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Screen height and FFB

4 posts by 1 person · 09 Jun 2012 14:34 UTC - 24 Jun 2012 23:42 UTC

Mario Petrinovic 09 Jun 2012 14:34 UTC#243
Well, once I've said screen height to FFB acts like going up or down with Center of Gravity. Well, this isn't so. Now I have r.Seat, and with it I have really good FFB feel. I previously had like three other combinations, and r.Seat gives me the best FFB feel. r.Seat is really solid, and probably this is what helps. Anyway, with wrong screen height FFB just loses the precision, and that's the whole filosofy.
Mario Petrinovic: Well, once I've said screen height to FFB acts like going up or down with Center of Gravity. Well, this isn't so. Now I have r.Seat, and with it I have really good FFB feel. I previously had like three other combinations, and r.Seat gives me the best FFB feel. r.Seat is really solid, and probably this is what helps. Anyway, with wrong screen height FFB just loses the precision, and that's the whole filosofy. -------------------------------------------------------------------------------- New development. I figured out what is the Centering Spring for. It is for what the name suggests, to center forces. And it works. I still didn't try all the options, but at my system it works at 108%. So, now my FFB settings are 118/100/100/108. Also, I was wrong about cockpitLookDeadZone. I thought that the ballanced setting is 0.5. It isn't. Actually, iRacing had put it at 0.05, and my ballanced setting is somewhere around 0.08. So, we have four things to adjsut regarding FFB: - FOV - screen height - Centering Spring - cockpitLookDeadZone Each of these brings its own inballance, so it may be confusing at the beginning, but step by step, and you can do it.
Mario Petrinovic: Mario Petrinovic: Well, once I've said screen height to FFB acts like going up or down with Center of Gravity. Well, this isn't so. Now I have r.Seat, and with it I have really good FFB feel. I previously had like three other combinations, and r.Seat gives me the best FFB feel. r.Seat is really solid, and probably this is what helps. Anyway, with wrong screen height FFB just loses the precision, and that's the whole filosofy. -------------------------------------------------------------------------------- New development. I figured out what is the Centering Spring for. It is for what the name suggests, to center forces. And it works. I still didn't try all the options, but at my system it works at 108%. So, now my FFB settings are 118/100/100/108. Also, I was wrong about cockpitLookDeadZone. I thought that the ballanced setting is 0.5. It isn't. Actually, iRacing had put it at 0.05, and my ballanced setting is somewhere around 0.08. So, we have four things to adjsut regarding FFB: - FOV - screen height - Centering Spring - cockpitLookDeadZone Each of these brings its own inballance, so it may be confusing at the beginning, but step by step, and you can do it. -------------------------------------------------------------------------------- Of, this for Centerinmg Spring is wrong. I had too big cockpitLookDeadZone (0.5 at the time), so bigger Centering Spring (108%) helped to calm down the slack caused by having too big cockpitLookDeadZone. Now I determined my cockpitLookDeadZone as 0.044 (which is pretty close to iRacing's default 0.05), and now Centering Spring at 100% works ok. I started to test different Damper/Spring settings. I just started, but it looks like here is "the key". It could be that it should be (both at the same value) at 139%, but I have to test more. Oh yes, it looks having wheel set at the very center of the screen (meaning center left/right-wise) is important. Now I have it better set than I had it before, so this could be the reason why I feel FFB better now. So, precise perspective is very important, both, screen height, FOV, but also to have screen centered in a left/right direction is very important.
"Mario Petrinovic" wrote in message news:js4j78$ns5$[email hidden]... Mario Petrinovic: Mario Petrinovic: Well, once I've said screen height to FFB acts like going up or down with Center of Gravity. Well, this isn't so. Now I have r.Seat, and with it I have really good FFB feel. I previously had like three other combinations, and r.Seat gives me the best FFB feel. r.Seat is really solid, and probably this is what helps. Anyway, with wrong screen height FFB just loses the precision, and that's the whole filosofy. -------------------------------------------------------------------------------- New development. I figured out what is the Centering Spring for. It is for what the name suggests, to center forces. And it works. I still didn't try all the options, but at my system it works at 108%. So, now my FFB settings are 118/100/100/108. Also, I was wrong about cockpitLookDeadZone. I thought that the ballanced setting is 0.5. It isn't. Actually, iRacing had put it at 0.05, and my ballanced setting is somewhere around 0.08. So, we have four things to adjsut regarding FFB: - FOV - screen height - Centering Spring - cockpitLookDeadZone Each of these brings its own inballance, so it may be confusing at the beginning, but step by step, and you can do it. -------------------------------------------------------------------------------- Of, this for Centerinmg Spring is wrong. I had too big cockpitLookDeadZone (0.5 at the time), so bigger Centering Spring (108%) helped to calm down the slack caused by having too big cockpitLookDeadZone. Now I determined my cockpitLookDeadZone as 0.044 (which is pretty close to iRacing's default 0.05), and now Centering Spring at 100% works ok. I started to test different Damper/Spring settings. I just started, but it looks like here is "the key". It could be that it should be (both at the same value) at 139%, but I have to test more. Oh yes, it looks having wheel set at the very center of the screen (meaning center left/right-wise) is important. Now I have it better set than I had it before, so this could be the reason why I feel FFB better now. So, precise perspective is very important, both, screen height, FOV, but also to have screen centered in a left/right direction is very important. -------------------------------------------------------------------------------- Ok, I will split Damper and Spring (up untill now I kept them at the same value). Now they work alright even if they are at different value, probably because cockpitLookDeadZone is set correctly. It turned out that Spring is what calms down the slack, and it looks like it is the Spring that has to be at 139% (or somewhere around that number).

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