Those of you who think I'm slagging off GPL as some kind of disaster have
not gotten the picture. I think in terms of attempting to simulate, for
example, independant suspension movements or crash dynamics, it is
unparalleled. The sim is beautiful to look at, the sounds are nice, the
menus are very elegantly and efficiently done, and the cars look fantastic
and yes the experience is rather visceral.
The problem lies with how the physical control device inputs are handled.
The steering maintains the same sensitivity at high and low speed. This is
just not right. It is an extremely glaring oversight. The braking input is
just not right either. This problem is not peculiar to GPL, it is inherent
in all Papyrus sims -- I'll say it again -- ALL PAPYRUS SIMS. .
The physical control inputs of GP2 are far superior to any sim you can buy
now. Goeff Crammond's GP2 solves the problem of sensitive high speed
steering inputs by allowing you to reduce the sensitivity as the car speeds
up. His braking inputs are far more responsive and firm. With GPL, brake
inputs are mushy and so it is more or less a matter of determining how many
centimetres of braking you should be applying. It's hard to explain but
GP2's braking feels real in terms of my actual experience of driving a real
car. Maybe someone on this newsgroup can explain more technically the
braking sensation differences between the two sims.
I think there are a lot of Papyrus simmers on this newsgroup who have never
experienced GP2 and so really cannot make a comparative analyisis of the
control input issues that I am bringing up. Furthermore, I know a lot you
you have been telling me that this is only a demo, but I have this gut
feeling that Papyrus will not correct this problem, because they haven't
done so in any of their other sims.
GPL steering linearity and Ackermann geometry
Charles Mak praised GPL's physics but asked for GP2-style speed-sensitive steering. A long discussion followed on linear versus non-linear steering settings with different wheels, why steering feels heavier at speed, and Ackermann geometry, explained by Jim Sokoloff, Matthew Knutsen and Doug Milliken. A side quarrel involved Bart Brown and an anonymous critic.
Automated summary.
I certainly prefer driving the GP2 model, but only because its a lot easier
than the way Papyrus does things (I think the papyrus way is more realistic
however) this makes it easier to concentrate on racing than actually
driving. OTOH for hotlapping I prefer Papyrus as the concentration with
these games is more on the actual driving than the racing.
I suppose it just depends on what you want from a sim - the racing or the
driving?
Steve
I'd also like to note for the audience that, in addition to your
omniscient expertise in auto racing sims, suspension physics and
feedback, what others SHOULD think according to "Charles Mak", and the
hearts and minds of sim designers everywhere, a brief scan of your
contributions to humanity as recorded in DejaNews reveals -- your
modesty becomes you, Charles! -- an equally awe-inspiring abd
authoritative (not to mention authoritarian!) command of such diverse
subjects as:
F1 (the "real" one)
hockey
hockey sims
racism in hockey sims
cricket
cricket sims
aircraft sims
sports sims
naval sims
naval doctrine, tactics, and history
interior design
hypochondria
scuba diving (well, you admitted you're a novice at that, but I'm sure
you'll be as skilled as the best in, say, fif*** minutes or so...)
How could I ever have had the temerity to question your absolute
knowledge of something as simple as motorsports sims, when you are
obviously the breathing embodiment of the Renaissance man?
I am a convert. Please spill more of your abundant wisdom from that
glowing cornucopia...
Bart Brown
Maybe you can explain to me how a car turns farther with the same input at a
slower speed as apposed to a higher speed. There are no wings on these cars
to interact with grip, so turning should be near the same anyway. And as
for the brakes, in the 60s, the brakes sucked! I agree with you though, GP2
has got alot of things going right for it, but you won't catch me turning
steering help on on that sim, I like the feel of it just like it is!
is
Quoted text (10 lines)
>Those of you who think I'm slagging off GPL as some kind of disaster have >not gotten the picture. I think in terms of attempting to simulate, for >example, independant suspension movements or crash dynamics, it is >unparalleled. The sim is beautiful to look at, the sounds are nice, the >menus are very elegantly and efficiently done, and the cars look fantastic >and yes the experience is rather visceral. >The problem lies with how the physical control device inputs are handled. >The steering maintains the same sensitivity at high and low speed. This is >just not right. It is an extremely glaring oversight. The braking inputQuoted text (19 lines)
>just not right either. This problem is not peculiar to GPL, it is inherent >in all Papyrus sims -- I'll say it again -- ALL PAPYRUS SIMS. . >The physical control inputs of GP2 are far superior to any sim you can buy >now. Goeff Crammond's GP2 solves the problem of sensitive high speed >steering inputs by allowing you to reduce the sensitivity as the car speeds >up. His braking inputs are far more responsive and firm. With GPL, brake >inputs are mushy and so it is more or less a matter of determining how many >centimetres of braking you should be applying. It's hard to explain but >GP2's braking feels real in terms of my actual experience of driving a real >car. Maybe someone on this newsgroup can explain more technically the >braking sensation differences between the two sims. >I think there are a lot of Papyrus simmers on this newsgroup who have never >experienced GP2 and so really cannot make a comparative analyisis of the >control input issues that I am bringing up. Furthermore, I know a lot you >you have been telling me that this is only a demo, but I have this gut >feeling that Papyrus will not correct this problem, because they haven't >done so in any of their other sims.<GP2 vs. GPL troll bait snipped>
If you want to compare to sims when it comes down to control, steering
and throttle and braking, compare F1RS and GPL. To date they are the
only ones that I think have the "pheel" right. While I don't know that
much about the physics engine in F1RS, I do know that GPL has a "real"
physics engine. GP2 doesn't have a realistic physics engine and
therefore only "feels" and doesn't quite "pheel". But, if you enjoy GP2
fine, play GP2 and wait for GP3. For those that are looking for a real
simulation of driving a high peformance racing machine, stick with GPL.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Seems to me your just shit at racing sims.
You cannot compare any sim like F1GP2, F1RS etc to GPL. They are completly
different cars with completly different handling.
1998 F1 - V.light cars, V.Big tyres, V.Big Wings for huge grip.
1967 F1 - V.Heavy cars, Skinny grooved tyres, NO WINGS
1998 F1 = Plenty of high speed grip = no 4-wheel drifts, occasional
oversteer due to power over grip at low speeds.
1967 F1= Only grip from tyres + plently of power = arse all grip = plenty
of careful 4-wheel drift.
Therefore stop thinking that cause you may be able to drive a car in F1GP
you can automatically drive a car in GPL. Go away and practice forget
everything about todays F1 and stop spamming your ***in this newsgroup.
is
Quoted text (10 lines)
>Those of you who think I'm slagging off GPL as some kind of disaster have >not gotten the picture. I think in terms of attempting to simulate, for >example, independant suspension movements or crash dynamics, it is >unparalleled. The sim is beautiful to look at, the sounds are nice, the >menus are very elegantly and efficiently done, and the cars look fantastic >and yes the experience is rather visceral. >The problem lies with how the physical control device inputs are handled. >The steering maintains the same sensitivity at high and low speed. This is >just not right. It is an extremely glaring oversight. The braking inputQuoted text (19 lines)
>just not right either. This problem is not peculiar to GPL, it is inherent >in all Papyrus sims -- I'll say it again -- ALL PAPYRUS SIMS. . >The physical control inputs of GP2 are far superior to any sim you can buy >now. Goeff Crammond's GP2 solves the problem of sensitive high speed >steering inputs by allowing you to reduce the sensitivity as the car speeds >up. His braking inputs are far more responsive and firm. With GPL, brake >inputs are mushy and so it is more or less a matter of determining how many >centimetres of braking you should be applying. It's hard to explain but >GP2's braking feels real in terms of my actual experience of driving a real >car. Maybe someone on this newsgroup can explain more technically the >braking sensation differences between the two sims. >I think there are a lot of Papyrus simmers on this newsgroup who have never >experienced GP2 and so really cannot make a comparative analyisis of the >control input issues that I am bringing up. Furthermore, I know a lot you >you have been telling me that this is only a demo, but I have this gut >feeling that Papyrus will not correct this problem, because they haven't >done so in any of their other sims.On Sun, 12 Apr 1998 23:32:39 -0500, "George Buhr II"
>Maybe you can explain to me how a car turns farther with the same input at a
>slower speed as apposed to a higher speed. There are no wings on these cars
>to interact with grip, so turning should be near the same anyway.
I'll try to explain with the little english I know...
When wheels are rotating really fast, they develop what we call
"rotational inertia". You can reproduce it with a stick going through
the center of a bicycle wheel. If you'd try and move the stick while
the wheel's rolling (changing the angle of it's axle, like when you're
steering it), you'd feel a force that fights your inputs and tries to
keep the wheel in it's previous position. The "rotational inertia" is
what causes the wheel to be more difficult to turn.
Now I don't exactly know how much RPMs the wheel do on those cars, but
since the inertial forces increase with RPM I guess this would have
some kind of influence. So then you have to work harder in order to
make the wheels turn. And since some pieces used in the steering
mechanism are somewhat flexible and the inertial forces fight against
their movement, you end up having less movement from the wheels for
the same input on your steering wheel.
I think that's what he means.
A. Renault
Quoted text (19 lines)
> Ah very > good!!! > This coming from the Ego maniac!!! > This Barton guy posted over 2300 > times in groups from Rec. model.railroad > to scottish clans? > Very interesting > were you looking for a Kilt > Bart? Let me guess you wanted a Kilt > because the > sheep could hear your zipper? > All together Bart has posted to over 17 NGs. > Pretty interesting he frequents Microsoft groups? > From past posts I thought > he was a MS hater > of sorts. Hmmm very interesting!!!!!!!!!! > Not > -----== Posted via Deja News, The Leader in Disguised Gutless Wonders ==----Quoted text (7 lines)
> The problem is you pal. The fact the GP2 has a reduce with speed >adjustment makes it more arcade than sim. This effectively allows you to >change the inertia feedback and IS NOT realistic ay all. The reduce with >speed is built into Papy sims as it should be and is done perfectly. Now >let me guess! You have the slider for linearity not all the way to the >right in GPL and in other Papy sims had the steering set to non-linear >rather than linear didn't you? Set the slider to the right and shut up!> Seems to me your just shit at racing sims.
> You cannot compare any sim like F1GP2, F1RS etc to GPL. They are completly
> different cars with completly different handling.
> 1998 F1 - V.light cars, V.Big tyres, V.Big Wings for huge grip.
^^^^^^^^^^^
Haven't you seen any of the races this year?
BTW, they've got grooves too. <g>
On Sun, 12 Apr 1998 15:09:54 -0400, "Charles Mak"
>I think there are a lot of Papyrus simmers on this newsgroup who have never
>experienced GP2 and so really cannot make a comparative analyisis of the
>control input issues that I am bringing up.
There are few enough proper sims around that I would be surprised if
more than 5% of "Papyrus simmers" had not tried GP2 also.
Most people know whereof they speak, but lack of a "reduce with speed"
is a somewhat valid point. It's more so in modern day since the
downforce will tend to make the steering heavier as speed increases,
but castor steer and toe-in will have some kind of similar effect in
60's F1 - although not so related to speed.
If it makes it easier it might be a worthwhile option.
Cheers!
John
You really have got to read Dale Carnegie's book, "How to win friends and
influence people."
> The problem is you pal. <SNIP> Set the slider to the right and shut up!
I hear what you are saying, but I don't agree 100%. I can see how speed
would make a steering wheel harder to turn, but I don't see how this effects
steering input, especially from a sim point of view. The steering
components are flexible to a point, yes, but come on! These parts might
flex very small fractions of an inch at best, and would hardly make a
significant difference in turning ratios. Did anyone watch the Argentine
Grand Prix this weekend? I noticed many of the cars including Schumacher
and Villeneuve looking awful twitchy at the end of the straights. It didn't
look to me like they were having to fight to get the car to turn.
>On Sun, 12 Apr 1998 23:32:39 -0500, "George Buhr II"
>>Maybe you can explain to me how a car turns farther with the same input at a
>>slower speed as apposed to a higher speed. There are no wings on these cars
Quoted text (23 lines)
>>to interact with grip, so turning should be near the same anyway. >I'll try to explain with the little english I know... >When wheels are rotating really fast, they develop what we call >"rotational inertia". You can reproduce it with a stick going through >the center of a bicycle wheel. If you'd try and move the stick while >the wheel's rolling (changing the angle of it's axle, like when you're >steering it), you'd feel a force that fights your inputs and tries to >keep the wheel in it's previous position. The "rotational inertia" is >what causes the wheel to be more difficult to turn. >Now I don't exactly know how much RPMs the wheel do on those cars, but >since the inertial forces increase with RPM I guess this would have >some kind of influence. So then you have to work harder in order to >make the wheels turn. And since some pieces used in the steering >mechanism are somewhat flexible and the inertial forces fight against >their movement, you end up having less movement from the wheels for >the same input on your steering wheel. >I think that's what he means. >A. RenaultQuoted text (29 lines)
> Those of you who think I'm slagging off GPL as some kind of disaster have > not gotten the picture. I think in terms of attempting to simulate, for > example, independant suspension movements or crash dynamics, it is > unparalleled. The sim is beautiful to look at, the sounds are nice, the > menus are very elegantly and efficiently done, and the cars look fantastic > and yes the experience is rather visceral. > The problem lies with how the physical control device inputs are handled. > The steering maintains the same sensitivity at high and low speed. This is > just not right. It is an extremely glaring oversight. The braking input is > just not right either. This problem is not peculiar to GPL, it is inherent > in all Papyrus sims -- I'll say it again -- ALL PAPYRUS SIMS. . > The physical control inputs of GP2 are far superior to any sim you can buy > now. Goeff Crammond's GP2 solves the problem of sensitive high speed > steering inputs by allowing you to reduce the sensitivity as the car speeds > up. His braking inputs are far more responsive and firm. With GPL, brake > inputs are mushy and so it is more or less a matter of determining how many > centimetres of braking you should be applying. It's hard to explain but > GP2's braking feels real in terms of my actual experience of driving a real > car. Maybe someone on this newsgroup can explain more technically the > braking sensation differences between the two sims. > I think there are a lot of Papyrus simmers on this newsgroup who have never > experienced GP2 and so really cannot make a comparative analyisis of the > control input issues that I am bringing up. Furthermore, I know a lot you > you have been telling me that this is only a demo, but I have this gut > feeling that Papyrus will not correct this problem, because they haven't > done so in any of their other sims.On Mon, 13 Apr 1998 22:49:16 -0500, "George Buhr II"
Ok maybe it only affects slightly turning ratios, but when combined to
the understeer you get when you're at full speed, plus the huge
downforces that press the tires ***to the pavement and cause the
steering wheel to be even harder to turn (I know they have power
steering now in F1, but did they have it in the 60's? I don't know
for sure...) all this combined makes the car less responsive to your
steering inputs. And when you're talking about twitchy cars at the
end of straights in F1 don't forget that most of the twitchy behavior
you're referring to happened under heavy acceleration or braking.
They also feel the bumpy surface (argentina is one of the worst tracks
in terms of bumpiness) and they have to hold thight to the wheel to
stay in control. That's a different matter. Remember when Schumi let
go of his steering wheel as he touched a curb in Monza, I think it was
in 1996... Scary!
So all I'm saying is that many factors contribute to making the car
less responsive at high speeds. This should be refelcted somehow in
the sim.
Thanks for your comments,
A. Renault
Quoted text (9 lines)
>I hear what you are saying, but I don't agree 100%. I can see how speed >would make a steering wheel harder to turn, but I don't see how this effects >steering input, especially from a sim point of view. The steering >components are flexible to a point, yes, but come on! These parts might >flex very small fractions of an inch at best, and would hardly make a >significant difference in turning ratios. Did anyone watch the Argentine >Grand Prix this weekend? I noticed many of the cars including Schumacher >and Villeneuve looking awful twitchy at the end of the straights. It didn't >look to me like they were having to fight to get the car to turn.Finally someone replies to something Charles says without poking fun :). I
can see that adding a reduce with speed option (perhaps just an increase
non linearity with speed?) would make it eaasier for close racing at high
speeds and therefore could well be a good thing (Shock horror two people
agree with him!!!)
Steve
Didn't say they have got bald tyres, but performance wise, there really
hasn't been much of a change when they reduced the track and changed to
grooved tyres.
> Finally someone replies to something Charles says without poking fun :). I
> can see that adding a reduce with speed option (perhaps just an increase
> non linearity with speed?) would make it eaasier for close racing at high
> speeds and therefore could well be a good thing (Shock horror two people
> agree with him!!!)
It's hard not to poke fun at someone who rubbishes the best piece of
software that has ever been seen IMO. Mr Mak has not just made
criticisms of GPL but has basically given the impression that the whole
thing stinks and is for the arcade orientated only which, in my book,
makes him a complete dodo who obviously has not much experience with
sims. He also has admitted that he uses his beloved and very realistic
GP2 with opposite lock help. What can I say?
Anyway, after a few hours with GPL I am most definantly ready for
traffic. Papy, if your here, change nothing! It seems most of these guys
are not accustomed to body roll/weight transfer.
Quoted text (32 lines)
> > The problem is you pal. The fact the GP2 has a reduce with speed > >adjustment makes it more arcade than sim. This effectively allows you to > >change the inertia feedback and IS NOT realistic ay all. The reduce with > >speed is built into Papy sims as it should be and is done perfectly. Now > >let me guess! You have the slider for linearity not all the way to the > >right in GPL and in other Papy sims had the steering set to non-linear > >rather than linear didn't you? Set the slider to the right and shut up! > Er, I'm not quite sure how having reduce with speed is any more > unrealistic than offering the option to have non-linear steering. Both > are blatently unrealistic so why be so religiously against one but not > denounce Papy for including the other? > In previous sims Papy have included specific programming to help joystick > and even keyboard drivers. 'Reduce with speed' is simply another aspect > of this and I really don't see any strong argument for not having it > without campaining against all the others. > Even though I like very linear steering I do feel that reduce with speed > is a good idea. I don't need it at the Glen but it would certainly make > for better racing at somewhere like Monza. And until we get the sort of > force feedback that can accurately represent the forces involved with > turning a wheel at speed it seems a sensible compromise - indeed rather > more sensible than allowing non-linear steering IMHO. > Just because something has been picked up on by a troll doesn't > automatically mean it's a bad idea ;-) > And whilst on the subject I would like to see sensitivity settings for > throttle and brake. I could achieve the same effect by physically messing > about with my pedals (just as the RL drivers would) but it would be a > heck of a lot simpler if implemented in the software <g>Man it must have been late! Please read this fixed version. I
confused "linear" with "non - linear" at just about every opportunity in
that last dribble :)
Quoted text (23 lines)
> You seem to have hit the nail on the head here Richard. Mostly at > least. > As you say, both are unrealistic so the fewer the better. All Papy > sims I use I have used the non - linear option and with GPL I set the slider > all the way to the right which is the same thing. I would be happy > obviously if all Papy sims just had the steering set to non - Linear and had > no option. > And I believe this would be correct too. Reason being that you then > have a situation where sim wheel deflection is proportional to the > torque a drivers hands would be applying to a real steering wheel which > for my money is the best solution in these days of non FF wheels. The > funny thing is that in all Papy manuals they recomend non - linear for > joysticks and linear for wheels, something I have always thought to > be wrong and all the good ICR2 drivers I know agree. > Perhaps also different wheels using pots with different ratings > (ohmage) have varying inbuilt linearity so the inclusion of a linearity > slider is perhaps excusable :) But I definantly believe that these > reduce with speed options should be killed off. Apart from anything > else, they're just a pain to fiddle about with. Just give me steering > lock and linear steering when FF is done right.> As you say, both are unrealistic so the fewer the better. All Papy
>sims I use I have used the linear option and with GPL I set the slider
>all the way to the right which is the same thing. I would be happy
>obviously if all Papy sims just had the steering set to Linear and had
>no option.
The *right*? That is the full NON linear setting with a huge unrealistic
null zone - I hope you're just getting your left and right confused :-))
btw - I find that the full linear setting (you know, the one over on the
left <g>) is actually more linear than previous Papy sims.
I disagree with you here - with linear steering the sim is accurately
reflecting the *deflection* of the wheel. IRL the torque is dependent on
car speed and cannot be portrayed in a non-FF wheel where the torque is
constant for a given deflection irrespective of the car's speed.
No wonder I never read the manuals ;-)
Linear pots should all be pretty linear and if not they probably won't be
symmetrically non-linear around the centre point but progressively
non-linear from left to right (or right to left <g>). That might be good
for oval racing but would be a disaster for road racing.
I think people with joysticks would find linear settings impossible to
drive with. It is usually very difficult to move a joystick precisely
close to it's centre point. Effectively excluding joystick users would
likely make the product unprofitable.
Anyway, having done some experimentation with the linearity settings I'm
now running with it fully linear and driving around by myself at least
don't find any need at all for a reduce with speed option. The car is
easy to turn in and very easy to correct with just small, natural
movements required.
About the only point where I might want some form of steering help is
that if I experiment with the glance left/right options I start drifiting
all over the track <vbg>
Cheers,
Richard
Well, yes there is all that I suppose :-)
I was just surprised he made a point someone agreed with :-)
Steve
Quoted text (12 lines)
> > The problem is you pal. The fact the GP2 has a reduce with speed > >adjustment makes it more arcade than sim. This effectively allows you to > >change the inertia feedback and IS NOT realistic ay all. The reduce with > >speed is built into Papy sims as it should be and is done perfectly. Now > >let me guess! You have the slider for linearity not all the way to the > >right in GPL and in other Papy sims had the steering set to non-linear > >rather than linear didn't you? Set the slider to the right and shut up! > Er, I'm not quite sure how having reduce with speed is any more > unrealistic than offering the option to have non-linear steering. Both > are blatently unrealistic so why be so religiously against one but not > denounce Papy for including the other?> The funny thing is that in all Papy manuals they recomend linear for
> joysticks and non-linear for wheels, something I have always thought
> to be wrong and all the good ICR2 drivers I know agree.
That [the manual text] is wrong, but I thought that only went out in
the manual for NASCAR2, not "all Papy manuals."
---Jim
I'll bow to your superior knowledge - does that extend to being able to
state that 1967 F1 race cars had non-linear steering though? <g> And if
they did, did any of them have the very high degree of non-linearity
possible to select in GPL? (I shudder to think of any driver that would
*want* that sort of non-linearity!)
What I'm trying to get at is that compromises have to be made in order to
transfer the mechanical motion of wheel / pedals / joystick into digital
inputs to the game engine. None of the currently available control
combinations are exactly like that used in any race car, let alone a
Lotus 49 ;-) None of them offer the correct feedback that *does* vary
with speed - and FF will not be capable of doing so for some time.
So if one particular compromise is deemed acceptable then why not others?
Where should the line be sensibly drawn? If an, admittedly unrealistic,
'reduce with speed' option allows the *simulation* of the different
torque required to turn the front wheels at different speeds then is this
necessarily so evil?
Just my 2 pence worth.
Cheers,
Richard
>No, a steering linkage is essentially a four-bar linkage. I can design
>a four bar linkage that exhibits non-linear properties. In fact, your
>road car has some non-linearity to it (unless the Ackerman is exactly
>zero).
Could you explain in a few words what the "Ackerman" is? (and don't
just say "no". :)
--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
Uni des Saarlands \ and U.S. law. You have been warned.
Quoted text (10 lines)
> >No, a steering linkage is essentially a four-bar linkage. I can > design > >a four bar linkage that exhibits non-linear properties. In fact, your > >road car has some non-linearity to it (unless the Ackerman is exactly > >zero). > Could you explain in a few words what the "Ackerman" is? (and don't > just say "no". :)> > As you say, both are unrealistic so the fewer the better. All Papy
> >sims I use I have used the linear option and with GPL I set the slider
> >all the way to the right which is the same thing. I would be happy
> >obviously if all Papy sims just had the steering set to Linear and had
> >no option.
Damn it. In this post of mine I confused linear with non linear just
about everywhere :(((((
Let me try again :)
As you say, both are unrealistic so the fewer the better. All Papy
sims I use I have used the non linear option and with GPL I set the
slider
all the way to the right which is the same thing. I would be happy
obviously if all Papy sims just had the steering set to non linear and
had
no option.
This is the reason I find non linear more accurate/real. Because the
torque/deflection you apply to your sim wheel seems to me to feel more
realistic. Of course it does not look realistic ie I may use quite a
large wheel deflection at high speed, but this deflection is indicative
of how hard your trying to turn the wheel rather than how much it is
actually turning. In other words, with non linear you have sim wheel
defection is proportional to (or there abouts) the torque applied to the
actual wheel of a real car. On the other hand, with linear you have sim
wheel deflection is proportional to real wheel deflection. I suppose you
can argue as to which is more realistic but I think the non linear way
is since torque is the factor which dictates real wheel deflections and
NL just feels so much better/natural/realistic to me. Of course, with
the introduction of proper FF the linear way will most definantly be the
way of the future and will signal the end of the days of non linear
steering options. Once again, sorry for my original screwups :)
And again :( let me try again, hehehehe.
The funny thing is that in all Papy manuals they recomend non linear
for joysticks (correct IMO) and linear for wheels, something I have
always thought to be wrong and all the good ICR2 drivers I know agree.
Oh no, not again! Make that
"Just give me steering lock and linear steering when FF is done right.
See corrections above.
As you seem suprised at the way I use GPL ie full non linear (yes,
this is right, heheheheh), I am very suprised you can control the car in
a straight line with full linearity. What you refer to as the "huge dead
zone" is not as "dead as you think and makes for very accurate input and
clean driving. Once again, it's a feel thing.
> > The funny thing is that in all Papy manuals they recomend linear for
> > joysticks and non-linear for wheels, something I have always thought
> > to be wrong and all the good ICR2 drivers I know agree.
> That [the manual text] is wrong, but I thought that only went out in
> the manual for NASCAR2, not "all Papy manuals."
My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in
that post. The reverse is what is written in Papy manuals. My point was
that I disagree with Papy suggesting linear for wheels. Everyone I know,
some of them the best in the biz, use non - linear with both their
wheels and joysticks. The thought of using linear steering frightens me
greatly :)
> My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in
> that post. The reverse is what is written in Papy manuals. My point was
> that I disagree with Papy suggesting linear for wheels. Everyone I know,
> some of them the best in the biz, use non - linear with both their
> wheels and joysticks. The thought of using linear steering frightens me
> greatly :)
Byron, why on earth would you want to introduce a dead spot and lack of
precision by using non linear, this defeats to the whole purpose of a
precision driving wheel such as the TSW?
I have never used non linear except for experimenting which I
immediately switched :)!
Trev
<snip>
% What I'm trying to get at is that compromises have to be made in order to
% transfer the mechanical motion of wheel / pedals / joystick into digital
% inputs to the game engine. None of the currently available control
% combinations are exactly like that used in any race car, let alone a
% Lotus 49 ;-) None of them offer the correct feedback that *does* vary
% with speed - and FF will not be capable of doing so for some time.
% So if one particular compromise is deemed acceptable then why not others?
% Where should the line be sensibly drawn? If an, admittedly unrealistic,
% 'reduce with speed' option allows the *simulation* of the different
% torque required to turn the front wheels at different speeds then is this
% necessarily so evil?
% Just my 2 pence worth.
I too am a little confused about how the car handles at speed on a
straight with full linear settings. It seems way too sensitive.
However, if Papy is modeling everything they claim to be, this is either
"accurate" or they need some more fine tuning. I would rather they make
it accurate than plug in a "shim" like "reduce with speed". Now having
said this, I still think there may be a need for a "reduce with speed"
control setting. This is due to the quality (or lack thereof) of game
port controllers and controlling devices.
I am beginning to wonder if the experiences everyone is having is
different based on the speed of their graphics, the precision of their
game port, and the precision of their wheel. The readings from a
non-calibrating game port vs. a speed adjustable game port can vary
in scale greatly. Does Papy's optimized controller driver compensate
for the wide scale of readings from different game cards? Does the
steering react the same with a cheap game port vs. a Thrustmaster ACM?
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
> Damn it. In this post of mine I confused linear with non linear just
>about everywhere :(((((
> Let me try again :)
<g>
Corrections noted!
When this subject has been discussed over on the Sports Sims forum on
Compuserve, it seems to be about a 50/50 split amongst the better
drivers. Some like non-linear settings with quite large steering locks
whilst others prefer linear with low lock. A very odd few like linear
settings with *huge* wheel lock - but they're *very* odd <vbg>
Well that's why I suggested a 'reduce with speed' option ;-) Although
actually I do find it easy enough atm. Don't know what it will be like
when running in traffic but the fully linear setting means that it is
very esy to correct slight deviations. With non-linear settings it is all
too easy to end up see-sawing the wheel from left to right and back again
trying to avoid amplifying the original mistake - at least that's what I
find.
And feelings differ <g> For me, I can't get any real feel with the
non-linear setting. I like crisp, responsive controls.
Cheers,
Richard
On Thu, 16 Apr 1998 15:19:01 GMT, "Michael E. Carver"
I haven't experimented as these days I seem to find that whenever I alter
something in my machine something else stops working ;-)
I'm using a PII 300 with 3dfx and it's very smooth at 600*400 with all
details on (not smooth enough for me at 800*600 though). I've got an ACM
card and a GP500 wheel that isn't to everyone's liking but I find very
accurate around the centre zone (much better than the TSWs I've tried,
although I think I may be in the minority on that one <g>).
Although I think there probably should be a 'reduce with speed' shim
(nice word, btw <g>) I don't have any trouble controlling the car on the
straights with the full linear setting. I *may* risk experimenting and
disable the ACM / try running at 800*600 or even use the software
rendering and see what differences it makes - but no promises ;-)
Cheers,
richard
Quoted text (7 lines)
>I am beginning to wonder if the experiences everyone is having is >different based on the speed of their graphics, the precision of their >game port, and the precision of their wheel. The readings from a >non-calibrating game port vs. a speed adjustable game port can vary >in scale greatly. Does Papy's optimized controller driver compensate >for the wide scale of readings from different game cards? Does the >steering react the same with a cheap game port vs. a Thrustmaster ACM?Quoted text (7 lines)
>> Could you explain in a few words what the "Ackerman" is? (and don't >> just say "no". :) >The Ackerman angle is the difference in steering lock/yaw angle between >the inner and outer front wheels in a turn. Some Ackerman is built-in to >help reduce understeer, especially on Front wheel drive cars, and for >tight circuits.Mike I dont know what the game port has to do with it because I've never
had to use anything but the SB port since I started racing years ago. I
would guess the controller would have a greater effect, I know there was
a world of diff when I switched from my long dead T1 to my TSW.
Trev
% > I am beginning to wonder if the experiences everyone is having is
% > different based on the speed of their graphics, the precision of their
% > game port, and the precision of their wheel. The readings from a
% > non-calibrating game port vs. a speed adjustable game port can vary
% > in scale greatly. Does Papy's optimized controller driver compensate
% > for the wide scale of readings from different game cards? Does the
% > steering react the same with a cheap game port vs. a Thrustmaster ACM?
% >
% Mike I dont know what the game port has to do with it because I've never
% had to use anything but the SB port since I started racing years ago. I
% would guess the controller would have a greater effect, I know there was
% a world of diff when I switched from my long dead T1 to my TSW.
Well, then you should give a quality game port a try. As there was a
work of difference when I scrapped my SB port for a Thrustmaster ACM
game card. ;-) To be honest the world may have been smaller than your's,
but there is an improvement in the control with a game port that can be
calibrated to the speed of one's computer. The sampling rate of the
port during calibration can be as much as 400%. This can and will make
a difference in how a controlling device is read by a program and
therefore can and will make a difference in how the program reacts to
input from the controlling device.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
I'm finding the game a real pleasure to drive, the feel i get from
the car is awesome, and the more i drive the GPL demo the more i
am able to read from teh car. I've got a P233mmx and run at 800x600
and probably get around 15-20fps which isn't really very much but
it's still pretty good. perhaps i should try 640x480 and see if my
laptimes improve from the 1:08.0's i can do.
And regarding the steering input... i think a gamecard would probably
be a good decision for everyone:) At the moment i have a ***
oscilation in all my joystick axiis that varies from less than 1%
oscillation at 2Hz or so, when the combined total resistance of all
the pots in my wheel are at minimum values, up to about a 4-5%
oscillation at 10-15hz when the total resistances are at maximum.
The oscillations are very visible in any calibration screen, and are
all synchronised over the 4 axis on my T2, so I would say it's my
Soundblaster gameport being rather crap. Has anyone else out there
had this sort of experience before?
I'd love to chuck in a gamecard just to see if this all goes away and
finally gives me smooth control inputs. but in the meantime i can use
it as an excuse for my bad driving :)
Grant.
More definitions!!!
Actually there are several common uses for Mr Ackermann's name, here are
three of them. Note spelling. I believe that he was a vehicle designer in
the 1800's...
1. Steering with 2 kingpins (instead of a single pivot in the middle of an
axle like a farm wagon).
2. Arranging the individual wheel steer angles so that both front wheels
track a "perfect" geometric turn. Because the outer wheel is on a bigger
diameter circle, the steer angle required is less. The result is "toe out"
as the wheels are steered away from center. Legend has it that this
practice was started to keep from plowing ruts in the gravel of rich
owner's driveways.
Race cars often vary from this, as they corner with tire slip angles. Car
designers have their own ideas about the correct amount of Ackermann
correction.
3. The average steer angle (measured either at the front wheels or
at the steering wheel -- the measurement should specify) required
to negotiate a turn at very low speed, where the tire slip angles are
essentially zero. The Ackermann steer angle is the reference angle
for a number of handling tests -- the change in steer angle from
the Ackermann angle (as a car corners harder) is the formal definition
of understeer and oversteer.
-- Doug
Quoted text (11 lines)
> > >No, a steering linkage is essentially a four-bar linkage. I can design > > >a four bar linkage that exhibits non-linear properties. In fact, your > > >road car has some non-linearity to it (unless the Ackerman is exactly > > >zero). > > Could you explain in a few words what the "Ackerman" is? (and don't > > just say "no". :) > The Ackerman angle is the difference in steering lock/yaw angle between > the inner and outer front wheels in a turn. Some Ackerman is built-in to > help reduce understeer, especially on Front wheel drive cars, and for > tight circuits. > Cheers, Mattsnip
How in the world should some games work and some not, if the pots are
kaputt (defective)? Same for the joystick drivers, if they work okay
in one game, it should work in any game.
Of course, the game could be the culprit, but the games you have
problems
with, work like a charm on anybody elses system...
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Quoted text (13 lines)
> > Hi Trevor. My email isn't working so I'm using this! Per your post > above, I am also using the SB port and its worked fine with my TSW untill > I started driving 3D games. I sent F1RS back for a refund, I sent my TSW > back to be repaired, and now with the gpl demo the same problem > over again: the car just veer's off the road as if the pots were bad. > I've tried every latest driver etc. and it still happens!! please try to > to help if you can. This is driving me crazy! The games that work fine > are TOCA, and GP2. The games that don't are F1RS, Ultimate Race Pro, and > the GPL demo...in these games the symptom is always the same- the car > just steers right off the track in one or two places (usually the same > spots) every lap. By the way I have a whole bag full of RadioShack linear > taper pots, but I don't think the pots are the answer. Any suggestions? > Anyone...anyone...anyone...anyone...anyone...anyone...anyone...anyone...> And feelings differ <g> For me, I can't get any real feel with the
> non-linear setting. I like crisp, responsive controls.
Do you race Richard? I would imagine that to someone who races, the
non linear would feel and look silly because of the massive side to side
you mention. Perhaps this partially explains the 50/50 split. I would
imagine also that it would look odd ie to turn the wheel so much yet get
little response. I suppose in the end it's a case of the non linear has
the feel and the linear has the look.
Quoted text (13 lines)
> > My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in > > that post. The reverse is what is written in Papy manuals. My point was > > that I disagree with Papy suggesting linear for wheels. Everyone I know, > > some of them the best in the biz, use non - linear with both their > > wheels and joysticks. The thought of using linear steering frightens me > > greatly :) > Byron, why on earth would you want to introduce a dead spot and lack of > precision by using non linear, this defeats to the whole purpose of a > precision driving wheel such as the TSW? > I have never used non linear except for experimenting which I > immediately switched :)!> 1. Steering with 2 kingpins (instead of a single pivot in the middle
> of an
> axle like a farm wagon).
Wasn't there an article on this in Racecar Engineering or Race Tech a
few years ago, when an engineer used this single pivot point steering a
stiff spaceframe front axle? He was claiming this would be very
beneficial, but I never managed to grasp the logic in such a steering
system?:))
Matt
--
Matthew Knutsen
Cheek Racing Cars
http://home.sol.no/~kareknut/
Hi Trevor. My email isn't working so I'm using this! Per your post
Do other sims such as N2, ICR2 and so on work OK when run in DOS mode?
Can you calibrate the TSW normally in the W95 setup and cal applet?
If you can run OK when in DOS then the prob could be in W95 itself.
Which version do you you have? Which version of Direct X?
Have you tried using the Pro Panel applet from TMs website?
What hardware are you running? Speed etc? I would guess that you may be
running a gamecard?
Give me as many details as you can and maybe I can come up with
something, OK?
Trev
Quoted text (13 lines)
>> > The funny thing is that in all Papy manuals they recomend linear for >> > joysticks and non-linear for wheels, something I have always thought >> > to be wrong and all the good ICR2 drivers I know agree. >> That [the manual text] is wrong, but I thought that only went out in >> the manual for NASCAR2, not "all Papy manuals." > My mistake. Sorry Papy and everyone else. Had a huge L/NL mixup in >that post. The reverse is what is written in Papy manuals. My point was >that I disagree with Papy suggesting linear for wheels. Everyone I know, >some of them the best in the biz, use non - linear with both their >wheels and joysticks. The thought of using linear steering frightens me >greatly :)Quoted text (28 lines)
> > > I am beginning to wonder if the experiences everyone is having is > > > different based on the speed of their graphics, the precision of their > > > game port, and the precision of their wheel. The readings from a > > > non-calibrating game port vs. a speed adjustable game port can vary > > > in scale greatly. Does Papy's optimized controller driver compensate > > > for the wide scale of readings from different game cards? Does the > > > steering react the same with a cheap game port vs. a Thrustmaster ACM? > > Mike I dont know what the game port has to do with it because I've never > > had to use anything but the SB port since I started racing years ago. I > > would guess the controller would have a greater effect, I know there was > > a world of diff when I switched from my long dead T1 to my TSW. > > Trev > > Hi Trevor. My email isn't working so I'm using this! Per your post > above, I am also using the SB port and its worked fine with my TSW untill > I started driving 3D games. I sent F1RS back for a refund, I sent my TSW > back to be repaired, and now with the gpl demo the same problem > over again: the car just veer's off the road as if the pots were bad. > I've tried every latest driver etc. and it still happens!! please try to > to help if you can. This is driving me crazy! The games that work fine > are TOCA, and GP2. The games that don't are F1RS, Ultimate Race Pro, and > the GPL demo...in these games the symptom is always the same- the car > just steers right off the track in one or two places (usually the same > spots) every lap. By the way I have a whole bag full of RadioShack linear > taper pots, but I don't think the pots are the answer. Any suggestions? > Anyone...anyone...anyone...anyone...anyone...anyone...anyone...anyone...Quoted text (7 lines)
> Well that's why I suggested a 'reduce with speed' option ;-) Although > actually I do find it easy enough atm. Don't know what it will be like > when running in traffic but the fully linear setting means that it is > very esy to correct slight deviations. With non-linear settings it is all > too easy to end up see-sawing the wheel from left to right and back again > trying to avoid amplifying the original mistake - at least that's what I > find.<snip>
% The non-linear steering mode doesn't introduce a "dead zone" at all. It
% just makes small steering inputs easier to do.
% One thing to consider is the total rotational angle of the input
% device you use. I use the TM GP1 right now, and it only turns about
% 180 degrees lock-to-lock. Nascar Pro wheels have a 280 degree
% lock-to-lock movement. That extra 100 degrees of rotation will make
% linear steering a lot less sensitive.
Good point. It's probably too late for Papy to allow us to fine tune
the steering box on the cars, but it might be doable with some sorta
slider adjustment that reduces the sensitivity but still provides a
linear reaction to a linear movement. I also think that once you get
the chance to modify the carsetup (camber, steering lock, and anti-sway
bars), you will find that you can use your GP1 with some degree of
linear setting in your steering.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
% Hi Trevor. My email isn't working so I'm using this! Per your post
% above, I am also using the SB port and its worked fine with my TSW untill
% I started driving 3D games. I sent F1RS back for a refund, I sent my TSW
% back to be repaired, and now with the gpl demo the same problem
% over again: the car just veer's off the road as if the pots were bad.
% I've tried every latest driver etc. and it still happens!! please try to
% to help if you can. This is driving me crazy! The games that work fine
% are TOCA, and GP2. The games that don't are F1RS, Ultimate Race Pro, and
% the GPL demo...in these games the symptom is always the same- the car
% just steers right off the track in one or two places (usually the same
% spots) every lap. By the way I have a whole bag full of RadioShack linear
% taper pots, but I don't think the pots are the answer. Any suggestions?
% Anyone...anyone...anyone...anyone...anyone...anyone...anyone...anyone...
Two things I would try:
1) Go to Control Panel -> Game Controllers -> Advanced and try playing
with the Poll with interrupts enabled box. If it's checked trying
unchecking it, or visa versa.
2) Try using Thrustmaster's ProPanel applet to setup your wheel in
Win95. It will provide a better and smoother calibration.
ftp://208.129.210.78/pub/library/calibration/propanelv11.exe
Oh, and one more thing....
3) You might want to try out Thrustmaster's ACM game card. Honest, it
might help out alot. Try to pick one up where you will be allowed to
return it if you don't think that it improves your control.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
snip
You didn't get it, huh? I was trying to tell you, that there is NO WAY
your pots are defective, if they work in two games, AND that the
mentioned
games work GREAT for 99% of the people using wheels.
Somebody with a clue would see, that this is helpfull, because it
removes
some error sources (wheel, game)... now you COULD check how you
calibrate
your wheel, but I better leave you alone fixing your shit.
l8er
ronny
--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
Quoted text (8 lines)
> I'm kind of suprised you bothered to make a reply to my problem > 18er, I mean whats your point? I'm not the only one who has had problems > with F1RS ...or the GPL demo either, for that matter. I hate to think > that you 'window shop' messages put up in ras just to be able to > make replies out of boredom or whatever. If you don't have any usefull > information then why are you butting-in? I addressed my question to the > person that makes TSW's! So back-off dude, while I try and fix my shit. > Mark.[snip]
Mark, I'm assuming you have a 3dfx card.
You might like to try adding these commands to the end of your autoexec.bat
SET SST_FASTMEM=0
SET SST_FASTPCIRD=0
SET SST_PCIRD=0
SET SST_SLOWPCIWR=1
I have a suspicion that PCI bursting is upsetting the ISA bus and affecting the
joystick port timings. What caught my attention was that it looked like the
problem was with Glide games.. Toca is D3D. The place on the track might be PCI
transaction intensive.
Thats all my Bug-o-Matic (tm) crystal ball could come up with. Its usually
pretty good so I hope it helps.
Regards,
David
You know, this discussion, and the GPL demo remind me of something
that Niki Lauda said years ago. Basically that one's success as a
racing driver was based on the sensitivity of one's backside. In other
words, you needed to have a FEEL for the car with the *whole* of your
body in order to be able to drive it fast, set it up properly in
testing and practice, so on and so forth .
Now GPL is the most technically advanced and impressive sim out there.
No doubt about that. My point would be that at present it is TOO
advanced and ahead of it's time because the input/feedback devices
that we use are far too primitive to do justice to the extremely
realistic physics model that Papy have produced.
I drive a rear-engined road car, and of course with that, oversteer is
always a possibility. One soon learns however to note the warning
signs, not just from the wheel, although of course that is vital, but
from the overall aspect and angle of the car and take action
accordingly. With GPL clearly the power/weight ratio is totally
different and of course it is mid-engined but even with my GP1 wheel
it is not possible to have the same feedback as on a road car.
I have been following motor sport for 20 years and have driven racing
sims since Indy 500 on the Amiga 500 and with this one I am still WAY
off of the pace (although i am never terribly fast). I think the
solution is for Papy to ship the final version with a full range of
configuration options for handling, and difficulty. Otherwise I can
see the sim unfairly and unjustly being hammered by magazine game
reviewers who are not specialist sim racers (as indeed are the
majority of the game-buying public). This would be a tragedy.
Having said all of this I still love it and will be the first to buy
the full version come July - and if no-one produces a force feedback
cushion to put under my backside, i may just have to invent one !!!<g>
Ian
Michael,
I never use "reduce with speed" settings in games that have them. I
find it more predictable that way, especially on variable radius turns.
I have a TSW into a TM ACM card and set GPL at about 80% linear. 100%
linear makes straight line driving very difficult, resulting in spins on
braking. 66% makes my steering input *exactly* match the on-screen
arms.
This is on a P133/3Dfx. I'll be running a PII-333 within a week I hope,
and I'll be able to tell you if any of my settings have to change. I
guess I'll have to recalibrate the ACM.
--
Neil Yeatman
Ajax, Ontario, CANADA
> Do you race Richard? I would imagine that to someone who races, the
>non linear would feel and look silly because of the massive side to side
>you mention. Perhaps this partially explains the 50/50 split. I would
>imagine also that it would look odd ie to turn the wheel so much yet get
>little response.
No I don't race. I'm a coward at heart and would never be brave enough to
do so IRL <g>
I would be interested in hearing the opinions of those who have done real
racing through.
Except for me it also has the feel <g> Seriously, with the non-linear
setting I just can't gauge the correct amount to turn the wheel and when
I need to make a small correction my hands are simply not fast enough to
turn the wheel the required amount.
Cheers,
Richard
You do get used to it, but it takes a pretty subtle driving style <g>
The main advantage I've found in GPL is that it seems to be a lot easier
to turn consistently into the corners - especially the last one which is
where I was having the most trouble. I even seem to be able to brake into
the corners a little whilst making the minutest of corrections. I don't
know if this is as a result of increasing the linearity or simply
coincidental though.
Technically, yes. But to me it feels like a dead zone as I'm not getting
the responsiveness I want.
Very true. My GP500 has 270 degrees of lock, although I never like
crossing my hands so I rarely use more than 180 of it in normal driving.
A fully linear setting with a lower lock-to-lock movement is
automatically more sensitive.
Cheers,
Richard
Quoted text (31 lines)
> > Do you race Richard? I would imagine that to someone who races, > the > >non linear would feel and look silly because of the massive side to > side > >you mention. Perhaps this partially explains the 50/50 split. I would > >imagine also that it would look odd ie to turn the wheel so much yet > get > >little response. > No I don't race. I'm a coward at heart and would never be brave enough > to > do so IRL <g> > I would be interested in hearing the opinions of those who have done > real > racing through. > >I suppose in the end it's a case of the non linear has the feel and > the > >linear has the look. > Except for me it also has the feel <g> Seriously, with the non-linear > setting I just can't gauge the correct amount to turn the wheel and > when > I need to make a small correction my hands are simply not fast enough > to > turn the wheel the required amount. > Cheers, > RichardQuoted text (8 lines)
> > 1. Steering with 2 kingpins (instead of a single pivot in the middle > > of an axle like a farm wagon). > Wasn't there an article on this in Racecar Engineering or Race Tech a > few years ago, when an engineer used this single pivot point steering a > stiff spaceframe front axle? He was claiming this would be very > beneficial, but I never managed to grasp the logic in such a steering > system?:))Hi Mark:
I'm sorry to hear of your problems. I purchased F1RS in December,
but it wasn't until mid January before I purchased a new Motherboard,
with a new BIOS, that supported my Pure 3D.
I'm convinced that the joystick port is the one of the last of the
REALLY BAD IDEAS the PC pioneers came up with, that survives to this day.
PCME mentioned a new joystick card that is a real analog to digital
unit.
The turds won't answer my e-mail, so this is what I think it does:
In Windows sims, it goes into digital mode, and it's windows
drivers read the digital values of the joysticks from ports on the
card. I don't have much technical data.
In DOS, it serves as a standard analog game port. That means you're
using a driver that disables the PC's interrupts, and drops into a tight
loop, and counts the loops, until a capacitor discharges, for each axis
of each control. Then it turns on your interrupts and returns the loop
counts to your simulator.
My sims run fine with my TM/ACM card. But if I was having joystick
problems that kept me from my favorite hobby, I would check one of these.
They aren't $20 to $30 items, I think it's about $100.
I think this is a new company. They are probably eager to get their
product out. You should be able to get them to give you a refund if you
aren't satisfied
And I'm DYING to know how they work. So check out PCME, and let us
know if you get one.
Larry
<SnipSnipSnip>
Ok, the website was www.combatsim.com, not PCME. The
company is PDPI, the product is the L4 Digital PC Game Card.
Their number is (805) 581-7023.
Anyway, I hope you find a fix to your problem.
Larry


































