There are several ways to adjust FFB per car.
The correct way to do it (supported by vanilla AC as a standard feature) is using the NumPad "+" and "-" keys to adjust FFB gain per car (it is saved individually for each individual car).
This I use all the time to fine tune FFB gain.
If you have a wonky mod with copy paste and doctored physics you may have other causes for the FFB to be off.
I usually start to first check on the suspension (anything obviously off, especially excessive caster angles, extreme steering link angles under suspension compression, etc) - use CM custom showroom, DEV apps in game and look into suspensions.ini inside data.acd to get there
Then I look at the steering related definitions inside car.ini inside data.acd and see if the related definitions are matching both the actual car's steering box spec (consult trustworthy sources for that on the internet) and comparable well working cars for reference.
MOST IMPORTANTLY:
If you are very new to editing physics in AC, best keep your hands off the data.acd file and only use the supported method to adjust FFB gain per car (NumPad +/- keys in session), that will keep you happy and keep the headache at bay ;-)
Here is a quick trick how you can keep typing and mouse clicks at a minimum ;-)
- right click on original data.acd
- choose "add to data.rar" in context menu (obviously with WinRar installed)
- delete data.acd file from car folder
Next time you want to revert to original data.acd, simply:
- right click data.rar
- choose "Extract here"
Done - absolute minimum effort to deal with this ;-)
If my OCD kicks in haaaard, I will go the extra mile and rename the "data.rar" into something like "data - BKUP.rar"
I also keep different sfx folder versions in each car folder in case I want to switch between different sounds this way and have the release and version number in the rar file name, so all it takes to alternate between versions is to delete the folder to be replaced (just to be sure) and extract the version I want to alternate to - done and done ;-)
It may very well be that the shaking exhaust is a standard CSP feature that has been silently added and acts with an AUTO algorithm on certain exhaust objects if they are set up in a specific way (object name for example). HEnce you may not find any extension details or ini file entries about it.
You may ask on the CSP discord and may get an answer for this.
One experiment may give results:
Find a Kunos car that has the shaking exhaust (usually Ilja uses the Abarth 500, Ruf Yellow Bird, BMW M3 E30 as the first cars to introduce new features).
Look at object naming and material settings, etc of the exhaust on those cars and tehn replicate those exact settings on your mod car you want to have the same feature.
Just me stabbing in the dark ;-)
EDIT:
@gergerger - here you go ;-)
I just searched the CSP discord and immediately found this helpful jewel of info by one of the top wise guys who always help out - thanks Trawa !
View attachment 920970
Here is the code (adapt as needed):
[VISUAL_OBJECT_0]
NAME=EXHAUST
STATIC_ROTATION_AXIS=-1,0,0
STATIC_ROTATION_ANGLE=0
MULT_G=0.1
DAMAGE_ZONE=REAR
MIN_SPEED=-1 ; three the most important values
FULL_SPEED=-1
ALLOWED_G=0,0,0
OSCILLATION_MIN_ANGLE=0
OSCILLATION_AXIS=-1,0,0 ; change this to choose axis
OSCILLATION_MAX_ANGLE=30 ; and this to change amplitude
[VISUAL_OBJECT_1]
NAME=RX7_ENGINE
STATIC_ROTATION_AXIS=1,0,0
STATIC_ROTATION_ANGLE=0
MULT_G=0.1
DAMAGE_ZONE=REAR
MIN_SPEED=-1 ; three the most important values
FULL_SPEED=-1
ALLOWED_G=0,0,0
OSCILLATION_MIN_ANGLE=0
OSCILLATION_AXIS=-1,0,0 ; change this to choose axis
OSCILLATION_MAX_ANGLE=90 ; and this to change amplitude
As per you not seeing such code in car extensions you saw an animated exhaust, those cars may indeed have been animated by an CSP auto recognition feature, hence no need to code the lines in an extension file (my best guess).