Sim Racing Studio 2.0 Motion Tuning Guide
Collated from existing resources and revised with new details. The goal is to have a single place to get started in learning to tune your platform with Sim Racing Studio 2.0. Thank you Sim Racing Studio and everyone else who has contributed to the discussion on motion tuning! Topics include: Introduction to Motion Tuning Intellitune vs Manual Tuning
Tuning Page Features
Effects Slider Settings
Smoothing Effects Advanced Settings Understanding the Effects Sliders and Max Telemetry
Advanced Telemetry Capturing Tips Resetting Telemetry Corrupted and Bad Telemetry Clipping Bad Telemetry
Lowering Max Telemetry Increasing Max Telemetry General Max Telemetry Tips
General Slider and Overall Tuning Tips
Advanced Boost Tuning Troubleshooting
Introduction to Motion Tuning
The key to getting the best performance and experience from your movement platform is through tuning. Without tuning, the platform might not move enough or moves too much or feels jerky. Tuning is essential if you want to create your own experience for each game and car. Make the platform behave in the way you feel more realistic or comfortable with your style of racing/flying. Sim Racing Studio (SRS) has created a starting point based on the telemetry outputs of each game; however, these don’t take into account the nuances that each vehicle has when it comes to power, acceleration, turning, road conditions, etc. and how that is all interpreted as telemetry output into angles and g-forces. It also does not take into consideration your specific taste and preferences in terms of immersion (more or less movement).
Tuning in SRS is always LIVE and you feel the effect of the change immediately after you change a parameter. Once you are satisfied with how the motion feels, press SAVE so it will remember and auto-reload when you get back to the game/vehicle.
You can utilize the Profile Manager in SRS for general tuning setting without having to launch the sim. However, for vehicle specific tunings, you will need to load into the specific vehicle in the sim. You can find details on using the Profile Manager here: https://www.simracingstudio.com/post/profile-manager
Tuning is disabled when the Profile In Use in the upper right indicates “Stand By”.
Once you have loaded a game, the Profile In Use name will change to the game name if supported by SRS.
Once you have loaded a vehicle in supported games, the Profile In Use will switch to the name of that vehicle. Not all sims support vehicle specific tunings.
If your game is full screen and you can’t see SRS, ALT+TAB out to Windows and select SRS so you can begin to tune. Remember to reselect the game to resume testing once you’re done tuning in SRS.
Intellitune vs Manual Tuning
With the release of SRS v126.96.36.199, a new feature called Intellitune Wizard was released which is an artificial intelligence and machine learning feature that takes into consideration pro-tunes and community tunings to find the best suggestion. Intellitune can be utilized to gather Max Telemetries and basic settings for an improved motion experience over the default tunings. Since the telemetry is not manually reviewed, is only 3 minutes long, and limited to a single track, it will not be as accurate as the processes outlined in this guide. If quick setup is the goal, its recommended to utilize the Intellitune Wizard. Please refer to the SRS blog post for more information on the Intellitune Wizard here. This guide covers the concepts of tuning which can be use to modify the Intellitune Wizard profile if needed. Please contact SRS for more information or issues with the Intellitune Wizard here. However, if you want the most accurate tuning available for a specific vehicle, this guide will provide the guidance on collecting telemetry and creating a motion profile.
Tuning Page Features
To start tuning, launch Sim Racing Studio 2.0, select TUNING at the top and then Motion in the left column. Below is the definition of each function and feature found in the SRS Tuning page.
These settings are applied universally to the motion of the platform independent from the Effects sliders or Max Telemetry settings. Adjusting these settings will change the overall feel of the motion profile.
· MAX ANGLE: This setting adjusts the maximum amount of movement available to the platform. For example, if your platform is meant to go from -10 degrees to +10 degrees and the MAX ANGLE is set to 90, SRS software will limit the platform to go from only -9 degrees to +9 degrees reducing the overall motion of the platform. It will "proportionally" calculate, for each telemetry value, the new motor position so it’s not a “stop when reaching 90” type of rule. Lower is ideal for kids and people who want less movement. Higher is ideal for hardcore racers and flight simers.
· SMOOTHING: Limits large delta changes of each motor. This is another value that can be lowered to reduce the “jerkiness” of the platform. For example, your game did a drastic change in direction (left to right or up to down) and the SRS formula calculated that your platform (motors) needs to go from position -10 to +10. Smoothing at 0 will allow the platform to do the -10 to +10 change. Smoothing at 50 will only bring the platform from -10 to +5. Smoothing at 90 will bring the platform to around +1. The higher the smoothing value the smoother your change in direction.
· REACTION SPEED: Limits how quickly the motors will move to get to the desired position. This is a major factor that impacts the “jerkiness” of the platform. For example, you are in a high-speed tight S-curve and the SRS formula has calculated that your platform motors need to go from position -10 to +3 and back to -8 in a very short amount of time. Reaction Speed at 100 (max and also the default of the platform) will try to reach the new position as fast as possible. Hence, you will feel a hard swing from side to side. Reaction Speed at 70 (the minimum value able to be set for Reaction Speed) will slightly slow down the swing speed and thus will be smoother.
Note: Reaction Speed is a global setting and will apply to all tunings once changed and saved. For example, if you have one tuning that has already been saved with Reaction Speed at 70 and are tuning a different game and vehicle and set Reaction Speed to 100, the previous tuning's Reaction Speed will increase to 100. This is because Reaction Speed is a global setting in firmware and not saved locally via software. The Reaction Speed setting is not available for PT Actuator platforms.
· BOOST: Increases small delta changes of each motor and is the opposite of smoothing. Let's say your game did a very small change in direction (left to right or up to down) and the SRS formula calculated that your platform (motors) needs to go from position 0 to 1. Boost at 0, will move the platform from 0 to +1. Boost at 50, will move the platform from 0 to +1.5. Boost at 90 will move the platform to +1.9. The higher the Boost value the bigger your change in direction for small changes. Boost can be used to increase the feel of the small details in the road (like bumps from small rocks, minor divots in the terrain, poor road conditions) as well as small bumps from turbulence for flight sims. Boost is completely dependent on if the telemetry output for the sim supports these small changes. Be careful when increasing Boost too much since it can also increase the “jerkiness” of the platform due it constantly shaking. Warning: Going over 45 in the Boost setting can begin to cause extreme shaking in the platform. Be very careful whenever raising Boost and have an emergency stop button available if you do so while in the platform. Note: See Advanced Boost Tuning below for additional guidance on tuning boost if required.
Effects Slider Settings
These settings handle how strong and predominant the g-force is on each axis (pitch, roll yaw, sway, surge, heave). They will determine how much acceleration you feel while you loose traction, how much roll occurs while diving, or how much deceleration is felt when turning at the same time.
· PITCH – The angle of the vehicle up or down. Imagine when you go up a hill or down a hill. Affects both cars and planes in similar ways.
· ROLL – The angle of the vehicle from side to side vs the horizon. This would be felt while in a vehicle and are on a banked curve. Mostly affect planes as the vehicle moves very little with Roll unless you are in a NASCAR banked curve or banked hillside while off-roading. Roll should not be confused with Lat G Sway which is the lateral g-forces felt when going around a curve.
· YAW – The twisting movement when you use rudders in an aircraft/spacecraft without rolling or pitching. Yaw represents the platform pivoting on a central axis. Generally used for aircraft, especially helicopters. Note that depending on the sim, Yaw can be driven by either g-forces on the yaw axis or the positional representation of the vehicle within 360° on the yaw axis. Tuning for yaw should take this into consideration.
· LAT G SWAY - The lateral G force affecting the vehicle (Sway). This would be felt when you are on a high-speed curve and your car is being "pushed" to the outside of the curve. One of the most important effects for cars, but is also seen heavily in aircraft depending on the sim.
· LONG G SURGE ACCEL - The longitudinal G force affecting the vehicle during acceleration (Surge). It’s also the effect that makes you feel gear changes through the g-forces in cars or a catapult launch form an aircraft carrier in a flight sim. If you want to increase the feeling of acceleration Long G Surge Accel is the effect. Important Note: Long G Surge Accel and Long G Surge Decel share the SAME Max Telemetry value as there is only one telemetry output for Surge.
· LONG G SURGE DECEL - The longitudinal G force affecting the vehicle during deceleration (Surge). This is the effect that handles the g-forces for deceleartion. If you want to feel like you’re being thrown forward during braking, increase Long G Surge Decel. Important Note: Long G Surge Accel and Long G Surge Decel share the SAME Max Telemetry value as there is only one telemetry output for Surge.
· VERT G ROAD HEAVE - The vertical g-forces affecting the vehicle (Heave). For a car, this would be the road texture and bumps. For planes, it would be felt in turbulence or when you hit the ground. Affects both cars and planes in similar ways.
· TRACTION LOSS – The force when the back part of your car is rotating quicker than the front part. For traction loss, the platform will pivot on a front axis so only the rear of the platform moves. Examples would be when you are drifting or losing control of the rear. Generally only for cars and usually not for aircraft.
· WHEEL SLIP/LOCK – An effect created within Sim Racing Studio that represents the Wheel Slip or Lock for each individual wheel on the vehicle if the telemetry is available. Wheel Slip occurs when tires spin with no traction independent if the car is rotating or completely standing still (slipping). Wheel Lock occurs when the car is moving but tires are not moving (locked). Note: Not all games support Wheel Slip/Lock. Please refer to the SRS blog post for supported titles here.
· RUMBLE STRIPS - An effect created within Sim Racing Studio that represents individual wheel shaking for when that specific wheel encounters a rumble strip. The effect strength is not impacted by speed; however, it can be adjusted using the Effects slider. Note: Not all games support Rumble Stirps. Please refer to the SRS blog post for supported titles here.
Smoothing Effects is the ability to add the smoothing effect that reduces telemetry spikes specifically to Pitch, Roll, Sway, Surge, Heave, or Traction Loss. This targets the specific axis for games that tend to have telemetry spikes for only a specific axis. This targeted smoothing will only be applied to the adjusted axis and will not impact the entire platform like the general Smoothing effect listed under Platform.
The values can be set from 0 to 100 exactly like the Platform Smoothing slider. 0 will turn smoothing off; whereas, 100 will be maximum Smoothing for the effect.
NOTE: Effect Smoothing ONLY works in increments of 5. For example, 5, 10, 25, 40, 60 are all valid Smoothing Effect settings. If you set a slider between an increment of 5, it will only use the lower value (ie. if you set the slider to 7, it will only register as a 5). Sim Racing Studio may update the slider in the future to represent these increments.
WARNING: Be careful when applying Smoothing Effects. Smoothing Effects will average out telemetry overtime to smooth it out. The higher the Smoothing slider setting, the farther back it averages out the telemetry to remove spikes. This can easily cause small telemetry changes such as road heave or surge from gear shifts to disappear completely. Effect Smoothing should only be utilized to fix issues with motion that are unable to be resolved via Max Telemetry or Effect Slider settings.
For example, there are some games that have telemetry spikes for specific axis either due to in-game functions or corrupted/bad telemetry. These could include Pit Speed Limiters in iRacing for specific vehicles in which Surge Smoothing would assist in calming down the motion when entering the pits, DCS sway spikes while on the ground or loading onto the catapult, or other games that have corrupted telemetry, such as Epic Roller Coasters, to smooth a specific axis. If there is a jarring/jerking motion that can't be mitigated by Max Telemetry or Effect Slider settings, smoothing a specific axis could potentially be utilized.
These Smoothing values will be applied after the Effect Slider and Max Telemetry settings before they are calculated for the final platform position. Here is an example of the workflow:
GAME TELEMETRY -> EFFECTS SLIDER + MAX TELEMETRY + ADVANCED AND SMOOTHING EFFECTS -> MAIN SRS FORMULA -> PLATFORM SETTINGS (MAX ANGLE, SMOOTHING, BOOST, REACTION SPEED, BOOST)
These settings allow specialized tuning for specific effects/axis as well different motion platforms. Some settings will only appear if the game or platform is supported.
· MIN TRACTION LOSS ACTIVATION – Is utilized to make Traction Loss more noticeable by only engaging when there are larger movement swings so it’s not lost in other movements from the platform. This will cause the platform to “snap” into Traction Loss so it’s more noticeable. For example, if Min Traction Loss Activation is set to 30, then the platform will not begin to move Traction Loss until the telemetry input has reached “30% of its range” then it will snap to the left or right to catch up making it easier to feel the traction loss. If less snap is wanted when Traction Loss begins, reduce Min Traction Loss Activation. If you want more snap, increase this value. Note: This setting can be set to 0 to turn off Min Traction Loss Activation.
· ENHANCED G-FORCES – Only available for DOF Reality H6/P6 platforms. If Enhanced G-Forces is turned OFF, the platform will move parallel to the ground during surge and sway restricted by the maximum movement range of the platform. With Enhanced G-Forces turn ON, the platform will completely remove the surge movement and replace it with pitch as well as completely remove sway and replace it with roll. This allows for a constant g-force being felt during long periods of acceleration/deceleration or sideways movement. Important Note for H6/P6 tuning: Test with Enhanced G-Forces set ON and OFF to ensure the proper g-forces are felt for the type of vehicle being utilized. For long moments of g-forces being felt in acceleration or deceleration in in sway sideways movements, test with Enhanced G-Forces ON. If movement is generally short, quick g-forces, test with Enhanced G-Forces OFF.
· ROLL (Angle/Rate) / PITCH (Angle/Rate) - For flight sims that are supported, there will be an additional option in Advanced to set either Roll or Pitch as Angle or Rate. This is an enhancement for flight games that allow the platform to self-level after you release the Yoke and Pitch. If you select Angle, the platform will follow the Angle of the plane. If you select Rate, the platform will be returning to level after you release the Yoke. Again, tuning is essential as each game and plane have different rates of self-levelling that are sent to SRS. Some of them are smooth, some are more abrupt.
· GEAR SMOOTHING FACTOR - Some racing sims might send very high telemetry for motion when changing gears which causes the platform to rock back and forth extremely hard. Gear Smoothing Factor that will reduce the gear shifting effect. When the slider is at 0 there will be no smoothing, increasing it towards 100 will reduce the gear changing effect thus smoothing the rocking motion it when shifting gears. If shifts are too intense, its recommend to move the slider to 75 and adjust up or down as needed.
· MOTION REFRESH RATE - This setting adjusts the number of instructions per second sent to the platform. For actuator based systems, such as Prosimu, the default is 1000. This should be adjusted if you feel lag in your movement from what is appearing on screen versus what you feel in the platform. Increasing the slider will use more of your CPU. If increased too much, this setting can begin to introduce latency which is dependent upon the power of your PC and the motion platform. Default settings are highly recommend and only should be adjusted if necessary. Note: This setting will not be available for DOF Reality Platforms as the defaults of 30 should not be adjusted.
Understanding the Effects Sliders and Max Telemetry
To tune your platform, you must first have a good understanding of exactly what the tuning slider actually does and how it relates to Max Telemetry. Sim Racing Studio uses a very complex formula that takes the telemetry output from a video game and converts it into motor position. Telemetry data is extremely raw and is different from game to game. The data needs to be converted into angles and g-forces that are then sent to the motor. What affects your platform angle/motor position is loosely based on the following:
1) The telemetry value the game sends for each effect/axis (pitch, roll, yaw, etc.) 2) “Multiplied” by the slider position 3) “Divided” by the max telemetry
For example, when moving the Pitch slider all the way down to 0, then it is “multiplying” the game data by 0%. That means Pitch will not be considered at all in the formula. If you set pitch to 20, you are telling SRS to use pitch as a very predominant value in the final formula. The formula is very complex and what each slider does is control each effect's influence on the formula.
Max Telemetry is utilized to tell SRS what is the “normal” range of telemetry the game sends, so SRS can calculate the relative position of the effect. For example, if max telemetry is 10 and the game is sending 5 in the pitch variable, SRS will consider that pitch should be at 50% of the total. If all other sliders would be at zero, the platform should be only pitching about 50% of the total angle. Also, you will find the values can vary between each effect when you Capture Telemetry. Pitch could be 23.8, roll is 8.8, yaw is 179.2, sway is 25.5, surge is 13.8, heave is 1.2, and traction is 7.0. Telemetry rarely comes in a scale from 1 to 10. It can have a large range and change depending on the game, the vehicle, the track, and how the vehicle performs through your inputs while telemetry is being collected. Max Telemetry is then just trying to normalize the game values across each effect. This normalized output of Max Telemetry (roughly the denominator) is then used against the Effects sliders (roughly the multiplier). This is why Max Telemetry is so important. If you do not normalize the values properly, the effect sliders are less effective.
Because the game is sending multiple variables at the same time and the formula is a lot more complex than a simple divide and multiply guidance, SRS will calculate the final platform angle, based on the combination of all those factors together.
Setting slider position and max telemetry have a huge impact on the formula and your experience as some effects are opposite to others. Imagine you are at 200 MPH in a banked right curve. Roll is trying to position the platform with it banked to the right; however, Sway is trying to push the platform to the left due to g-forces. Your final position will depend on how you set the sliders and max telemetry for both of those effects. Now imagine you are going up a very steep hill, pitch is trying to move you backward to match the pitch of the hill, then you brake and surge will try to move you forward due to the g-forces of braking. What should be the final angle of the platform? The values of the sliders and max telemetry you selected on Pitch and Surge Decel will determine that.
Increase the slider, you make the effect more predominant. Increase Max Telemetry, you make it less predominant.
Note: All games are developed differently and the raw telemetry data received by SRS can be very different. When SRS has a max telemetry of 1800, its to disable that effect because the telemetry is potentially corrupted and/or not utilized by vehicles for the sim. For example, a racing sim tuning might have the Effects slider at 0 and Max Telemetry at 1800 for Yaw. This is simply to increase the Max Telemetry denominator so high that any output wouldn’t be felt in the platform. Yaw data is received but might not be relevant for a racing sim. However, for 360° yaw axis platforms, it might be a valid directional vector based on the position of the vehicle in the sim and could be utilized depending on the tuning requirements for the platform.
The closer Max Telemetry is to the actual maximum telemetry an effect might output, then the closer the platform will be to replicating the actual movement. Capturing telemetry is the first step to create a tuning for a new vehicle or a sim.
Sim Racing Studio has 3 methods to capture telemetry. 1) Telemetry Over Time 2) Intellitune Wizard and 3) Snapshot Telemetry. The new Telemetry Over Time feature will capture telemetry output up to 20 times per second that can be put into a graph to review. The Intellitune feature can also be utilized to estimate Max Telemetry values. The legacy version is done via taking a "Telemetry Snapshot" of telemetry that captures the Min/Max values during the session. Note: It is no longer recommended to utilize the legacy Telemetry Snapshot process which was the primary method until the beginning of 2021. This process is now retired and has been removed from this guide.
The Intellitune Wizard feature can be utilize to capture and suggest telemetry, but its an automated process and only collects 3 minutes of telemetry ; therefore, the Max Telemetries values will not be as accurate as a manually evaluated telemetry process. For more information on the Intellitune Wizard since it won't be covered in this guide, please contact Sim Racing Studio or view their guide here.
Telemetry Over Time
Sim Racing Studio now has the ability to export telemetry into a .CSV file which will include the telemetry output 20 times per second. This is a huge increase in telemetry data over the previous "Snapshot" telemetry data process which provided only a single data point of Min/Max values that could easily be corrupted by telemetry spikes. With Telemetry Over Time, its possible to have 24,000 points or more of telemetry data (5 min sessions across 4 tracks - 20 minutes total of captured telemetry) that can now be easily put into a spreadsheet and graphed in charts to spot corrupted telemetry. This new process has increased the ability to have accurate Max Telemetries tremendously. Below is a process developed to analyze the new data. It its focused on a new primary idea - the Evaluated Max Telemetry. The Evaluated Max Telemetry is simply the value that the Tuner has decided upon when reviewing the chart data for a specific axis. The Tuner could exclude spikes and/or see patterns in the data that indicate what the average standard Max Telemetry value for a specific axis. This should be repeated multiple times over different tracks to ensure the vehicle performance is accurately identified. Once the Tuner identifies this value, it can be considered the Evaluated Max Telemetry value. This value should likely be averaged among all the sessions for different tracks, compared against the raw telemetry data as a reference, and then finally tested as a Max Telemetry setting for that axis.
To use this feature.
1) In SRS go to SETUP > Telemetry
2) Select the Export button to turn it ON
3) Telemetry is now being captured at 20 times per second in a .CSV file. 4) The file will be located in Documents > SimRacingStudio 2.0 in the export folder. The file will have the game name and date/time stamp for ease of identification for multiple sessions of collecting telemetry.
5) This file can be opened in Excel as a .CSV file and put into a chart to review the data over time for each axis. Example of the data output:
This data can then be put into a chart to evaluate if there are any spikes or corrupted data. Here is an example graph of only the sway telemetry for the 2019 McLaren 720S GT3 in Assetto Corsa Competitione for 5 minutes of data (6,000 telemetry data points):
The tuner would then review this data and adjust the Max Telemetry for Sway as needed. Multiple sessions of the same car on different tracks should be utilized to verify if sway is consistent and accurate on all tracks. Here is the same 2019 McLaren 720S GT3 in Assetto Corsa Competitione data, but with 3 more tracks:
As you can see, there are a couple telemetry sway spikes in orange that if utilized might results in a sway max telemetry setting that is too high. All the data must be reviewed and then an evaluated Max Telemetry can be set which is a good average of the high telemetry value for sway. In this case, it might be 19. You can then create a dashboard of charts and information that is gathered from the telemetry over time session to make evaluation easier.
Shows raw telemetry data as a reference point. This will provide the Min/Max values purely for informational purposes to make decisions.
Provides a chart/graph for each axis for individual evaluation (pitch, roll, yaw, sway, surge, heave, and traction loss)
This is a key element. Each telemetry session should be reviewed manually to identify the actual max telemetry value that is not impacted by spikes.
Provide a method to document an evaluated telemetry for a specific axis for each specific track so it can be averaged out with 3 other sessions to provide the most accurate evaluated max telemetry possible. Often, this evaluated max telemetry value will be a point or two lower than the raw telemetry Min/Max absolute values.
Once all the Evaluated Max Telemetries are averaged, compared against raw telemetry data to ensure there are no sweeping inaccuracies, and confidence is high by the tuner the sessions provided accurate telemetry, then the final results should be utilized as the Max Telemetry settings for the motion profile.
Example image of the dashboard utilized for Pro Tunes:
Zoomed Out View:
Advanced Telemetry Gathering
Here are some ideas to think about when capturing telemetry for different types of vehicles.
When capturing telemetry for an aircraft or spacecraft, a few things should be taken into consideration:
The telemetry captured while on the ground will likely be different than in flight. Be cautious of ground maneuvers causing spikes in telemetry (usually heave or surge) and corrupting telemetry for flight.
Landings will generally cause large spikes in surge and heave. This will corrupt flight telemetry as well.
Depending on the aircraft, be mindful of how you are flying. If a commercial aircraft, slow smooth movements will result in low telemetry which is good for small felt changes in the platform. Hard sweeping movement like in a jetfighter will result in large telemetry outputs and allow for large motion without jarring movements.
Special events like catapult launches or in space sims boost or exiting the frameshift drive in Elite Dangerous can cause large spikes in telemetry.
Utilizing any boost or other afterburner effect to will likely cause spikes in surge.
Utilize any breaks, loops, rolls, hard yaw or rudder movements or similar actions the aircraft/spacecraft are capable of that would occur during normal flight
Review the telemetry to look for spikes or outliers in telemetry. Telemetry from Takeoff and Landing can be excluded or tuned as needed since they might have outliers in high values.
Aircraft and Spacecraft are generally thought of to have a smooth movements. Sometimes smaller movements are more immersive. Higher Max Telemetry values will avoid harsh movements, but might loose the fidelity with smaller changes in elevation or direction. Utilizing the Max Angle in Platform settings on the Tuning page could assist in finding the smoothness needed.
When capturing telemetry form a vehicle, take the following items into consideration:
Starting telemetry from the pits could potentially cause corruption depending on if there are any startup/surge spikes or similar telemetry bumps until you get on the race track.
Drive at least 2 or 3 laps smoothly which depending on the track, can be near 5 minutes.
Avoid going too slow, the driving should be performed at a normal race pace.
Avoid collisions with other vehicles or objects.
Avoid skidding off the track and minimize out of control skids on the track. Some traction loss is acceptable and expected in normal racing conditions.
Ensure braking would be perform as a normal race.
Driving over a chicane or curb will spike heave, which is fine, but avoid excessive bumps and launches off curbs at high speeds as they will greatly spike heave.
Traction loss should be minimized so you capture the true race performance of the vechile; however, if its a rally/drift car, drift as needed to capture the correct Traction Loss telemetry.
Trading paint/bumping with another vehicle or crashing will spike telemetry values, avoid at all costs.
Telemetry from a Pitt stop can be skewed if its captures the vehicle being raised on jacks for tire changes or other events. Extreme slides or collisions will spike Long G Surge Accel or Decel as well as Heave.
Find the right balance of telemetry for each effect is key in order to have the fidelity while driving to help make decisions on braking, turning and accelerating while racing.
When collecting telemetry for a vehicle tuning, always gather telemetry from multiple tracks. A good starting point is 3 to 4 different tracks at a minimum. This will allow you to have a wide range of surfaces for improved Heave telemetry as well as elevation and road geometry changes for Pitch and Roll. In addition, the speed for certain corners will impact Sway and potentially Traction Loss. This variation will allow an improved average telemetry to improve performance on many different tracks.
Capturing near 5 minutes of telemetry over time should be obtained to ensure an accurate capture of telemetry occurred. This will allow you to identify outliers and potentially exclude them from your samples. 5 minutes of capture time should allow for 2 laps on large tracks and 3 to 4 laps on smaller tracks.
Jumps and Landings for Rallycross, Dirt Rally, and Aircraft
When capturing telemetry from any type of vehicle that experiences a jump and hard landing, be aware this will corrupt the Surge and Heave telemetry. When the impact occurs, it will cause a spike in Surge and Heave as the vehicle lands and experiences high g-forces in these effects. This higher telemetry value is so extreme it will cause standard driving or flying effects to be minimized if the are utilized for calculating Max Telemetry. These telemetry spikes should not be included when creating the Evaluated Max Telemetry.
When tuning for Dirt Rally or Rallycross races that have jumps, it's recommended to be very cautious of including these spikes into the Evaluted Max Telemetry. When a jump does occur after tuning is completed, the spike in telemetry will reach the Max Telemetry value extremely fast and provide the expected experiencing of hitting the ramp and/or landing. Landing in an aircraft is similar in that landing Heave or Surge spikes should not be calculated into the final Max Telemetry values.
With the new Telemetry Over Time ability, resetting telemetry is still needed at times to wipe the data clean. When you are capturing telemetry and an event occurs that can cause corruption (hitting a wall/car, sliding off the track, going into a stall, etc), you will need to reset the telemetry to ensure you have an accurate reading of the vehicle performance. To assist in resetting telemetry on the Telemetry page, you can bind a keyboard key press or joystick button to turn On/Off Capture Telemetry, On/Off Export Telemetry, and to Reset Telemetry.
To bind a keyboard key press or joystick button, click the keyboard icon in the upper right of the Telemetry page.
In the new window, you can set a Keyboard key press or Joystick/Buttonbox press to enable Telemetry Capture or Telemetry Export On or Off. You can also change the Type field by selecting it and choosing Telemetry Reset.
Now you can easily bind keyboard key press or a button on your Buttonbox, Joystick, or Steering Wheel to quickly reset telemetry in Sim Racing Studio while you are tuning. When you start and stop the Export Telemetry feature, it will generate a new file with a new time stamp.
Note: The joystick or buttonbox will only appear if it has been detected by Windows. Once you have selected the correct joystick or button box, press the button you want to bind and then click the Confirm button.
Corrupted and Bad Telemetry
Since there are no industry standards like DirectX yet for telemetry output, the values captured can sometimes be corrupted by impacts, unknown variables, contain telemetry data not associated with normal movement, extremely low values, or is just buggy in terms of the telemetry values available.
Game World Impacts: A vehicle impacting something in a sim will usually create a large spike within a telemetry value as it replicates the g-forces of the crash. These are usually seen as extremely large spikes in Heave, Sway, or Surge; however, accidents can also impact Pitch, Roll, and Sway as the orientation of the vehicle spins/flips around. When accidents occur, the telemetry will contain these higher values which is seen with the extreme movements of the platform.
Excluding impacts from captured telemetry is essential to ensure the tuning represents normal driving. If the Max Telemetry setting contains these spikes from accidents, normal movement will be minimized or barely felt as the g-forces during normal driving or flight are significantly lower than that of an impact. This is why obtaining "clean" telemetry will provide the best motion platform experience.
Corrupted Telemetry: An example would be when a sim first loads a vehicle onto a track or runway via "dropping" it into the game world. This placement of the vehicle can cause a large spike in Heave, Sway, or some other effect and thus corrupt the Min/Max values for telemetry. This is normally felt in the motion platform as extreme movements when first tuning for the sim.
It's important to monitor the Captured Telemetry immediately after loading the vehicle. If large spikes in telemetry are seen. Reset the telemetry by clicking the Reset Min/Max button prior to recording telemetry data. Corrupted Telemetry values should always be excluded from the data while tuning Max Telemetry.
Unknown Variables: Since there are no industry standard for telemetry output, how telemetry is gathered from the vehicle in game can vary widely from sim to sim. There should be general principles applied, but sometimes there will be values that have no direct relationship to the activity of the vehicle. The values are usually seen impacting other effects that shouldn't be impacted or there isn't a specific logical reason for their impact.
These values could be impacted by something in the sim that should or should not impact telemetry. For example, when accelerating forward in a vehicle, traction loss increases at the same rate as Speed even though the vehicle isn't losing traction.
Unknown Variables seen in telemetry values should be normalized or excluded from the data while tuning Max Telemetry.
Buggy Telemetry: This will be seen as values that are extremely high (usually over 180), values when there is no movement on the axis, or no telemetry values reported when movement should occur. Buggy telemetry is common for sims that utilize Memory Hooks due to developers not supporting telemetry outputs or seen in games that are not sim orientated, such as roller coasters or other arcade like games that don't focus on realistic physics.
Tuning the telemetry output for these types of games will require the tuner to become creative with the data. Setting Max Telemetries that taken into account the motion platforms abilities will be a primary focus versus using the range of telemetry values captured from the game.
There is no easy fix for these games as the telemetry output can not usually be adjusted for within SimRacingStudio. The tuner must work with what is available.
Extremely Low Telemetry Outputs: Some sims will have telemetry outputs so low they never go above a value of 1. They will be seen as 0.0129 or 0.68. This could be there is no actual g-force or effect for the vehicle, thus making the number accurate; however, if a vehicle would normally feel a g-force; then the output isn't providing the accurate telemetry.
Lowering Max Telemetry to 1 might enable some movement, but it could be jarring and will likely not have the fidelity possible for the effect. If lowering Max Telemetry is still unable to obtain sufficient movement, submitting a ticket to SimRacingStudio will be needed in order for the telemetry value to be multiplied so a tuning range within Max Telemetry can be utilized.
Special note on Pitch, Roll, and Yaw: These values will change from sim to sim, but generally it represents the orientation of the vehicle in 360 degrees in space. This will be seen as Min -180 and Max +180. However, these values could also not use spacial orientation and be some factor of g-forces and positional data. Monitoring these values closely are important for a tuning that feels "correct". Expectations of movement are usually centered around the 3 axis.
For motion platforms that are unable to rotate 360°, the movement can be extremely violent as the platform switches from -180 Yaw to +180 . This is a key reason why the Effects slider for Yaw is set to 0 with Max Telemetry at 1800 to remove Yaw movement on these platforms.
Clipping Bad Telemetry
As of v188.8.131.52, SRS has included the ability to clip excessive telemetry spikes due to corrupted/buggy telemetry. This should ONLY be utilized for specific games that have these issues. Some examples include: Elite Dangerous when exiting the frame-shift drive will spike surge to 9.6 million. IL-2 when switching positions in a bomber will spike surge and heave possible up to 300. DCS when first attaching to a catapult on a carrier or taxiing on a runway will spike sway.
WARNING: Clip Factor is a GLOBAL setting since they are in the config.ini file. Any setting made here will impact ALL games and could potential clip telemetry for titles in which its not intended. Use this feature only if required.
The setting is in the SRS config.ini file which is located in the Documents/SimRacingStudio 2.0 folder. Default settings:
pitch_clip_factor = 1000
roll_clip_factor = 1000
yaw_clip_factor = 1000
surge_clip_factor = 1000
sway_clip_factor = 1000
heave_clip_factor = 1000
traction_loss_clip_factor = 1000
The Clip Factor will clip any telemetry that is higher than the existing Max Telemetry for an axis MULTIPLIED by the Clip Factor. For example, if your Surge Max Telemetry is 20 and you set the Clip Factor to 3, any value the game send over 60 (3x20) will be clipped at 60. So if the games send a telemetry output for surge of 300, SRS will process the output only as 60, not as 300. Defaults Clip Factors are set to 1000 to prevent most clipping form occurring. Reminder - Clip Factor is only intended to fix corrupted/bad telemetry. It is not intended as a standard tuning feature. Please use cautiously.
Lowering Max Telemetry
IMPORTANT NOTE: This section was created primarily for the retired method of Snapshot telemetry which would generally be inaccurately higher due to telemetry spikes. The new Telemetry Over Time capture method eliminates these potential spikes via review of the data. Thus, the telemetry should be more accurate than the previous Snapshot telemetry method. However, there are still occasions telemetry must be modified due to inaccurate telemetry. Use this section cautiously as reducing telemetry too much can cause jarring and unrealistic motion.
Why are we lowering Max Telemetry?
The primary focus of a motion platform is to move. If the Max Telemetry is set too high for an axis due to corrupted or inaccurately captured telemetry, the vehicle will rarely be able to achieve the telemetry output needed, and thus, the motion platform will rarely move on that axis. If the Max Telemetry is set too low, then the vehicle will easily pass the Max Telemetry setting frequently thus leading to extremely jarring and unrealistic movements. The key is finding the right Max Telemetry to allow for the full range of normal movement of the vehicle under normal circumstances (See Advanced Telemetry Gathering). This brings up the next question:
How much should I lower Max Telemetry?
There is no easy answer. Though it is easy to not exceed the Max value of captured telemetry, how much lower than Max is the primary question. One method could be to lower the value until the effect "feels" right, but this will be completely dependent upon the personal preference of the tuner and will impact the Effects Sliders ability to tune the effect. The other method is to utilize the captured telemetry and to normalize the data which means to "bring or return to a normal or standard condition or state". This the preferred method.
A key thing to remember is that we are not normalizing the Max Telemetry relative to all the other effects, but instead normalizing the Max Telemetry for a specific effect and the specific abilities of the motion platform. The closer to the Max Telemetry captured during a "clean" run while gathering telemetry, the closer the movement of the platform will match that of the vehicle. This will provide the most realistic feeling possible. Again, there is no specific rule. Every effect is different. Every game is different. However, some general theories can be applied:
Lowering Max Telemetry to 33% (Divide by 3)
The general guidance of "dividing by 3" or rather, 33% of captured Max Telemetry was focused on ensuring movement for a game. Remember, every vehicle is different in terms of telemetry output, but this can also be impacted by the track, road conditions, etc. By using only 33% of the Max Telemetry available, you are ENSURING there will be movement. It won't be realistic, but the motion platform will move. The vehicle will likely always obtain Max Telemetry at 33%, therefor every vehicle on every track is likely to move.
There are titles with literally a hundred vehicles and half as many tracks. Include downloadable content and the number rises even further. To ensure there is movement for people using the tuning, utilizing 33% of the Max Telemetry was utilized. However, it will likely be extreme, jarring movement and not be realistic. It's no longer a recommended value for realistic movement.
Lowering Max Telemetry to 75%
This will allow for more realistic movement towards captured telemetry; but should be balanced across many different vehicles. Its a good starting point, but should never be a rule. The risk increases that there might not be movement for all vehicles if utilized as a general tuning for a game.
Lowering Max Telemetry to 90%
This would be a recommendation for the most realistic telemetry available, but its recommended for vehicle specific tunings or for sims that only contain only one type of vehicle. It will allow for the motion platform to move to its maximum range when the vehicle is close to its maximum telemetry output. It also provides some head-room for achieving the maximum amount of movement of the platform as it nears the maximum telemetry value.
Not Lowing Max Telemetry and keeping it 100%
Should only be used for vehicle specific tunings. This is completely dependent upon the accuracy of Captured Telemetry. If there is any inaccuracy of the Max Telemetry captured and its set too high, movement will rarely occur and feel dull. It's generally not recommended to use 100% due to the potential of inaccurate telemetry; however, this risk diminishes with extremely low Max Telemetry values (under 5) and increases as the values rise.
Remember, the percentages above are just a suggestion. There is no hard rule. It can be 10%, 52%, 83%. Utilize the data and your instincts as a tuner to achieve the correct feel of movement.
There will be instances where the Maximum Captured Telemetry is just extremely low. For example, is Max Telemetry is 3, you must be careful in reducing it further to 2 or 1 as motion will potentially be extremely fast and jarring. The lower the Max Telemetry, the more caution should be taken while making adjustments.
Another thing to take into consideration is by lowering Max Telemetry, you are allowing for more movement of the platform with very little input from the driver/pilot. This will provide addition fidelity of movement for small changes in altitude in a plane or small adjustments while driving down a straight road. The compromise will be when a large movement is executed (pulling straight up in an aircraft or making a sharp turn), the motion will be extremely fast and jarring.
Remember that EVERYONE has a personal preference for motion. Some people like A LOT of movement which will feel more like an amusement ride. While others want the most realistic movement possible, which could actually be very little motion of the platform to reflect the low g-forces of performance for the vehicle or the smoothness that can be felt during normal flight. Setting the Max Telemetry will have the largest impact of the overall feel of the platform. Though the sliders will impact the effect during movement, the range of motion and how quickly the motion platform executes that motion is all determined by Max Telemetry.
The final determination will fall upon the tuner. Their personal preferences will impact how low Max Telemetry is set. Its recommended to either tune for a sim on monitors or while videoing movement as it will be hard to verify full motion platform movement in VR. As the tuning becomes more realistic in VR, the platform movement disappears and you only feel g-forces in the game.