1,
- "Off-road multiplier": 0.1,
- "Rumble strip magnitude": 0.0,
(changed it back to 0!)
- "Steering torque extrap blend": 0.1,
In rf2 there's not that much to tweak. You basically have only these few things:
- "sen": put that to auto. RF2 will sync the wheel automatically and use the realistic steering lock for each car. If yoh set a fixed value the ingame wheel will not by in sync!
- in car multiplier: set to your liking. Keep the base at 100% "FF", second setting, to have as much headroom and dynamic as possible. Tweak the car strengths to your liking. I'd say 0.6 for the gt3 cars should be a good setting. I use 0.4 with the csw.
- min force: basically gives some straight line "noise". I use 1% as 0% feels a bit dead on straights. Above 3% will create a notch at the center. Not nice or realistic.
- smoothing: I use as low as possible. 4% is the lowest I can go before it feels too rough. No need to make flatspots feel like grinding your teeth.
Not these were the basics. Now it becomes a bit more specific:
- drift mode: I use - 3 to - 1 depending on the car I drive. Go as close to 0 as possible but when the wheel feels unrealistically "fluffy" go lower (higher negative).
- "fei": it's basically the same as the in game smoothing but... Different. I use 70-90 depending on the car. Last race in the btcc mod I used 0 in the end because the tyres gave some massive vibration from my flat spots. Use the highest possible before it feels too brutal!
And not it goes into details:
In the controls.json you can change a few settings and I highly recommend to do that with powerful wheels. The csl just dips into "being powerful".
- "jolt magnitude": due to the headroom you have for the dynamic of the ffb at 100% FF in the base, hitting a wall will be way too brutal! I use 0.1!
- kerb multiplier "rumble strip magnitude": same.. 0.1 is fine. It's an artificial vibration. If a kerb is actually 3d you'll feel it via the tyre physics anyway!
- "off-road multiplier": how strong the rumbling is when going on the grass or gravel etc. as the other settings, I keep it low! 0.1
- "Steering torque extrap blend": 0.1 ,a setting that compresses the ffb when it would clip so the ffb gets lighter for a short moment to allow for details to be felt. Very sensitive setting and the default is no compression at all. I use a very mild setting of 0.1 . I'd recommend doing the same.
Everything else in the json you don't need to think about. Many settings are outdated and not longer even have any effect. Like brake effect on the wheel. It's dead.
Problem: These settings get overwritten quite frequently for me.. Not sure if I only feel placebo or not. Defaults are fine anyway for them.
So my GT3 car example settings for better overview:
Wheel base:
- SEN: aut
- FF: 100
- Sho: whatever you like
- ABS: whatever you like
- Dri: -1
- For: 100
- Spr: 100 (spring is not always on! It's an effect used by the games so don't believe in the myth!)
- Dpr: 100 (it's only used for the standing still car in most sims. I like it at 100!)
- FEI: 90-70 (depending on how flatspotted my tyres are)
Game:
- per car multiplier: 0.4-0.45 depending on which GT3 car. I guess 0.6-0.7 should be good for your CSL!
- FFB smoothing: 4
- FFB minimum torque: 0.5-1.5 depending on how much straight line noise you like
controller.json located at:
\\Steam\steamapps\common\rFactor 2\UserData\player\
- "Jolt magnitude":0.1,
- "Off-road multiplier":0.1,
- "Rumble strip magnitude":0.1,
- "Steering torque extrap blend":0.1,
Additional values in my controller.json you don't really need to think about:
"Steering torque zero-speed mult":0.45, (that should be default?!)
"Use thread":true, (should be default but isn't for me somehow... Frees up the CPU. Not a big difference anway... may break the FFB though in some rare cases!)
-------------------------- Useful Stuff ends here! ------------------------------
"Steering torque capability":8.0, (for my CSW of course. You should put in "6.0" I guess.)
This settings is a bit more complicated...
The max capability settings is meant to limit the force output for cars that won't use the full force capability of the wheel in real life!
Imagine you drive a standard Fiat 500 in parking power steering mode in the sim. So basically no resistance at all, you can navigate the car with the little finger!
Now you'd use a ingame multiplier of 1.0 and 100% at the base. If you'd use a OSW with 30Nm capability it would now give you up to the full 30Nm of FFB strength! Completely unrealistic!
Now the "real FFB output" from the physics engine would be for example 0.5 Nm for this little Fiat and now if you put in the "Steering torque capability" to 30 in this case, rF2 would scale down the FFB internally before sending it to the Wheel Driver.
A bit complicated as I said, let's do the example with numbers!
Fiat 500 parking mode:
0.5 Nm -> ingame x1.0 -> 100% in the wheel software -> 0.5 Nm = 100% so 30 Nm final output!
"Steering torque capability":30.0 --->>>
0.5 Nm -> ingame x1.0 -> 100% in the wheel software -> rF2 capability calculation: "0.5 Nm shall be 0.5 Nm output".
-> 30 * X = 0.5 -> X= 0.0167
0.5 Nm -> x1.0 -> x100% -> x0.0167 -> x30 Nm = 0.5 Nm
So rF2 knows that the wheel would output 30 Nm at 100% but also knows that the Fiat only outputs 0.5 Nm in the internal physics calculation. So it scales the FFB output with 0.067 to give you only 0.5 Nm no matter how powerful your wheel is!
The crux with this setting is that the higher you set this value, the lower the FFB output will be that you get into your hands!
Example: Default value is 2.5 Nm!
0.5 -> ingame x1.0 -> 100% wheel software --->>>
-> 2.5 * X= 0.5 -> X= 0.2
-> 0.5 Nm -> x1.0 -> x100% -> x0.2 -> x30 Nm = 3 Nm
Summary: Again, the max capability settings is meant to limit the force output for cars that won't use the full force capability of the wheel in real life!
With a wheel like the Logitech G27 basically all cars would have stronger forces in real life than your PC wheel can replicate (and so have in the internal physics calculation of rF2!).
So with a Logitech wheel you would not need this setting. But if a car would become stronger on your PC than it would be in real life, things get complicated and that setting helps it.
I know that my CSW is stronger than some road cars so I set this setting for the first time after upgrading from the Logitech. I would love for other sims to have this setting too. Of course the sims try to replicate different steering wheel forces with different cars but to be fine for the masses, the differences have to be subtle!
Otherwise Logitech users would feel nothing at all with a Fiat 500 and would have a wheel permanently clipping at 100% of its capability when jumping into a 50's F1 car.
Well, you asked for "40 views and not reply" so I gave you the full answer
PS: for "reference" of my trustability:
- Did a driver training with my real life MB w202 C class. Including spinning, drifting, snow and rain simulation pads.
- Did a few Karting sessions over the last years
- created the G27 LUT files to alternate the Assetto Corsa FFB to be more realistic:
https://www.racedepartment.com/downloads/rasmusps-lut-guide-for-g27-29-and-dfgt.16799/
- Studying mechatronical engineering and therefore I am very interested in the electrics etc and how FFB simulation of real car physics works.
Of course I always like to learn new things. Like the "capability" setting I just learnt about 2 months ago or maybe someone tested which lines are making a difference in the controller.json and which do not.. I couldn't be bothered to test them all one by one...