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v0.2.6: Farming Simulator support, the wheel's OLED screen, Auto Strength, a "Drive" tab for the dash, and More

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@Mhytee Mhytee released this 10 Aug 13:01
· 495 commits to beta since this release

Telemetry Based FFB comes to Farming Simulator and gains Auto strength, which
automatically tunes the FFB of each car to your preferred strength. The OLED
screen on a G PRO or RS50 becomes yours to control for the first time, more plugin controls are bindable and the TF4ALL Dash gains a new "Drive" tab, a customizable idle screen, and eight
themes.

Farming Simulator

Farming Simulator normally drives the wheel with a basic centering spring. Every
vehicle feels the same, and none of the ground texture you are driving over comes
through the wheel. Telemetry Based FFB replaces it completely, building the force
from the game's own telemetry.

  • Force feedback built from telemetry. You feel the ground under the tires,
    the weight of the machine as it turns, and an implement pulling harder as it
    fills or drags.
  • An Enhanced Telemetry mod, installed for you. The game does not publish
    enough telemetry on its own, so the mod reports implement state, fill and
    mass, hydraulic motion and wheel speed. It finds your mods folder even if you
    have moved it.
  • Implement thud, a new effect. Lower, raise or extend an implement, or work
    a loader or crane arm yourself, and you feel the hydraulic hum while it moves
    and the thump as it lands.
  • Three more haptic effects work in FS. You feel which end of the machine
    is losing grip, the jolt when you hit something, and the wheel going quiet
    when a vehicle leaves the ground.
  • A built-in preset, tuned for farm machinery. It is the default in both
    FS25 and FS22, so the effects arrive tuned rather than at their racing
    defaults.
  • Baked-in engine data for all 153 Farming Simulator 25 base-game
    vehicles.
    Vehicle names come from the game itself, through the mod.

The wheel's OLED screen

The G PRO and RS50 have a small display in the middle of the wheel. TF4ALL can
now control that screen, and you choose what goes on it.

It rides the same channel as Telemetry Based FFB, so it works in the games that
have it, today Forza and Farming Simulator.

  • Eleven ready-made screens. Speed over gear and gear over speed, captioned
    or not; speed alone or gear alone; a big gear with the speed beside it, and
    the reverse; and three that carry the lap delta.
  • Or build your own. Pick a layout, then choose what goes in each slot: gear,
    speed, lap delta, position, lap of total, last lap time, or your own text. The
    editor gives each slot's size and character limit, and shows the screen on the
    wheel as you build it.
  • It reacts as you drive. Shift and it flashes the gear, unless your screen
    already shows it. Finish a lap and it shows the time with your delta
    underneath, and tells you when it was a personal best.
  • It reports changes as they happen, like a preset loading or a gain you
    just nudged, and warns you if the game is still sending its own force
    feedback.

It needs Telemetry Based FFB, because the screen shares a channel with the
wheel's force: writing to it while a game sends its own force feedback cuts that
force out.

The screen's protocol was reverse engineered by @PeposCJ for the
LogiDynamicDash project, and documented in @mescon's Linux driver. Thanks to
both.

Auto strength per car

One car nearly pulls the wheel out of your hands, the next feels asleep, and
the Strength slider gets retuned at every swap. Auto strength ends that:
Telemetry Based FFB learns how hard each car pushes the wheel, then scales it
so every car lands at the heaviness your Strength slider sets.

  • A few laps to settle. Learning happens while you drive. The dash and the
    wheel's screen report the strength each car settles on, and it is remembered
    per car.
  • Off by default. The toggle sits under the Strength slider on the
    Telemetry Based FFB tab.

TF4ALL Dash updates

A new "Drive" tab, a customizable idle screen, and eight themes.

tf4all-dash-tabs

The Drive tab

The Drive tab turns the TF4ALL Dash into a full race-ready view. Gear, speed and
revs sit in the middle, with pedals and steering around them, and the rest of
the screen is a set of boxes you arrange yourself.

  • Pick what goes in each box, from the dash itself or from Settings. Keep one
    layout for everything, or a different one per game.
  • Boxes available: tire temps, tire wear, friction circle, G circle, fuel,
    lap times, radar, relative, inputs, damage, car facts, presets and gains, plus
    the FFB and Trueforce visualizer.
  • Tire temps and wear shift color as they change, rather than stepping at
    a threshold: temps from cold blue through green to overheating red, wear from
    green down to red as the tread goes.
  • Friction circle shows how much grip is left, read from tire slip. When
    the dot breaks out of the ring, the tires have let go.
  • Visualizer traces the force and the Trueforce texture as they happen.
  • Race flags run across the top, above the boxes rather than inside one.
  • Not every box is offered in every game, since it depends on the telemetry
    the game publishes. In Forza, turning on "Also forward to SimHub" fills in
    more of them, though we read what we can from the game directly.

Idle mode

Go idle or close the game and the dash turns into an ambient card: your name and
number over moving artwork, with the plugin version and any waiting update along
the foot. Tap the dash or start driving to leave idle.

  • Ten backgrounds, including topographic contours that morph, an endless
    fractal zoom, rippling caustics and traveling pipes.
  • Set how long the dash waits before it drops into idle, or turn it off.
  • Choose whether your name sits above or below your number.

Themes

Eight palettes, picked in Settings and applied to the running dash without a
reload. Colors that carry meaning, like a red warning or a green best lap, are
left alone.

Also on the dash

  • An on-screen keyboard, so a car can be renamed from the dash itself.
  • The dash dynamically shows important changes. A preset loading, the
    strength Auto strength picked for the car you are in, or the new value when
    you press a bound button to change a gain.
  • The Home tab is now called Gains, and the Drive tab is named in Settings.

New bindings

Three new pairs in SimHub's Controls list, for the things worth changing without
stopping. Map them to anything SimHub can see: a wheel button, a button box, a
keyboard key.

  • Telemetry Based FFB strength up and down. Reports the new value on the
    dash and on the wheel's screen at the same time.
  • Wheel OLED forward and back, to cycle screens without leaving the car.
  • Dash tab forward and back, following the order you arranged and skipping
    any tab you turned off.

Changes

  • The Curb pulse slider is gone from Road bumps. It fired at the same
    instant as Curb thump and only doubled the hit. Curb thump owns the moment a
    wheel finds a curb; the surface texture carries the ride across it. If you
    had Curb pulse turned up, that snap now comes from Curb thump.
  • The G923's Telemetry Based FFB defaults are retuned.
  • The Telemetry FFB tab leads with the force tuning. The rev lights and
    wheel screen controls moved to their own section at the bottom of the tab.
  • A bug report fills itself in. Your wheel, your SimHub and Windows
    versions, the plugin's own versions, and what the wheel was doing at the time
    all arrive with the report instead of being asked for. Reports sent without
    logs used to arrive with almost nothing to go on, and the description boxes
    came through empty when they were left untouched.

Bug fixes

  • The G923 PS honors the game's stop command. It is the one supported wheel
    that speaks the older Logitech protocol rather than HID++, where a force plays
    until the game cancels it. That cancel was being ignored, so a force could keep
    running after the game had dropped it.
  • Braking oscillations on the G923 are reduced.
  • Forza telemetry is read correctly. Forza reports tire temperatures in
    Fahrenheit and numbers its gears differently from its own documentation, and
    both were taken at face value. Temperatures now appear in the unit you picked
    in SimHub, and the gear matches the one the game shows.
  • Per-car data sticks in Farming Simulator. Car ids were placeholders that
    changed from session to session, so car facts never reached the community and
    a per-car preset never stayed with the machine you saved it on. Ids now come
    from the game itself.
  • A bug report no longer carries anything that identifies you. The settings
    snapshot inside the log zip held the anonymous id your car facts are submitted
    under, your sharing name, your account id inside the achievements record, and
    a second unredacted copy of your settings in the backup envelope. Sharing
    stamps buried inside presets and custom engines were missed as well. All of it
    is stripped now, wherever it appears.
  • That snapshot can no longer be restored by mistake. It looked enough like
    a settings backup that the plugin offered to import it, which would have wiped
    exactly the things the redaction removes: your car-fact id would come back
    new, so you would count twice in the community's per-car consensus, and a
    preset you shared would publish a second copy instead of updating the one you
    already have. It now says what the file is and refuses.
  • Dirt Rally 2.0 counts as a native Trueforce game. It ships its own, but
    the plugin was not on the list of titles it steps aside for, so it defaulted
    itself on there and both drove the wheel at once.
  • Gears outside R to 6 show in full, on the wheel's screen and on the dash.
    No supported game reported them until Farming Simulator arrived running -6 to
    18, so both had been cutting them short.