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AMS2 + Gamepad Questions

Paul Cohen
2024-03-23
2024-04-20
  • Paul Cohen

    Paul Cohen - 2024-03-23

    Hi,

    Thanks for the project, great idea!

    I’ve got it working partly with AMS2 and an Xbox One gamepad (XInput), but it’s not 100% and hoping you could give me some tips.

    What works:
    I used the Project Cars preset and instructions, but just changed to gamepad from wheel, and also AMS2 needs xinput1_3.dll not the one specified.
    XInput is disabled, so the dinput emulation is working ok.

    The button vibration works, and so does the brake/throttle trigger vibration. That helps make AMS2 better, as it’s completely zero feel on the road surface on gamepad, not nice at all.

    Setting the left and right motors above 1.0 doesn’t seem to increase them at all though, no matter what they are set to.
    What’s the range here?

    Also, I can’t generate any road feel feedback from the sim at all, no matter what settings I use in dxAce or AMS2.
    I can get a small amount of what feels like random feedback driving off the track (is that the fakeFFB at work?), but there is nothing when you drive over big sausage curbs at all, whether it’s set to whole ffb or spikes only.
    My impression is there should be feedback from the sim to do this for wheels, but not getting any on the gamepad.

    Any tips on getting some road feel and/or tire skid feel like ACC or WRC EA does out of the box?

    Also, I’m confused a bit by the word filter. Filter usually means to filter something out, and I’m not sure if that’s what you mean here or you mean to select a particular effect to attenuate or boost it?

    Thanks!

     
  • Dwayne

    Dwayne - 2024-04-07

    Hi Paul,

    Beta version many bugs :p Some things got lost in translation or incorrectly coded from my previous code in c++ to Lazarus-pascal.

    Latest full 0.12 have many fixes but some bugs might still exist. Hopefully it's functional in most of the functions :)

    Rumble/ffb should be fully functional with vjoy now if properly set, if no late bugs were introduced :p, so you might get extended effects (first disable trigger vibration as it might interfere with game ffb effects then try with trigger effect and see if you like it better with or without it)

    At the moment I have a very low end pc for games and didn't bought any of the newest games aside Snowrunner. Not a game that needs much help but even so, wheels turn much faster and rumble is much more extended :)

    You can change the xinput dll name to the one that the game use (see readme). AM might use extended ffb effects dunno, that is, more than constant force. Enable the console and log io dinput and check what it shows. But latest version using vjoy is advised as ffb is sent to the vjoy feedback function so easier to see using the editor (check rt in the plotter menu, select the ffb axis and see what it plots, launch automobilista in windowed mode or save images...)

    Filtering in signal processing is applying some function to an input and get a desired output. Two common filters are low and high pass filters, i.e, filtering out the undesired frequencies/noise. In case of wanting to limit the rotation speed we want to exclude high frequencies (sudden/fast changes) so a low-pass filter is usually applied.

     

    Last edit: Dwayne 2024-04-07
  • Anonymous

    Anonymous - 2024-04-07

    Aok, I'll give that a try. Thanks!

     
  • Paul Cohen

    Paul Cohen - 2024-04-07

    Is Vjoy really required?
    I've had issues with that in the past, and it can cause problems with the controller not being recognised by other games on Win 11, even if you can get it installed on win 11.

    I forgot to mention I was using the previous dx ACE v0.11.0 bin release, not the beta, due to previous issues with vjoy. A lot of people have issues getting vjoy installed on win 11, as the vjoy project is dead and the only way to get it to work on Win 11 is to use a forked version: see https://github.com/shauleiz/vJoy/issues/57

    I'll take a look at the new version though.
    The most current version of vjoy for win 11 seems to be this fork: https://github.com/njz3/vJoy/

    However, I think you would ultimately be better off my making dx ACE independent of vjoy.

    Update: After some searching it seems this is the definitive signed version of vjoy that currently works with win 11: https://github.com/BrunnerInnovation/vJoy/releases/tag/v2.2.2.0

     

    Last edit: Paul Cohen 2024-04-08
  • Paul Cohen

    Paul Cohen - 2024-04-07

    .

     

    Last edit: Paul Cohen 2024-04-07
  • Anonymous

    Anonymous - 2024-04-20

    Hi,

    I'm still on Windows 7 so :)

    The utility is independent of vJoy, the vJoy route is only needed if the game doesn't directly support the utility or some of it's features as getting raw output from the game, as newer codemasters games for example. Dakar 18 being one that wont load it since it directly loads the dll from the system path so only using vJoy. The only thing is that I think I removed forced ffb detection in v0.12, have to check it and might re-implement it if it's the case as I wasn't aware that vJoy was troublesome on W11... thanks for the feedback :)

    Either way older versions should work fine if the game loads the utility. I don't have Am2 so can't test it but regarding ffb supportmake sure that there's no ingame xinput gamepad rumble effects enabled in AM2 or it might interfere with the utility getting ffb from the game and setting the motors. Also try both constant and sine and see if it makes a difference. Not sure but I think the main ffb modulation in AM1 was done using the sine function.

    "Setting the left and right motors above 1.0 doesn’t seem to increase them at all though, no matter what they are set to."

    When you set it above 1 it amplifies it if the input is less than 1. As an example if the game sets the motor(s) at 0.5 force and you have 2.0 then the output will be 1.0. If the game sets it at 1 then it won't amplify as it's already on max. If you don't see any difference but still have some minor effects it's likely that it's the game setting directly the motors rather than the utility.

    "I can get a small amount of what feels like random feedback driving off the track"

    Again, check the above, namely enable the console and see if you see the ffb changing in the log (check dinput io option). For example in pCars 2 I clearly remember that when the car was riding the kerbs the rumble effect was very present. Was even kind of surprised that it reproduced the effect with some accuracy as the utility converted wheel ffb to gamepad vibration/rumble. It might depend on the game tho but if you get nothing then something is likely not working correctly.

    Cheers,

    Dwayne

     

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