rFactor 2

rFactor 2

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ActionSepp Nov 23, 2018 @ 1:21pm
Bad Brake feeling
I´ve set up the FFB but i dont get a feeling for the Brakes. I cant feel if im braking hard or not or if the tires lock. everything feels the same.
In Project Cars 2 i could fell everything while braking.
Is this a known issue or just a setting problem from me?
I´m using a Logitech G29
Last edited by ActionSepp; Nov 23, 2018 @ 1:45pm
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Showing 16-30 of 33 comments
EF_Neo1st Nov 17, 2019 @ 10:44am 
Originally posted by NTU:
Originally posted by DAA520Elin's Swing:

You are just another person blaming the game for your own lack of understanding of how to use it properly. As for Thrustmaster fanboys? lol. Thrustmaster makes toys.
Yeah, somehow it's user error that every sim with all my hardware works beautifully, both Logitech and Fanatec, except with rF2. That doesn't make sense but I'll take your word for it. My settings must be wrong even though I spent almost 2 hours tuning everything. I had to stop otherwise Valve wouldn't have refunded me, then I'd be stuck with the crappiest, buggiest sim ever. Hey, if it works for you, great. I read several pages of recommended setups, and it still felt like trash. It'd go from clipping to not feeling anything, FFB lacks a lot of detail.
Probably you had this problem here (that I also had):
https://forum.studio-397.com/index.php?threads/reversed-ffb-and-how-do-i-fix-it.50426/

It was an inverted ffb, it happened at both rFactor 2 and Automobilista.

Anyway, rFactor 2 and Automobilista (also ACC) dont have as much weight transfer at FFB as PC2, dont know if that is what you mean by "lack of details").
Last edited by EF_Neo1st; Nov 17, 2019 @ 10:48am
NTU Nov 17, 2019 @ 11:33am 
It had nothing to do with the FFB being inverted or not.
R.Berge Nov 17, 2019 @ 5:37pm 
I have ffb but there is no brake info being transferred to the wheel and that makes it very hard to drive. In AC i can feel everything and the torgue is more than 3 times stronger than it is in RF2. And believe me i really wan't it to work and i am no hater so i have spent months trying to find a solution on tons of forums but with no luck.

I am going to buy a Fanatec DD base in a couple of months and i now uses the G920 and Fanatec CS V3 pedals. The G920 works fine if it is fed with the right info and you can't expect everyone to buy a 2000+ euro wheel/pedal set. The Logitech wheels are a very popular product and the makers of RF2 should try to find a solution to this with Logitech since many have this issue, they only loose customers if they ignore this.
Last edited by R.Berge; Nov 17, 2019 @ 5:39pm
Vader Nov 17, 2019 @ 11:56pm 
Best way i found to use to find brake lock vs feedback/information is to:

1:Turn ABS fully off
2:Drive at speed then slam the brakes on
3:What information if any is fed back to you (wheel rattle)
4:Determine if the information/feedback is relevant to the situation(car shakes,loss of steering due to lock up)
5:Watch replay from side view to see exactley how the wheels lock up,sometimes the projection speed of the vehicle does not engage full lock up.
6:Check your wheel settings in menu.The one setting works for all games should not apply.
7:Adjust accordingly for RF2.

This should work with what ever wheel you use,no need to upgrade.

Just take your time to get into the mindset of all games are different,with all settings should be based on an individual game/studios approach.

Last edited by Vader; Nov 18, 2019 @ 12:00am
EF_Neo1st Nov 18, 2019 @ 12:24am 
Originally posted by Warlock:

Just take your time to get into the mindset of all games are different,with all settings should be based on an individual game/studios approach.
This.

Project Cars 2 delivers a strong weight transfer through FFB while rFctor 2 and others dont but PC 2 grip feeling is weak while here is strong.

Also, physics seen better here too.
Dud Nov 18, 2019 @ 5:48am 
Try setting "Brake effects on steer axis" to 1 in the \rFactor2\Userdata\Controller\*.json file which corresponds to the wheel you are using.
NTU Nov 19, 2019 @ 5:58pm 
Just avoid this crap sim.
=ADSTA= Nov 19, 2019 @ 7:02pm 
Says "The most mature person on the internet." who spent a whole 0.4 hours with rF2.
Vader Nov 20, 2019 @ 1:32am 
Originally posted by NTU:

I have a better feeling for the brakes in GT Sport.

This is pretty lousy for the "most hardcore, realistic racing simulator ever made."


GT Sport is plug and play,easy and straight forward.
In its own rights and category it is a decent game.

RF2 should be seen like a racing drivers perspective sitting in the car in the pit garage.
Data analysis,setup,communication,fine tuning,test and repeat....even before going into a race this is the mantra of RF2.

Everytime i load up RF2,i am in the pits focusing on these things even before i think about laptimes,rivals....what is my car going to be capable of and how can i get the best out of it for me.
This is the mindset of all people who take racing seriously or who race for real.

Take a look at the GT Sport(or other racing titles)tuning menu options then ask yourself which is more in tune and available to the consumer to be most advanced giving full durability on setup.

What you have done is compare 2 titles that are way different in so many ways.

Next up....why does the acceleration in mario cart feel less realistic than Mclarens F1 test simulator?
EF_Neo1st Nov 20, 2019 @ 3:24am 
Originally posted by Warlock:
Originally posted by NTU:

I have a better feeling for the brakes in GT Sport.

This is pretty lousy for the "most hardcore, realistic racing simulator ever made."


GT Sport is plug and play,easy and straight forward.
In its own rights and category it is a decent game.

RF2 should be seen like a racing drivers perspective sitting in the car in the pit garage.
Data analysis,setup,communication,fine tuning,test and repeat....even before going into a race this is the mantra of RF2.

Everytime i load up RF2,i am in the pits focusing on these things even before i think about laptimes,rivals....what is my car going to be capable of and how can i get the best out of it for me.
This is the mindset of all people who take racing seriously or who race for real.

Take a look at the GT Sport(or other racing titles)tuning menu options then ask yourself which is more in tune and available to the consumer to be most advanced giving full durability on setup.

What you have done is compare 2 titles that are way different in so many ways.

Next up....why does the acceleration in mario cart feel less realistic than Mclarens F1 test simulator?
Yes, like, let me compare a game like this:
https://youtu.be/zTeFtirg6zU

To a game like this:
https://youtu.be/FWnKKzFwFY8

Or that:
https://youtu.be/aI3YNvx1R4k

And say TDU is better because I feel it more confortable right off the bat !!!:steamhappy:

Learn, adapt, improve.

He did not want to learn neither adapt and right off the bat because he didnt even wanted to make it better for him.

If it work for others it should also work for him, but seen that his mindset is more like "it must work right off the bat and I dont care if it dont".

Well, sad ... For him.
freespace Nov 22, 2019 @ 12:02pm 
Originally posted by Duders:
Try setting "Brake effects on steer axis" to 1 in the \rFactor2\Userdata\Controller\*.json file which corresponds to the wheel you are using.
Thanks for direction. I'm using Logitech Driving Force GT.
I think actual setting located in \rFactor 2\UserData\player\Controller.JSON. In Userdata\Controller\ folder just templates.
Trying different coefficients, set minimal force to 10%, didn't feel any better.
"Brake effects on steer axis":1, (default was "0")
"Brake effects on steer axis#":"0 = Brake effects on brake axis, 1 = brake effects on steering axis.",
"Brake effects strength":10000,
"Brake effects strength#":"-10000 to +10000, applies to all brake effects (force, vibration, static spring, etc?)",
"Brake spring coefficient":0.3,
"Brake spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
"Brake spring saturation":1,
"Brake spring saturation#":"Static spring effect peak force (0.0 to 1.0)",

When driving on kerbs vibration is way too high. It's synchronous with tyre position on kerb and changing frequency depending on car speed. There is effect of vibration from flat-spoted tyres. But no any "Brake effects".
So i want to ask guys who play this game - is there at all "Brake effects" and how they look?
Where let say there is some vibration on the wheel depending on tyres sliping ratios under straight line braking. ( for example 0.1 slip = 0.1 vibration, 0.2 slip = 0.2 vibration)
And if there is not, how the hell you recognise the moment when tyres start to lockup under straight line braking.

Last edited by freespace; Nov 24, 2019 @ 2:43pm
NTU Nov 26, 2019 @ 5:08pm 
So because I don't like rF2, I'm a bad person. Good to know you people have an open mind.. Yes.. YOU PEOPLE! Now who's the snowflake? You're going to claim I'm racist now.
NTU Nov 26, 2019 @ 6:04pm 
Originally posted by DAA520Elin's Swing:
Originally posted by NTU:
So because I don't like rF2, I'm a bad person. Good to know you people have an open mind.. Yes.. YOU PEOPLE! Now who's the snowflake? You're going to claim I'm racist now.
We tried to help you but you will not listen. So miss out on all the fun. Bye
At least you didn't call me racist.
Vader Nov 27, 2019 @ 4:22am 


Originally posted by NTU:
Originally posted by DAA520Elin's Swing:
We tried to help you but you will not listen. So miss out on all the fun. Bye
At least you didn't call me racist.


One thing i will say is people here are trying to help in some way or another and shed some light on a situation.
If you like/dislike the game or are good or bad at it really does not matter.

But trying to make people pity you feel or sorry for you after some of your comments does not really work...stop trying to bait with terminology you do not understand.
freespace Nov 27, 2019 @ 5:32am 
Ok guys, let's go back to the topic.
I had briefly read S397 forum, and what I understand from multiple posts is discribed in one of the member's reply (it's a copy paste):

"I think most of those lines are leftover of ancient FFB technology. At the present moment RF2 FFB "simply" transfer the torque on the steering rack, a force that is calculated by physic engine, without baked effects to enrich it. For this reason those lines have no impact on FFB, there is no baked "braking" effect. and so on."

So guys, how you recognise the moment when tyres start to lockup? Does all of you have 100kg force brake pedals or you just remeber pedal position or adjust ingame brake pressure?
Thanks.
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Date Posted: Nov 23, 2018 @ 1:21pm
Posts: 33