This section describes the profile page and its operation.
SIMRIG Control Center is built around Profiles. A profile is nothing more than a collection of settings and parameters that apply to a single car, in a single game.
Each car, in each game, is assigned a unique profile. This profile is automatically selected when that game starts and that car hits the tarmac.
The active profile is displayed on screen. See the red rectangle below. It is also displayed on the start page in a similar fashion.
Sometimes you will see the following message: “This profile is no longer active!”
It will show up when you switch game or car while leaving the profile page open. Click the Switch now link to open the active profile instead. This will affect which profile you see on screen. It will not affect the profile used by SIMRIG Control Center.
The purpose of a profile is to control how simulated forces are converted into motion. Since each car behaves in a different way (some are fast, some are slow) each car requires a unique profile and unique settings. Getting the profile right and tuned correctly is very important since it determines the motion system’s behavior and response to in-game events.
The most important in-game event is vehicle acceleration. Most profile settings therefore deal with acceleration and the system’s sensitivity to acceleration in different directions.
The profile settings are divided into three main parts: Axis Allocation, Forces, and Orientation.
Each linear actuator has a fixed amount of travel. This is determined by the actuator’s mechanical construction. How we choose to use this travel is determined by the Axis Allocation settings.
A fixed amount of travel is allocated for each motion axis (pitch, roll, heave.) For example, we can allocated 20 mm of travel to pitch, 30 mm of travel to roll, and 20 mm of travel to heave. The Allocation Settings determine these amounts.
Interestingly, we could allocate 70 mm travel to both pitch and roll at the same time for a total of 140 mm of combined travel. But! Moving 140 mm is physically impossible. However, the vehicle will seldomly brake at full power while also turning at full speed. If it does, the actuator will bottom out, causing the motion to clip. You can choose more motion at the risk of clipping; or less motion and no clipping. This is a compromise that is different for each vehicle.
Let us consider the available settings:
Each vehicle produce different amounts of forces while accelerating, turning, and braking. These settings are responsible for converting these forces into a normalized range.
Take the Acceleration setting as an example. While the vehicle is accelerating it generates G-forces. The car in this example is capable of generating 1 G of forwards acceleration. By setting All forces to 100 % and Acceleration to 100 % the motion system will utilize all allocated pitch while the car is accelerating forwards at 1 G. At 0.5 G it uses half the allocated pitch.
Let us consider the available settings:
- All Forces
This slider controls the system’s overall sensitivity to acceleration in any direction. Setting this value to zero will make the system stand still. It is recommended to leave this setting at 100 %, but feel free to reduce the value if the system feels to fast or twitchy.
This slider controls the system’s sensitivity to acceleration in the forward direction: forces that move the vehicle forward. Adjust this value until the system tilts backwards the desired amount during maximum acceleration (usually full throttle from standstill.)
This slider controls the system’s sensitivity to acceleration in the backwards direction: forces that stop or move the vehicle backwards. Adjust this value until the system tilts forwards the desired amount during maximum braking.
This slider controls the system’s sensitivity to acceleration in the left or right direction: forces that turn or roll the vehicle. Adjust this value until the system tilts left or right the desired amount while turning.
This slider controls the system’s sensitivity to acceleration in the upwards and downwards direction: forces that move the vehicle up or down. Adjust this value until the system moves upwards and downwards the desired amount when driving over curbs, and other uneven surfaces such as potholes and gravel.
Use Auto Tune to determine initial values.
Auto Tuning is designed to generate a baseline profile by recording telemetry data while you drive. The algorithm can generate a profile by analyzing the forces that act on the car. The resulting profile tries to maximize the range of motion while minimizing clipping.
Each car is unique, and so is each driver. You will have to find settings that work for you. This can be a tricky process, but with Auto Tuning you will at-least get a good starting point for further tuning.
How to: Auto Tune¶
Before we can start the Auto Tuning process you need to get in your favorite game and car. Make sure the telemetry is connected and that the motion system is active.
Press the Start button under Auto Tune
Drive for about 5 minutes
The goal is to generate diverse data
Try not to crash (keep driving for another 30 seconds if you do)
Brake, accelerate, and turn excessively
Stop and go multiple times if the track lacks slow corners
Take note of the suggested values for Acceleration, Braking, Turning, and Bumps
They should no longer show the default value of 100 %
Press the Stop button and then Apply
Try the new settings, they will take effect immediately after you press Apply
You can either use the values as-is, change them manually, or keep recording more data
Press Start to keep recording data
Press Reset to start from the beginning
Vehicle orientation is also an important source of motion data. Perhaps you would like the motion system to follow the road; to pitch backwards when goaing uphill or to roll more agressivly when hitting a curbe. There are two settings which control how vehicle orientation affects the motion system:
This slider controls how much of the vehicle roll that transfer over to the motion system. At around 20 % there is a one-to-one mapping between the virtual vehicle and the physical motions system (depending on distance between front and rear actuators.)
This slider controls how much of the vehicle pitch that transfer over to the motion system. At around 20 % there is a one-to-one mapping between the virtual vehicle and the physical motions system (depending on distance between front and rear actuators.)
Sometimes it is necessary to apply post-processing techniques to the telemetry data; such as smoothing and velocity limiters.
These sliders controls the speed at which the system reacts to changes. Setting this value to 0 % will disable the Low-pass Filter making the system as fast and responsive as possible. Increasing this value will reduce (and even remove) fast and twitchy motion. A large value will result in a smooth ride.
Some games work better with the Low-pass Filter enabled. If the motion is twitchy or choppy, try setting the Low-pass Filter to 100 % and reduce gradually until you get a smooth and responsive ride.