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[공략/팁] [휠세팅]피시 유저분들에게 ffb_custom_settings 하나 추천드려요 [5]




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(IP보기클릭)118.221.***.***

###################################################### # NAME: Nicsos123 - T300/TX v0.91 # youtube.com/Nicsos123 # Volume --------------------------------------------- (raw_volume (blend volume 0.0 2.0)) # Spindle Scales ------------------------------------- (Fx_scale raw_volume) (Fy_scale (* tone 2.0 raw_volume)) (Fz_scale raw_volume) (Mz_scale (* (+ (* tone -1.0) 1.0) 2.0 raw_volume)) # Stand_Wheel_Force ---------------------------------- (swf 0.35) (stand_force (* (crossover vel_mag 0.0 1.0) swf)) (drive_force (crossover vel_mag 0.0 1.0)) (Fx_scale (* Fx_scale (+ (- swf stand_force) drive_force))) (Mz_scale (* Mz_scale (+ (- swf stand_force) drive_force))) # Spindle Arm ---------------------------------------- (arm_angle 15.0)) (left_scale (linkage 1.0 -1.0)) (right_scale (linkage 1.0 1.0)) # Rack ----------------------------------------------- (Fx (+ (* left_scale FL_Fx) (* right_scale FR_Fx))) (Fy (+ (* left_scale FL_Fy) (* right_scale FR_Fy))) (Fz (+ (* left_scale FL_Fz) (* right_scale FR_Fz))) (Mz (+ (* left_scale FL_Mz) (* right_scale FR_Mz))) (output (+ (* Fx_scale Fx) (* Fy_scale Fy) (* Fz_scale Fz) (* Mz_scale Mz))) #(output (compressor output threshold ratio attack release)) (output (compressor output (* 0.83) (* 2.0) (* 0.04) (* 0.02))) (output (* 2.4 volume output)) # Lock Stops ----------------------------------------- (stops (bumpstop output 0.1 1.0 0.1 0.0)) (output (+ output (* stops device_lock_stop))) # Jerk Based Road Feel Front ------------------------- (FL_road (* FL_load 1.0)) (FL_road (jerk FL_road)) (FL_road (* FL_road (abs FL_angvel))) (FL_road_tx (* (+ 0.5 FL_road) 0.2)) (FR_road (* FR_load -1.0)) (FR_road (jerk FR_road)) (FR_road (* FR_road (abs FR_angvel))) (FR_road_tx (* (+ 0.5 FR_road) 0.2)) (FL_brk (* FL_long 1.0)) (FL_brk (jerk FL_brk)) (FL_brk (* FL_brk (abs FL_angvel))) (FR_brk (* FR_long -1.0)) (FR_brk (jerk FR_brk)) (FR_brk (* FR_brk (abs FR_angvel))) (FL_crnr (* FL_lat 1.0)) (FL_crnr (jerk FL_crnr)) (FL_crnr (* FL_crnr (abs FL_angvel))) (FR_crnr (* FR_lat -1.0)) (FR_crnr (jerk FR_crnr)) (FR_crnr (* FR_crnr (abs FR_angvel))) # Jerk Based Road Feel Rear -------------------------- (RL_road (* RL_load 1.0)) (RL_road (jerk RL_road)) (RL_road (* RL_road (abs RL_angvel))) (RL_road_tx (* (+ 0.5 RL_road) 0.2)) (RR_road (* RR_load -1.0)) (RR_road (jerk RR_road)) (RR_road (* RR_road (abs RR_angvel))) (RR_road_tx (* (+ 0.5 RR_road) 0.2)) (RL_brk (* RL_long 1.0)) (RL_brk (jerk RL_brk)) (RL_brk (* RL_brk (abs RL_angvel))) (RR_brk (* RR_long -1.0)) (RR_brk (jerk RR_brk)) (RR_brk (* RR_brk (abs RR_angvel))) (RL_crnr (* RL_lat 1.0)) (RL_crnr (jerk RL_crnr)) (RL_crnr (* RL_crnr (abs RL_angvel))) (RR_crnr (* RR_lat -1.0)) (RR_crnr (jerk RR_crnr)) (RR_crnr (* RR_crnr (abs RR_angvel))) # Bump Front ----------------------------------------- (FL_bump_period (+ (* 0.4 FL_bump_kerb) (* 0.1 FL_bump_track))) (FL_bump_amplitude (+ (* 0.4 FL_bump_kerb) (* 0.06 FL_bump_track))) (FL_bump_sharpness 0.99) (inv_period (/ 1.0 (+ FL_bump_period 0.001))) (dphase (* FL_vel_x dt inv_period)) (FL_bump (oscillator dphase)) (FL_bump (scoop FL_bump FL_bump_sharpness 0.95)) (FL_bump (* FL_bump FL_load FL_bump_amplitude FL_angvel)) (FL_bump (split FL_bump 0.0 1.0 0.0 0.4 0.02)) (FR_bump_period (+ (* 0.4 FR_bump_kerb) (* 0.1 FR_bump_track))) (FR_bump_amplitude (+ (* 0.4 FR_bump_kerb) (* 0.06 FR_bump_track))) (FR_bump_sharpness 0.99) (inv_period (/ 1.0 (+ FR_bump_period 0.001))) (dphase (* FR_vel_x dt inv_period)) (FR_bump (oscillator dphase)) (FR_bump (scoop FR_bump FR_bump_sharpness 0.95)) (FR_bump (* FR_bump FR_load FR_bump_amplitude FR_angvel)) (FR_bump (split FR_bump 0.0 1.0 0.0 0.4 0.02)) # Bump Rear ------------------------------------------ (RL_bump_period (+ (* 0.4 RL_bump_kerb) (* 0.1 RL_bump_track))) (RL_bump_amplitude (+ (* 0.4 RL_bump_kerb) (* 0.06 RL_bump_track))) (RL_bump_sharpness 0.99) (inv_period (/ 1.0 (+ RL_bump_period 0.001))) (dphase (* RL_vel_x dt inv_period)) (RL_bump (oscillator dphase)) (RL_bump (scoop RL_bump RL_bump_sharpness 0.95)) (RL_bump (* RL_bump RL_load RL_bump_amplitude RL_angvel)) (RL_bump (split RL_bump 0.0 1.0 0.0 0.4 0.02)) (RR_bump_period (+ (* 0.4 RR_bump_kerb) (* 0.1 RR_bump_track))) (RR_bump_amplitude (+ (* 0.4 RR_bump_kerb) (* 0.06 RR_bump_track))) (RR_bump_sharpness 0.99) (inv_period (/ 1.0 (+ RR_bump_period 0.001))) (dphase (* RR_vel_x dt inv_period)) (RR_bump (oscillator dphase)) (RR_bump (scoop RR_bump RR_bump_sharpness 0.95)) (RR_bump (* RR_bump RR_load RR_bump_amplitude RR_angvel)) (RR_bump (split RR_bump 0.0 1.0 0.0 0.4 0.02)) # Scrub Front ---------------------------------------- (FL_scrub (soft_clip FL_scrub 1.3 0.0)) (FL_scrub (scoop FL_scrub 0.8 0.999)) (FL_scrub (* (* FL_scrub 1.0) (oscillator 1.2))) (FL_scrub (* (* FL_scrub 0.5) (oscillator 0.85))) (FR_scrub (soft_clip FR_scrub 1.3 0.0)) (FR_scrub (scoop FR_scrub 0.8 0.999)) (FR_scrub (* (* FL_scrub 1.0) (oscillator 1.2))) (FR_scrub (* (* FR_scrub 0.5) (oscillator 0.85))) # Scrub Rear ----------------------------------------- (RL_scrub (soft_clip RL_scrub 1.6 0.0)) (RL_scrub (scoop RL_scrub 0.8 0.999)) (RL_scrub (* RL_scrub (oscillator 1.1))) (RL_scrub (* (* RL_scrub 0.4) (oscillator 0.80))) (RR_scrub (soft_clip RR_scrub 1.6 0.0)) (RR_scrub (scoop RR_scrub 0.8 0.999)) (RR_scrub (* RR_scrub (oscillator 1.1))) (RR_scrub (* (* RR_scrub 0.4) (oscillator 0.80))) # Texture -------------------------------------------- (road_scale (* 0.0004 1.0)) (road_tx_scale (* 0.00009 2.0)) (brk_scale 0.0000001) (bump_scale (* 0.24 1.0)) (scrub_scale (* 14.0 1.0)) (tex_k 20000.0) (tex_d 1.0) (FL_tex (+ (split (* road_scale FL_road) 1.0 0.6 0.01 0.2 0.1) (* brk_scale FL_brk) (* brk_scale FL_crnr) (* bump_scale FL_bump) (* scrub_scale FL_scrub))) (FL_tex (split FL_tex 0.0 1.0 1.0 2.0 0.01)) (FL_tex (spring FL_tex tex_k tex_d 1.0)) (FL_tex (+ FL_tex (* (spring (split (* road_tx_scale FL_road_tx) 1.0 0.0 0.0 0.2 0.0) 0.0 0.5) 0.5))) (FR_tex (+ (split (* road_scale FR_road) 1.0 0.6 0.01 0.2 0.1) (* brk_scale FR_brk) (* brk_scale FR_crnr) (* bump_scale FR_bump) (* scrub_scale FR_scrub))) (FR_tex (split FR_tex 0.0 1.0 1.0 2.0 0.01)) (FR_tex (spring FR_tex tex_k tex_d 1.0)) (FR_tex (+ FR_tex (* (spring (split (* road_tx_scale FR_road_tx) 1.0 0.0 0.0 0.2 0.0) 0.0 0.5) 0.5))) (RL_tex (+ (split (* road_scale RL_road) 1.0 0.6 0.01 0.2 0.1) (* brk_scale RL_brk) (* brk_scale RL_crnr) (* bump_scale RL_bump) (* scrub_scale RL_scrub))) (RL_tex (split RL_tex 0.0 1.0 1.0 2.0 0.01)) (RL_tex (spring RL_tex tex_k tex_d 1.0)) (RL_tex (+ RL_tex (* (spring (split (* road_tx_scale RL_road_tx) 1.0 0.0 0.0 0.2 0.0) 0.0 0.5) 0.5))) (RR_tex (+ (split (* road_scale RR_road) 1.0 0.6 0.01 0.2 0.1) (* brk_scale RR_brk) (* brk_scale RR_crnr) (* bump_scale RR_bump) (* scrub_scale RR_scrub))) (RR_tex (split RR_tex 0.0 1.0 1.0 2.0 0.01)) (RR_tex (spring RR_tex tex_k tex_d 1.0)) (RR_tex (+ RR_tex (* (spring (split (* road_tx_scale RR_road_tx) 1.0 0.0 0.0 0.2 0.0) 0.0 0.5) 0.5))) (tex (+ FL_tex FR_tex RL_tex RR_tex)) (tex (* tex track_road_noise device_road_noise)) (tex (soft_clip tex 1.0 0.0)) # Gearbox -------------------------------------------- (gearbox (oscillator (* (- driveshaft_core clutchshaft_core) 1.0))) (gearbox (* gearbox gearbox_grind clutch 0.1)) (gearbox (spring gearbox 8000.0 0.2 1.0)) (gearbox (* gearbox 1.0)) (feel (+ tex gearbox)) (output (+ output (* feel fx))) # Scaler as informational only, doesnt affect output - (scale_window_init 10.0) (scale_window_nominal 2.0) (scale_soft_clear_t 10.0) (scale_min 0.2) (scale_max 2.0) (scale_blend_t 2.0) (signal_scale output 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0) # mass damper --------------------------------------- (output (spring output device_mass_k 1.0 1.0)) #Deadzone Removal (output (tighten output 0.005 0.01)) (output (relative output 1.3 0.1 0.95)) # Wheel Weight post --------------------------------- (wheel_weight (smooth Fz 0.0)) (wheel_weight (drag wheel_weight 0.000116 0.0)) (output (+ output (* wheel_weight 1.0))) # Engine -------------------------------------------- (engine (oscillator (* (* (+ 8.0 crankshaft) 0.0037) 0.60060))) (car_speed (crossover vel_mag 0.0 1.0)) (engine (* (- 1.0 (* car_speed 0.37)) engine)) (output (+ output (* (* 0.1 engine) fx))) (histogram output) (output (hard_clip (* output gain) 1.0))
18.01.18 09:53

(IP보기클릭)118.221.***.***

파워매니저
텍스트 파일 내용입니다. 굳이 해당 링크에 들어갈 필요없이 이 내용으로 txt 파일을 만드셔도 됩니다. 파일명은 ffb_custom_settings 으로... | 18.01.18 09:56 | |

(IP보기클릭)210.100.***.***

좋은 자료 감사합니다 이런거 플포좀 지원되게 해주면 좋은데 아쉬워요 참
18.01.18 15:08

(IP보기클릭)1.252.***.***

자료 정말 감사합니다. 방금 적용해봤는데 진동피드백이 가히 폭발적이네요 ㅎㄷㄷ 그런데 혹시 이 파일이 주행물리에도 영향을 주는가요? 기분탓인가 모르겠는데 차량그립이 엄청 쫀쫀해진것 같습니다....
18.01.19 21:55

(IP보기클릭)58.123.***.***

lookseedo
그렇죠. 저도 그립 주행하면서 놀랐습니다. 주행물리는 그대로일 거에요. 포스피드백 세팅과 차량 셋업은 별개니까요. 다른 점은 직진 주행 뿐아니라 코너링할 때에도 잔진동이 보다 선명해진다는 것인데 이때문에 타이어/노면 피드백 정보를 더 받는 느낌이 들더라고요. 핸들을 더 꽉 쥐게 되면서 더 미세조절하게 유도하는 피드백이였습니다. 아마 뒷바퀴 포스피드백 효과까지 실감나게 구현해 놓은 것이 아닌가 해요. | 18.01.20 05:48 | |


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PC, WiiU, PS4, XBOX ONE
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일정
[출시] 2015.05.07 스팀 (PC)
[개발중단] 2015.07.21 중단 (WiiU)
[출시] 2015.05.07 (PS4)
[출시] 2015.05.12 (XBOX ONE)


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