Just to add to this, I have since set Legacy Head Movement to ON, and set the value to 0. This locks the camera firmly to the car, which I find is much better and offers are more predictable experience.
I can't bloody believe it! I've had a love hate relationship with AMS2 since it came out. I've tried all kinds of nonsense to try and sort this out. Tried your settings with a little bit of scepticism and boom! totally different game. Please take my sincere sim racer thanks. Liked and subbed!
YES! Agree fully and as other have said... I use Legacy Head Movement as well and can totally feel what the car is doing. Hope other streamers stop using "chicken mode" (see old Mercedes commercial) and start using LHM.
wow excellent topic of discussion. I have my lateral, long and head movement all at 3-4 and theres no floaty movement, however I do enjoy the fact that it can improve even more by placing it down to zero. Excellent points made GS
I run ACC pretty much locked, although I am quite competitive in there with leagues etc, so locking the camera down allows me to be more precise with the steering input and reduce the lag with the on screen versus wheel relationship.
Yeah I started doing this after some replied on here suggested it. It is more consistent across sims too. RF2, ACC and now AMS2 all have my camera locked. I think I have RaceRoom the same.
Just set the Legacy Camera Mode to ON and the game is fixed. After I did it, never changed back. Reiza should make this the default set... as it is, it's just another bad design choice from them
@@RTPJu great to hear. It is amazing how the camera settings are impacting this sim out of the box. And I fully agree, the default has too much movement going on.
The best way to fix it is to have LEGACY --> YES so that you are not having the camera fixed over the horizon and the car swinging underneath you. Once LEGACY is set on YES the camera is fixed to the car and feels more natural
I like some longitudinal as it gives a bit of visual feedback of brake force / deceleration, zero the others. If I feel a car is floaty or vague the first thing I do is adjust the diff power ramp if available.
Yeah I can see how the longitudinal can help with braking force for sure. And that could assist with trailing off the brake on turn in. Interesting that....
This is really important. I always felt like the car was sliding in corners but its just camera playing tricks on you. I still wish it wasnt so damn bumpy in legacy mode but I guess thats the drawback.
These type of camera adjustments should be made the default, or at least closer to it. It may save some product returns. There have been other videos about this but I think this is more concise just in the floaty subject and was well explained.
Thank you. Yes, I agree. It should be more stable as a default with the game. Anyone new to the game would immediately feel the whole handling model was off.
Yes I agree with you, I prefer the car cockpit locked down. You see some people like gamer muscle have their cockpit bobbing all over the place and I can't figure why they set it up to look so bad.
I think some guys prefer it like that as it can look more "action packed". I tend to prefer a more stable platform on the car. The car will move around regardless I guess. But I always found that being locked to the car, it has a direct relationship to the ffb. And it allows more precision in the driving...so better laptime in theory. 🙂
Thanks! It has improved it for me in VR. Initially though, it still felt like the car was rotating around a middle point rather than turning with the tyres. Moving the in game seating position forward and down helped me. It still doesn't feel attached to the road like some other sims though (driving old F1). I'll try some of the other comments here like legacy mode and custom FF files.
Legacy on at 0 will lock the camera to the car. I have been playing with my FOV and it is making me appear much closer to the wheel, feels like I am driving from the nose of the car and not from the drivers seat. Exact opposite of your problem 😂 . It goes to show how much of a subjective topic camera settings can be.
Brilliant, just bought AMS 2 & used to race superkarts in real life but way to floaty & twitchy in AMS 2 which is unrealistic. Looking forward to your changes & retry a superkart on Adelaide 1988 track. Just subscribed too!!
Thank you so much. Looking forward to your feedback on my suggestions. It seems to have helped so many people, so hopefully it does the same with you 🙂
I agree the FOV is very high in this video. Your other settings look good. Remember that some sims use vFov and other hFov. (Vertical and horizontal) So you should not use the same Fov setting in every sim. Mathematical Fov might feel strange in the beginning because you lack the sense of speed you in real life get from peripheral vision, specially on a single screen setup. But a close to mathematical Fov setting will make you faster in the end because you save your brain time from needing to calculate what you see on your screen to what you would see in the natural world. Judging brake points and turn in points is then easyer and more natural, improving your consistency.
Yep I had it too high. I have made some adjustments since. Not the calculated one, as this felt off to me, but a lower one for sure and it feels more natural to look at.
Not really. In the "natural world" you sit inside the car and get a slightly different perspective from each of 2 eyes located halfway down your head either side of your nose. Which your brain uses to construct a 3d perception. The closest way to recreate that in a sim is using a VR headset. Messing with fov and looking at a 2d screen is always going to have issues where you're basically watching someone else drive who you're controlling remotely. Rigs where they're putting in 3 screens and moving the plane of the middle screen as close to the hardware wheel as they can you're still going to have some depth perception differences when looking at a flat display compared with actually sitting inside the car where depth is not a 'trick' of shading but binocular vision. That said there's really little evidence that human beings can't adapt to whatever view they use in terms of performance in computer games - consistency is probably the most important - set your gear up in a particular way and stick to it. If you do make changes you'll have a period of getting used to them where your performance is likely to suffer even if you ultimately gain. VR is probably an initial advantage if you've driven for several decades IRL but it's not a given that you will be faster in it than someone else looking at a flat display. For the most part though I'd suggest you get significantly better information from it in other regards (i.e a lot of people rely solely on FFB to give them the attitude and balance of the car for fast corrections, but although VR doesn't have all the forces to give you that "seat of the pants" sensation you do "feel" the car's movements (after all a lot of people are throwing up into a bucket after a few laps when they first try to use it) I think Pcars created these camera views because they spent too long looking at wobbly camera POV footage and wanted their game to look closer to them - perhaps because a lot of footage in sims even when the cars are moving fast looks sterile by comparison - the thing is, when you're in a car looking out the window the world isn't bouncing up and down because your eyes are not fixed in your skull. You can move your head around and look at a fixed point. It's like blair witch project filming is making the audience queasy but the people holding the camera and running weren't seeing the world bouncing around as they did it.
Nice one, thanks! Actually, I started converging towards your setting a while ago, but I didn't dare to go extreme values fearing that I would mess up the game even more:)
Don't worry about messing stuff up. You can always go back to old settings. Go extreme and experiment, this will show you what each setting does, and from there, you can choose which one you prefer. The standard camera settings for me had far too much movement and I could not be precise with my steering inputs.
I can understand the thinking process by Automobilista developers. Since we don't have a g-seat, tension seat belts, wind sim or 6-direction motion sims, they wanted to give us the feedback by visual and audible feedback, and not keep every thing only for your steering wheel and hands. Good intention but maybe it doesn't work. It'll be interesting to watch your feedback video. Btw, do you think that, after all the work and updates, the physics and driving feel in AMS2 reached a state that are better than AMS1? or not yet?
They do feel different. AMS1 has a bit of RF2 feeling to it. I am still dialling in the FFB for AMS1 (I only recently downloaded it). AMS1 is a nicer and more comfortable drive, with AMS2 needing more work on the wheel and pedals. These are my initial impressions, although I do plan to run them back to back over the next week and see how they compare and where the differences are.
@@GSSimRacing BTW, AMS1 isn't old, it's released a decade after iRacing which is a good sim of the past that decided not to move on (why move on if iRacing is an automatic money generator?). This is life you got to move on to the next thing, AMS1, AMS2, and one day in the (far) future AMS3, you can't be stuck in the past with ancient engines and technology.
I have legacy head movement also enabled. and head movement set on 20. all the others to 0. Reiza should set something like this to default. They suffer from bad first impressions from this bad default settings. Nice video, mate!
@@GSSimRacing yeah, the out of the box experience has to be spot on. I really think that a lot of people put the title aside because of weird behavior like you showed in this video. I know a few guys in person who actively work on AMS2. They are aware of these issues and they will be on it at some point. It’s a small, but dedicated, team and they have their priorities of course. The last few updates are pushing the sim in the right direction though. It looks really promising already and there’s still so much potential on the table. I’m enjoying it more with every update.
Thanks for explaining this so many people don’t get that this is why, and they blame the physics. This happened in PG2 as well. Would be best if AMS2 left those movements off by default. Another fix is to use vr. It locks you to where the driver head is.
Yeah I think I will dabble in VR in the new year. I remember when I first played AMS2, it felt like I was racing boats, very floaty with a lot of movement. And it was impossible to take anything from the FFB or the car.
Great vid! It should be the default camera setup. Then if someone wants to make it worse he can still do it. I hope GamerMuscle comes across your video.
Yup, I actually had a short discussion with GM on his stream about this. He says he gets seasick from using locked LHM, I get seasick from his using "chicken mode" (referring to the old Mercedes commercial).
That's strange that being locked to the car gives him the sea sickness. I think when the camera is unlocked, there's a lot of movement going on, on the screen. And trying to link that movement to the forces through the wheelbase becomes very difficult to interpret. I discussed before the 3 pillars of feedback we get. Steering wheel, audio, and visual. They all need to be pretty tightly connected with minimal lag and "noise". Certainly, when trying to chase lap time, this stuff becomes much more of a talking point. For more casual racers, they may not notice the camera movement being off, relative to the ffb.
I play in VR and the cars feel floaty and have no front end bite. Drive the P1 at Daytona Road course, all tight corners and hairpins, it’s like the FFB vanishes temporarily. I’m on a DD2 for reference.
In my experience on the P1 cars they are setup understeer biased on default. Try a more aggressive setup on the suspension side, or reduce the front damping. This will help it bite. I'm on a DD2 also.
@@GSSimRacing you have to be aggressively stiff on all cars with suspension page, still no front end bite feel and still floaty. It’s pronounced even more if I have a session on RF2, then change to AMS2, it’s like, where did my front end go in low downforce sections of a track? It’s fine down straights, it’s great in high downforce turns, but as soon as you hit low downforce corners, both mid turn and exit there’s next to nothing happening.
Ah I get ya. Yep I did notice similar on the indycar in AMS2, the infield at daytona was just an understeer fest on coasting. Maybe as the downforce is off the car though? They sure can feel quite clumsy in the slow speed sections.
I often wondered about the easy to control slide argument. Some cars maybe a little too easy. But, for experienced sim racers, I'd imaging catching and controlling slides gets easier as our skill increases. So it's hard to say personally if say, the Caterham is too easy. Then again it's on road tyres with a wide slip angle. Whereas a group C car or anything powerful on slicks will break and go round with any degree of carelessness no matter what i/we try to do to catch it 😂
For AMS2 I used to have it on 102, but I am going between 102 and around 96 and adjusting the seat accordingly. While there is a mathematically "correct" FOV, the FOV you run also has to look natural to you and as to what you'd expect. On games like AC and ACC I run the FOV setting at 57. I tried others last night from 52-57 and 57 proved to me most consistent and looked most natural to me. I could pick out braking markers, judge steering input etc much better. It is not bang on the "mathematical" suggestion...but it looks and feels the best for me from where I sit.
@@GSSimRacing Thank you very much for the quick response. I have played with both extremes in AMS2 and I was surprised how good 60 feels but that means I have no peripheral view at all and need to rely on crew chief. :D I'm waiting for an affordable OLED monitor and then I will decide if I'll stick to 16:9 or switch to Ultrawide.
@@mille_eintausend Try increasing the FOV and as you do, move seat camera closer to the steering wheel. This will give you a feeling of seating in a normal position, but will offer up a wider viewing angle. I would adjust this until it feels comfortable based on your seating position.
I had a lot of dizziness with standard cam setup. I run on legacy with 10-20 on the other settings. Just the strict necessary. The problem of the floatiness is also depending on the physics engine for sure. Somehow some cars are just impossible to spin an too easy to recover. Braking is absolutely unrealistic, just stamp the pedal
I've been playing AMS2 since launch and always had legacy on and 0 motion. The other day I found that I needed to bump that up to around 50 though for vintage formula on old spa due to bumpiness. Funny you mention dizziness though... The other night I deleted my documents and settings folder as was recommended after a patch, and forgot to set legacy camera. I also got the FOV wrong, far too close after using recommended settings from online calculator. It recommended fov setting of 65 for me, whereas the comfortable setting I had before was 85... 20 mins later I had to turn it off as I felt motion sickness starting. For the next 12hrs I had some of the worst motion sickness I've ever had. The room was spinning and felt awful. I suffer from vestibular migraines, so am very sensitive to this stuff. The only time I had anything like that before was the first time I tried VR. Never had it from 2d gaming though. It was totally that camera settings that triggered this. I still don't feel 100% but I'm almost better. So ya, anyone that has vestibular issues should take care with camera settings.
I’ve changed the Camera settings. Increased the downforce. Increased the pre load. Fiddled with the FFB settings forever. The cars still feel light and slide around for me. 😢
A race car on the limit does feel slippy. I remember even in a race prepped eg civic on slicks, the thing would be in a constant 4 wheel slide around corners, controlled mind you. What car specifically are you finding is feeling off. Or is it all of them?
I'll have a spin in them later today and see if I can relate to what you feel. Sliding could be normal depending on your driving. However I'd also expect them to feel fairly planted. What sim are you comparing the light feeling to, as your reference?
Are you in cockpit or helmet view? Looks like you're really far from steering wheel, at least from what I see on my screen. I'm using triple 27,s. Going to try those settings though, thanks for posting sharing.
Cockpit. I am on a 21:9 so the distance looks worse than it is. I generally like to be a little further back, but granted, in this video I am a little further back than I normally would be. In AMS2 I change car all the time and constantly tinker with the seat.
It depends what you mean by better. Ffb will be a personal taste in a lot of cases. AMS2 is modeling actual epas on their suspension geometry and steering rack. It's prooolbably the most advanced approach taken on any sim to date. The AMS1 ffb feels similar to RFactor 2 in some ways and it does feel really nice. . I agree though the stock cars are great. I also raced the f3 at Oulton and that was amazing.
@@GSSimRacing the thing ( for me at least) is that in AMS2 i don't feel connected to the car in most cases. Also many cars still feel very very unstable. You need to be extremely elegant with your inputs otherwise the car is out of control. Its a "feeling" i don't have in other sims.
I did read somewhere that some of the setups in AMS2 are a bit off. On their forum, some people have been sharing setup fixes to make the car more predictable. AMS2 can feel a bit disconnected for a few laps until tyres warn up....ive noticed that sometimes.
ill have to give this a try tonight, I was and still am a HUGE fan of what Reiza and Neils did with AMS1and bought AMS2 as soon as it was launched but ive never been able to drive it, feels so alien and odd, fingers crossed this helps. Do you have a goto alternate FFB file you use?
@@GSSimRacing Just wanted say a MASSIVE thankyou!! you have single-handedly resurrected AMS2 for me, just those camera settings alone have changed the feel from undriveable to very close to how i would like it. I havent even messed with the FFB yet and im not sure i need to mess with it much...WOW just WOW!!!!
LHM on but set to zero will basically fix the camera onto the car completely. I must give that a go. I presumed with my setting so low it may not make much difference, but I might actually look into it and see if it feels any better. I think even with the sliders adjusted as I have in the video, there is still a tiny bit of excessive movement for my liking. I think the legacy movement focuses on the Horizon, whereas the "new" head movement rotates the X and Y axis (or so it seems)
@@GSSimRacing ah yes. I like my setting using legacy. It makes everything super stable but ‘maybe’ takes away some immersion? Dialing in ffb helps with the slidy feeling as well. I don’t find myself wanting to bash ams2 as much as some users. It’s not the best physics but it has improved and I like it.
Great tips. In addition, I also tried the custom FFB file in the link to this video (below) and it actually made the vehicles feel like they are driving on a road now. Almost similar to the way Raceroom feels, but the vehicles still feel a bit unstable. I’ll try to alter the cameras as you suggested. Anything to make the AMS2 experience better. ua-cam.com/video/607EUFu9yoE/v-deo.html
I also use that same FFB file, tweaked by Aubrey, and I do prefer it on my CSL DD 8nm versus Default or Default+. I have only tried that FFB file that had the further tweaks done by Aubrey and the original version (originally posted by GamerMuscle) of it and I prefer the tweaked version for sure. I would recommend it at least for CSL DD and Podium DD. It is easy to apply, and you can still switch back to Default or Default+ via the GUI easily.
@@GSSimRacing I’ve been evaluating AMS2 the last few days to see if I’ll buy any DLC packs in the Steam Black Friday sale. With the FFB file and your good advice about the camera settings, there is a big improvement in my own personal opinion. The thing that’s holding me back is that I still prefer ACC and Raceroom. I think that the vehicles are much better than what AMS2 has to offer. Unfortunately I haven’t really found any outstanding vehicles in AMS2. Some are great fun, but in my opinion they just don’t compare to other sims. I’m still undecided and will most likely save my money as I would probably spend more time on ACC and Raceroom. AMS2 is a game I drift in and out of from time to time.
People don't understand that the physics in this game are still broken same like Project Cars 2..... Now is in a state where is much better than pjc2 but is still something weird happening with the physics especially when driving on the limit and some of the cars are worse than others. Try the Caterhams in AMS 2 and then try the Caterham in RF2 and you will see what i am talking about 😂
@@GSSimRacing id say RF2 has the best FFB of all sims, majority agree as well, You can fix that with a damper on ur wheel settings if its too sharp for you
The ffb is very good, well, once it's tweaked. I have a vid on here with the ffb settings I use. It's quite realistic as far wlas weight shift is concerned.
Just to add to this, I have since set Legacy Head Movement to ON, and set the value to 0. This locks the camera firmly to the car, which I find is much better and offers are more predictable experience.
A video? 🙃
I can't bloody believe it! I've had a love hate relationship with AMS2 since it came out. I've tried all kinds of nonsense to try and sort this out. Tried your settings with a little bit of scepticism and boom! totally different game. Please take my sincere sim racer thanks. Liked and subbed!
Thank you so much. If you want to go extreme stable, try legacy head movement on and set the value to 0. Rock steady. Personally I am loving this.
YES! Agree fully and as other have said... I use Legacy Head Movement as well and can totally feel what the car is doing. Hope other streamers stop using "chicken mode" (see old Mercedes commercial) and start using LHM.
wow excellent topic of discussion. I have my lateral, long and head movement all at 3-4 and theres no floaty movement, however I do enjoy the fact that it can improve even more by placing it down to zero. Excellent points made GS
I run ACC pretty much locked, although I am quite competitive in there with leagues etc, so locking the camera down allows me to be more precise with the steering input and reduce the lag with the on screen versus wheel relationship.
@@GSSimRacing that's great advice that easily gets look over. I'm excited to text this
I personally use legacy head movement, since it lets you proper bolt the camera to the cockpit and gets that last bit of wonkiness out.
Yeah I started doing this after some replied on here suggested it. It is more consistent across sims too. RF2, ACC and now AMS2 all have my camera locked. I think I have RaceRoom the same.
Just set the Legacy Camera Mode to ON and the game is fixed. After I did it, never changed back. Reiza should make this the default set... as it is, it's just another bad design choice from them
@@RTPJu great to hear. It is amazing how the camera settings are impacting this sim out of the box. And I fully agree, the default has too much movement going on.
The best way to fix it is to have LEGACY --> YES so that you are not having the camera fixed over the horizon and the car swinging underneath you. Once LEGACY is set on YES the camera is fixed to the car and feels more natural
Yes, I am now racing with Legacy on and the value at 0. Camera is locked to the car fully.
I like some longitudinal as it gives a bit of visual feedback of brake force / deceleration, zero the others. If I feel a car is floaty or vague the first thing I do is adjust the diff power ramp if available.
Yeah I can see how the longitudinal can help with braking force for sure. And that could assist with trailing off the brake on turn in. Interesting that....
This is really important. I always felt like the car was sliding in corners but its just camera playing tricks on you.
I still wish it wasnt so damn bumpy in legacy mode but I guess thats the drawback.
Yeah, AMS2 in standard form has a very active camera, and this feels like the car is very slidey.
These type of camera adjustments should be made the default, or at least closer to it. It may save some product returns. There have been other videos about this but I think this is more concise just in the floaty subject and was well explained.
Thank you. Yes, I agree. It should be more stable as a default with the game. Anyone new to the game would immediately feel the whole handling model was off.
This video was a game changer for me (literally). Many thanks.
Glad it helped man 👍
Yes I agree with you, I prefer the car cockpit locked down. You see some people like gamer muscle have their cockpit bobbing all over the place and I can't figure why they set it up to look so bad.
I think some guys prefer it like that as it can look more "action packed". I tend to prefer a more stable platform on the car. The car will move around regardless I guess. But I always found that being locked to the car, it has a direct relationship to the ffb. And it allows more precision in the driving...so better laptime in theory. 🙂
Gamer Muscle does that because of motion sickness.
Greta fix and Vid 👏 I have always felt and said to myself why does ams2 feel floaty now I I know why cheers
Glad it helped 🙂
Good video. As per others, legacy head movement and zeroes the best for me in VR
Thanks! It has improved it for me in VR. Initially though, it still felt like the car was rotating around a middle point rather than turning with the tyres. Moving the in game seating position forward and down helped me. It still doesn't feel attached to the road like some other sims though (driving old F1). I'll try some of the other comments here like legacy mode and custom FF files.
Legacy on at 0 will lock the camera to the car. I have been playing with my FOV and it is making me appear much closer to the wheel, feels like I am driving from the nose of the car and not from the drivers seat. Exact opposite of your problem 😂 . It goes to show how much of a subjective topic camera settings can be.
Felt a bit disconnected to me until I replaced my G920 with a Moza R9 DD. Now it feels awesome.
Brilliant, just bought AMS 2 & used to race superkarts in real life but way to floaty & twitchy in AMS 2 which is unrealistic. Looking forward to your changes & retry a superkart on Adelaide 1988 track. Just subscribed too!!
Thank you so much. Looking forward to your feedback on my suggestions. It seems to have helped so many people, so hopefully it does the same with you 🙂
I agree the FOV is very high in this video. Your other settings look good. Remember that some sims use vFov and other hFov. (Vertical and horizontal) So you should not use the same Fov setting in every sim. Mathematical Fov might feel strange in the beginning because you lack the sense of speed you in real life get from peripheral vision, specially on a single screen setup. But a close to mathematical Fov setting will make you faster in the end because you save your brain time from needing to calculate what you see on your screen to what you would see in the natural world. Judging brake points and turn in points is then easyer and more natural, improving your consistency.
Yep I had it too high. I have made some adjustments since. Not the calculated one, as this felt off to me, but a lower one for sure and it feels more natural to look at.
Not really. In the "natural world" you sit inside the car and get a slightly different perspective from each of 2 eyes located halfway down your head either side of your nose. Which your brain uses to construct a 3d perception. The closest way to recreate that in a sim is using a VR headset. Messing with fov and looking at a 2d screen is always going to have issues where you're basically watching someone else drive who you're controlling remotely. Rigs where they're putting in 3 screens and moving the plane of the middle screen as close to the hardware wheel as they can you're still going to have some depth perception differences when looking at a flat display compared with actually sitting inside the car where depth is not a 'trick' of shading but binocular vision. That said there's really little evidence that human beings can't adapt to whatever view they use in terms of performance in computer games - consistency is probably the most important - set your gear up in a particular way and stick to it. If you do make changes you'll have a period of getting used to them where your performance is likely to suffer even if you ultimately gain.
VR is probably an initial advantage if you've driven for several decades IRL but it's not a given that you will be faster in it than someone else looking at a flat display. For the most part though I'd suggest you get significantly better information from it in other regards (i.e a lot of people rely solely on FFB to give them the attitude and balance of the car for fast corrections, but although VR doesn't have all the forces to give you that "seat of the pants" sensation you do "feel" the car's movements (after all a lot of people are throwing up into a bucket after a few laps when they first try to use it)
I think Pcars created these camera views because they spent too long looking at wobbly camera POV footage and wanted their game to look closer to them - perhaps because a lot of footage in sims even when the cars are moving fast looks sterile by comparison - the thing is, when you're in a car looking out the window the world isn't bouncing up and down because your eyes are not fixed in your skull. You can move your head around and look at a fixed point. It's like blair witch project filming is making the audience queasy but the people holding the camera and running weren't seeing the world bouncing around as they did it.
Nice one, thanks!
Actually, I started converging towards your setting a while ago, but I didn't dare to go extreme values fearing that I would mess up the game even more:)
Don't worry about messing stuff up. You can always go back to old settings. Go extreme and experiment, this will show you what each setting does, and from there, you can choose which one you prefer. The standard camera settings for me had far too much movement and I could not be precise with my steering inputs.
I can understand the thinking process by Automobilista developers. Since we don't have a g-seat, tension seat belts, wind sim or 6-direction motion sims, they wanted to give us the feedback by visual and audible feedback, and not keep every thing only for your steering wheel and hands. Good intention but maybe it doesn't work. It'll be interesting to watch your feedback video.
Btw, do you think that, after all the work and updates, the physics and driving feel in AMS2 reached a state that are better than AMS1? or not yet?
They do feel different. AMS1 has a bit of RF2 feeling to it. I am still dialling in the FFB for AMS1 (I only recently downloaded it). AMS1 is a nicer and more comfortable drive, with AMS2 needing more work on the wheel and pedals. These are my initial impressions, although I do plan to run them back to back over the next week and see how they compare and where the differences are.
@@GSSimRacing BTW, AMS1 isn't old, it's released a decade after iRacing which is a good sim of the past that decided not to move on (why move on if iRacing is an automatic money generator?). This is life you got to move on to the next thing, AMS1, AMS2, and one day in the (far) future AMS3, you can't be stuck in the past with ancient engines and technology.
There is also a option somewhere so you can set the horizon to your car instead of the world. That improves it also a lot.
I have legacy head movement also enabled. and head movement set on 20. all the others to 0. Reiza should set something like this to default. They suffer from bad first impressions from this bad default settings. Nice video, mate!
Thank you very much. And yeah, I agree. They do the hard stuff really well and screw themselves on the small (but important things).
@@GSSimRacing yeah, the out of the box experience has to be spot on. I really think that a lot of people put the title aside because of weird behavior like you showed in this video. I know a few guys in person who actively work on AMS2. They are aware of these issues and they will be on it at some point. It’s a small, but dedicated, team and they have their priorities of course. The last few updates are pushing the sim in the right direction though. It looks really promising already and there’s still so much potential on the table. I’m enjoying it more with every update.
Thanks for explaining this so many people don’t get that this is why, and they blame the physics.
This happened in PG2 as well. Would be best if AMS2 left those movements off by default. Another fix is to use vr. It locks you to where the driver head is.
Yeah I think I will dabble in VR in the new year. I remember when I first played AMS2, it felt like I was racing boats, very floaty with a lot of movement. And it was impossible to take anything from the FFB or the car.
Great vid! It should be the default camera setup. Then if someone wants to make it worse he can still do it. I hope GamerMuscle comes across your video.
Yeah the camera changes completely change the experience for the better.
Yup, I actually had a short discussion with GM on his stream about this. He says he gets seasick from using locked LHM, I get seasick from his using "chicken mode" (referring to the old Mercedes commercial).
That's strange that being locked to the car gives him the sea sickness. I think when the camera is unlocked, there's a lot of movement going on, on the screen. And trying to link that movement to the forces through the wheelbase becomes very difficult to interpret. I discussed before the 3 pillars of feedback we get. Steering wheel, audio, and visual. They all need to be pretty tightly connected with minimal lag and "noise". Certainly, when trying to chase lap time, this stuff becomes much more of a talking point. For more casual racers, they may not notice the camera movement being off, relative to the ffb.
"sometimes feels floaty" - Biggest understatement in gaming history
Try the settings and she'll be Floaty no more 😁
@@GSSimRacing I tried. Still the worst sim ever made imho. I just don’t get why people play it.
Thanks for this, this exact problem has always put me off AMS2. I’m going to try again now. I haven’t seen anyone else mention this which is odd.
If you want an even more stable camera - try legacy head movement on, and set the value to 0.
Great topic, thanks for sharing and the video.
Glad you liked it 👍
I play in VR and the cars feel floaty and have no front end bite. Drive the P1 at Daytona Road course, all tight corners and hairpins, it’s like the FFB vanishes temporarily. I’m on a DD2 for reference.
In my experience on the P1 cars they are setup understeer biased on default. Try a more aggressive setup on the suspension side, or reduce the front damping. This will help it bite. I'm on a DD2 also.
@@GSSimRacing you have to be aggressively stiff on all cars with suspension page, still no front end bite feel and still floaty. It’s pronounced even more if I have a session on RF2, then change to AMS2, it’s like, where did my front end go in low downforce sections of a track? It’s fine down straights, it’s great in high downforce turns, but as soon as you hit low downforce corners, both mid turn and exit there’s next to nothing happening.
Ah I get ya. Yep I did notice similar on the indycar in AMS2, the infield at daytona was just an understeer fest on coasting. Maybe as the downforce is off the car though? They sure can feel quite clumsy in the slow speed sections.
good vid - looks like new stuff has been added since i dialed it all down. I will check if it is relevant to VR
i only play vr so never got those floaty arguments. now I understand why.
There is however a bit too much of easy to control sliding in some cars
I often wondered about the easy to control slide argument. Some cars maybe a little too easy. But, for experienced sim racers, I'd imaging catching and controlling slides gets easier as our skill increases. So it's hard to say personally if say, the Caterham is too easy. Then again it's on road tyres with a wide slip angle. Whereas a group C car or anything powerful on slicks will break and go round with any degree of carelessness no matter what i/we try to do to catch it 😂
ill give this a try when i go on ams2 again but it looks like you've cracked it
If you want a camera even more locked on the car, turn on legacy head movement and set the value to 0.
Reiza should make these the standard settings
Hello Sir, thank you for sharing!
What s your FOV setting on UW? I can't decide on the ideal setting on 1440p@32".
For AMS2 I used to have it on 102, but I am going between 102 and around 96 and adjusting the seat accordingly. While there is a mathematically "correct" FOV, the FOV you run also has to look natural to you and as to what you'd expect. On games like AC and ACC I run the FOV setting at 57. I tried others last night from 52-57 and 57 proved to me most consistent and looked most natural to me. I could pick out braking markers, judge steering input etc much better. It is not bang on the "mathematical" suggestion...but it looks and feels the best for me from where I sit.
@@GSSimRacing Thank you very much for the quick response.
I have played with both extremes in AMS2 and I was surprised how good 60 feels but that means I have no peripheral view at all and need to rely on crew chief. :D
I'm waiting for an affordable OLED monitor and then I will decide if I'll stick to 16:9 or switch to Ultrawide.
@@mille_eintausend Try increasing the FOV and as you do, move seat camera closer to the steering wheel. This will give you a feeling of seating in a normal position, but will offer up a wider viewing angle. I would adjust this until it feels comfortable based on your seating position.
I had a lot of dizziness with standard cam setup. I run on legacy with 10-20 on the other settings. Just the strict necessary. The problem of the floatiness is also depending on the physics engine for sure. Somehow some cars are just impossible to spin an too easy to recover. Braking is absolutely unrealistic, just stamp the pedal
I will give the legacy setting a shot and see how I get on.
I tried legacy on and movement at 0. I really liked it, very similar to my ACC setup
I've been playing AMS2 since launch and always had legacy on and 0 motion. The other day I found that I needed to bump that up to around 50 though for vintage formula on old spa due to bumpiness.
Funny you mention dizziness though... The other night I deleted my documents and settings folder as was recommended after a patch, and forgot to set legacy camera. I also got the FOV wrong, far too close after using recommended settings from online calculator. It recommended fov setting of 65 for me, whereas the comfortable setting I had before was 85... 20 mins later I had to turn it off as I felt motion sickness starting. For the next 12hrs I had some of the worst motion sickness I've ever had. The room was spinning and felt awful. I suffer from vestibular migraines, so am very sensitive to this stuff. The only time I had anything like that before was the first time I tried VR. Never had it from 2d gaming though. It was totally that camera settings that triggered this. I still don't feel 100% but I'm almost better.
So ya, anyone that has vestibular issues should take care with camera settings.
Yep camera settings are so important. Not just for car placement, but also personal comfort or potential distress. So easily overlooked by all of us.
I’ve changed the Camera settings. Increased the downforce. Increased the pre load. Fiddled with the FFB settings forever. The cars still feel light and slide around for me. 😢
A race car on the limit does feel slippy. I remember even in a race prepped eg civic on slicks, the thing would be in a constant 4 wheel slide around corners, controlled mind you. What car specifically are you finding is feeling off. Or is it all of them?
@@GSSimRacing the gt3’s slide around lots for me. Any tips to make them feel heavier and like a real car?
I'll have a spin in them later today and see if I can relate to what you feel. Sliding could be normal depending on your driving. However I'd also expect them to feel fairly planted. What sim are you comparing the light feeling to, as your reference?
Are you in cockpit or helmet view? Looks like you're really far from steering wheel, at least from what I see on my screen. I'm using triple 27,s. Going to try those settings though, thanks for posting sharing.
Cockpit. I am on a 21:9 so the distance looks worse than it is. I generally like to be a little further back, but granted, in this video I am a little further back than I normally would be. In AMS2 I change car all the time and constantly tinker with the seat.
Ams2 is fun to drive but still i feel most cars very unstable and floaty. The stock cars though are brilliant. In terms of FFB, still AMS1 is better..
It depends what you mean by better. Ffb will be a personal taste in a lot of cases. AMS2 is modeling actual epas on their suspension geometry and steering rack. It's prooolbably the most advanced approach taken on any sim to date. The AMS1 ffb feels similar to RFactor 2 in some ways and it does feel really nice. . I agree though the stock cars are great. I also raced the f3 at Oulton and that was amazing.
@@GSSimRacing the thing ( for me at least) is that in AMS2 i don't feel connected to the car in most cases. Also many cars still feel very very unstable. You need to be extremely elegant with your inputs otherwise the car is out of control. Its a "feeling" i don't have in other sims.
I did read somewhere that some of the setups in AMS2 are a bit off. On their forum, some people have been sharing setup fixes to make the car more predictable. AMS2 can feel a bit disconnected for a few laps until tyres warn up....ive noticed that sometimes.
ill have to give this a try tonight, I was and still am a HUGE fan of what Reiza and Neils did with AMS1and bought AMS2 as soon as it was launched but ive never been able to drive it, feels so alien and odd, fingers crossed this helps. Do you have a goto alternate FFB file you use?
ua-cam.com/video/ypsUDO2m-Tk/v-deo.html
ua-cam.com/video/GOsOU2YdBQk/v-deo.html
No custom file, but certain settings for sure.
@@GSSimRacing Just wanted say a MASSIVE thankyou!! you have single-handedly resurrected AMS2 for me, just those camera settings alone have changed the feel from undriveable to very close to how i would like it. I havent even messed with the FFB yet and im not sure i need to mess with it much...WOW just WOW!!!!
Ah that is great to hear. I'm delighted it has helped you. May your laps be fast 😁
Thanks that really helped 💯👍🏾
good man thanks for that, I'll give that a go
I can't believe people raced like that! Are those default settings?
Close to it. Default has the canned g force effects turned on.
Can you explain “legacy head movement”. I use the settings you just showed w everything “off” but also have lhm turned on.
LHM on but set to zero will basically fix the camera onto the car completely. I must give that a go. I presumed with my setting so low it may not make much difference, but I might actually look into it and see if it feels any better. I think even with the sliders adjusted as I have in the video, there is still a tiny bit of excessive movement for my liking. I think the legacy movement focuses on the Horizon, whereas the "new" head movement rotates the X and Y axis (or so it seems)
@@GSSimRacing ah yes. I like my setting using legacy. It makes everything super stable but ‘maybe’ takes away some immersion? Dialing in ffb helps with the slidy feeling as well. I don’t find myself wanting to bash ams2 as much as some users. It’s not the best physics but it has improved and I like it.
Yep it's quite good. Still some way to go but it is getting better all the time.
@@GSSimRacing I have just tried this with legacy and for the first time since launch, I actually enjoyed my driving. This game has potential now.
Thanks great tip
What type of pc do you have?
Hey, my PC spec is in the description of the vid 👍
That’s nausea inducing. I haven’t noticed this in VR.
Yeah the non vr settings there is a lot of canned effects in the camera as standard. First time playing it felt really strange
Great tips. In addition, I also tried the custom FFB file in the link to this video (below) and it actually made the vehicles feel like they are driving on a road now. Almost similar to the way Raceroom feels, but the vehicles still feel a bit unstable.
I’ll try to alter the cameras as you suggested. Anything to make the AMS2 experience better.
ua-cam.com/video/607EUFu9yoE/v-deo.html
I also use that same FFB file, tweaked by Aubrey, and I do prefer it on my CSL DD 8nm versus Default or Default+. I have only tried that FFB file that had the further tweaks done by Aubrey and the original version (originally posted by GamerMuscle) of it and I prefer the tweaked version for sure. I would recommend it at least for CSL DD and Podium DD. It is easy to apply, and you can still switch back to Default or Default+ via the GUI easily.
Thanks, I'll give that a shot. Raceroom feels really good, so if we can get it close to that, that is a win in my book.
@@GSSimRacing I’ve been evaluating AMS2 the last few days to see if I’ll buy any DLC packs in the Steam Black Friday sale. With the FFB file and your good advice about the camera settings, there is a big improvement in my own personal opinion. The thing that’s holding me back is that I still prefer ACC and Raceroom. I think that the vehicles are much better than what AMS2 has to offer. Unfortunately I haven’t really found any outstanding vehicles in AMS2. Some are great fun, but in my opinion they just don’t compare to other sims.
I’m still undecided and will most likely save my money as I would probably spend more time on ACC and Raceroom. AMS2 is a game I drift in and out of from time to time.
@@garycarmichael8432 I'm the same. ACC would be my main sim. I drive AMS2, RaceRoom, RF2 just for something different from GT3 in ACC.
Nah it still feels off...
What do you mean?
People don't understand that the physics in this game are still broken same like Project Cars 2..... Now is in a state where is much better than pjc2 but is still something weird happening with the physics especially when driving on the limit and some of the cars are worse than others. Try the Caterhams in AMS 2 and then try the Caterham in RF2 and you will see what i am talking about 😂
Try turning legacy head movement on and set the value to 0. It will lock the camera to the car.
Some cars still need work for sure. Rf2 also needs work in general on the ffb. Far too sharp in most cases.
@@GSSimRacing id say RF2 has the best FFB of all sims, majority agree as well, You can fix that with a damper on ur wheel settings if its too sharp for you
It's not the camera that makes AMS2 feel floaty, it's the terrible FFB that does it.
Is not the ffb. The physics are the problem....
The ffb is very good, well, once it's tweaked. I have a vid on here with the ffb settings I use. It's quite realistic as far wlas weight shift is concerned.
@@GSSimRacing Can you give the link of your settings please ? :-)
Shut it.
@@GSSimRacing Try Caterham and you will see is undriveable 😁👍