Configuration Options
FFFSake provides the following options, exposed via the Joystick Gremlin plugin.
Quickstart:
- Set
FF Device Typeto match your device. - Select
FF Deviceif you have multiple FFB devices connected. - Set
Device Gain %to a comfortable value (recommend leaving hardware gain setting, via the vendor's control panel/app, at maximum).
Then, as you play specific games, you can visit the game guides for recommended settings and compatibility fixes.
Engine Selection
Most people should use the Reducer engine. Forwarder will continue to be provided
for debugging purposes and to help understand game compatiblity issues not yet captured in the Reducer engine.
Device Selection and Settings
Allows selecting the device, and setting device-global options.
| Option | Values | Description |
|---|---|---|
FF Device |
First FFB Device, |
Which device to send force feedback commands to. |
FF Device Type |
Wheel, Joystick |
(Reducer only) Whether the device is a FF wheel or joystick. |
Device Gain % |
[0, 100] |
User gain setting for all effects. May have no effect with forwarding engine. |
Gain Settings
Gains scale the intensity of individual force effects. On a per-game basis, these can be used to enhance certain effects, improve comfort, and in some cases, avoid saturating effects (leading to loss of fidelity/feedback). More details in the game issues guide.
Games typically use a subset of these, so changing them may not have an effect. The game guides have recommended settings for some games. Default value is 100%.
| Option | Values | Description |
|---|---|---|
Constant Gain % |
[0, 300] |
Constant forces can be used for anything and everything. |
Ramp Gain % |
[0, 300] |
Used for slow rise or fall effects. |
Sine Gain % |
[0, 300] |
Used for uneven ground effects, aerodynamics, oscillation. |
Square Gain % |
[0, 300] |
Used for gear grinding, stairs, rough terrain. |
Triangle Gain % |
[0, 300] |
Used similar to square. |
Sawtooth Up Gain % |
[0, 300] |
Ratcheting effects, weapon kick. |
Sawtooth Down Gain % |
[0, 300] |
Used similar to sawtooth up. |
Spring Gain % |
[0, 300] |
Used for counter steer, or to generally center the axes. |
Damper Gain % |
[0, 300] |
Used to prevent oscillation, and provide a friction-like effect. |
Inertia Gain % |
[0, 300] |
Used to emulate device internal friction - rarely used. |
Friction Gain % |
[0, 300] |
Used to emulate device mass - rarely used. |
Coefficient Multipliers
Coefficient multipliers adjust the feeling of effects that are typically tuned by hardware manufacturers; but since the reducer engine re-implements these effects, we need to tune them ourselves. Coefficient multipliers apply on top of other gains. Adjust gains if the effect feels weak all the time; adjust coefficients if the effect feels "wrong" or uneven.
| Option | Values | Description |
|---|---|---|
Spring Coefficient % |
[0, 300] |
Tune to get sufficiently strong counter steer (in games that use spring for it) near the center of rotation. |
Friction Coefficient % |
[0, 1000] |
Tune to get a good friction feeling (not too weak, but not too gritty/backlashing either). |
Compatibility Options
Options to fix compatibility issues stemming from non-standard or buggy behavior in specific games. Unless needed, these should be left to the default value. See the Game guides for recommended settings.
| Option | Values | Description |
|---|---|---|
Compatibility: Restore minimized forces |
True, False |
When certain forces are unintentionally zero, this will unminimize them. |
Compatibility: Force restart on update |
True, False |
When the game expects certain forces to be restarted on each update. |
Debugging Options
Most users shouldn't need to change these from their default values.
| Option | Values | Description |
|---|---|---|
Device Update Period (ms) |
[1, 34] |
Device update period in milliseconds. |
Y-Axis Forces Handling |
AUTO, ROTATE_TO_X |
How to handle Y-axis forces. |