rec.autos.simulators

Logo Momo Wheel Spiking - Possible solution?

SpeedFree

Logo Momo Wheel Spiking - Possible solution?

by SpeedFree » Fri, 09 Nov 2001 09:18:36

I have JUST stumbled across a way to remove the spiky oscillations I was
getting around the centre of the wheel in GPL. In the core.ini I set -

force_feedback_latency = 0.000000

And all the spiking around the centre disappeared.  Now to see if/when
increasing the value causes them to return.

I hope this helps Gerry and anyone else that was having this problem, but I
only just found this, and don't even know if the spiking around the centre I
was getting is the same as yours. And I havent turned off the PC yet, so
maybe they'll return tomorrow eh?

Lol SpeedFreek.

don hodgdo

Logo Momo Wheel Spiking - Possible solution?

by don hodgdo » Fri, 09 Nov 2001 10:05:03

Have you tried the new patch from the Wingman site? It goes a long way
towards decreasing the spiking in GPL.

--
don
-------------------------------------------------------
                   BAPOM
Alternative Program Covers for GPL
   http://www.trilon.com/bapom/


Kankki

Logo Momo Wheel Spiking - Possible solution?

by Kankki » Fri, 09 Nov 2001 15:30:17

My prop with my Momo is that wheel not center right turning right all the
time.

-Jani-


> Have you tried the new patch from the Wingman site? It goes a long way
> towards decreasing the spiking in GPL.

> --
> don
> -------------------------------------------------------
>                    BAPOM
> Alternative Program Covers for GPL
>    http://www.trilon.com/bapom/



> > I have JUST stumbled across a way to remove the spiky oscillations I was
> > getting around the centre of the wheel in GPL. In the core.ini I set -

> > force_feedback_latency = 0.000000

> > And all the spiking around the centre disappeared.  Now to see if/when
> > increasing the value causes them to return.

> > I hope this helps Gerry and anyone else that was having this problem,
but
> I
> > only just found this, and don't even know if the spiking around the
centre
> I
> > was getting is the same as yours. And I havent turned off the PC yet, so
> > maybe they'll return tomorrow eh?

> > Lol SpeedFreek.

Kankki

Logo Momo Wheel Spiking - Possible solution?

by Kankki » Fri, 09 Nov 2001 18:39:05

Jep, tryed it, but my wheel is not centered even Windows, when wheel
normally retuns to centre position my returns a little right position ; - (

-Jani-




> >My prop with my Momo is that wheel not center right turning right all the
> >time.

> >-Jani-

> In the Wingman profiler, try setting the steering deadzone to "1"
> instead of "0".  Do this for all the games that are pulling to the
> right.  I found this bit of info at  www.wingmanteam.com and it solved
> the problem of my wheel pulling to the right.  It happens in games
> that rely on windows calibration (Rally Trophy, Rally Masters, Viper
> Racing etc.).

> -Ger

Bradd

Logo Momo Wheel Spiking - Possible solution?

by Bradd » Fri, 09 Nov 2001 23:07:55

I cannot locate in the Wingman profiler V4.11 beta patch installed where to
change the deadzone.

I am obviously missing some screen somewhere.  Help

Thanks

Brad




> >My prop with my Momo is that wheel not center right turning right all the
> >time.

> >-Jani-

> In the Wingman profiler, try setting the steering deadzone to "1"
> instead of "0".  Do this for all the games that are pulling to the
> right.  I found this bit of info at  www.wingmanteam.com and it solved
> the problem of my wheel pulling to the right.  It happens in games
> that rely on windows calibration (Rally Trophy, Rally Masters, Viper
> Racing etc.).

> -Ger

Jason Mond

Logo Momo Wheel Spiking - Possible solution?

by Jason Mond » Sat, 10 Nov 2001 01:49:17

That works for all wheels.  Really loose explaination: "Sometimes when
GPL is pre-calculating the forces it may be wrong and the new
calculation causes the spike."


> I have JUST stumbled across a way to remove the spiky oscillations I was
> getting around the centre of the wheel in GPL. In the core.ini I set -

> force_feedback_latency = 0.000000

> And all the spiking around the centre disappeared.  Now to see if/when
> increasing the value causes them to return.

> I hope this helps Gerry and anyone else that was having this problem, but I
> only just found this, and don't even know if the spiking around the centre I
> was getting is the same as yours. And I havent turned off the PC yet, so
> maybe they'll return tomorrow eh?

> Lol SpeedFreek.

--
Jason Monds
http://www.proracingclub.com - Pro Racing Club! (GPL)
http://www.scprc.com - Stock Car Division of the PRC. (N4, Fun Run Sims)
(Please remove 'no extra spork' when replying)
Bart Westr

Logo Momo Wheel Spiking - Possible solution?

by Bart Westr » Sat, 10 Nov 2001 01:54:04


Did you try the clrcalib utitility from www.wingmanteam.com?

Bart Westra

Haqsa

Logo Momo Wheel Spiking - Possible solution?

by Haqsa » Sat, 10 Nov 2001 06:06:48

It works but unfortunately with latency set to 0 you will never be
feeling the forces at the correct time.  This not only makes it nearly
impossible to use the wheel to tell when you are on the edge of the
traction circle, it also makes it more difficult to recover from a spin
since the forces can get 180 degrees out of phase with your corrections.


> That works for all wheels.  Really loose explaination: "Sometimes when
> GPL is pre-calculating the forces it may be wrong and the new
> calculation causes the spike."


> > I have JUST stumbled across a way to remove the spiky oscillations I
was
> > getting around the centre of the wheel in GPL. In the core.ini I
set -

> > force_feedback_latency = 0.000000

> > And all the spiking around the centre disappeared.  Now to see
if/when
> > increasing the value causes them to return.

> > I hope this helps Gerry and anyone else that was having this
problem, but I
> > only just found this, and don't even know if the spiking around the
centre I
> > was getting is the same as yours. And I havent turned off the PC
yet, so
> > maybe they'll return tomorrow eh?

> > Lol SpeedFreek.

> --
> Jason Monds
> http://www.proracingclub.com - Pro Racing Club! (GPL)
> http://www.scprc.com - Stock Car Division of the PRC. (N4, Fun Run
Sims)
> (Please remove 'no extra spork' when replying)

Mats Lofkvis

Logo Momo Wheel Spiking - Possible solution?

by Mats Lofkvis » Sat, 10 Nov 2001 06:41:23


> It works but unfortunately with latency set to 0 you will never be
> feeling the forces at the correct time.  This not only makes it nearly
> impossible to use the wheel to tell when you are on the edge of the
> traction circle, it also makes it more difficult to recover from a spin
> since the forces can get 180 degrees out of phase with your corrections.

This very much depends on how big the delay is to begin with.
And even when the delay is known (it would be _very_ interresting
to see some hard figures on this), the game can only predict
forces from known state, so the prediction is never able to
compute exactly the correct forces anyway.

I have always used very small delay values (less than 50 ms) since
a to large value will be just as bad as a small one regarding
getting the forces 'on time' and on top of that it will add
those artifacts resulting from the prediction being wrong.

About the MOMO wheel and GPL, I have noted three kinds bad forces:

1/ the good old 'bad predictions': nothing to do with the MOMO,
   fixed by reducing delay in core.ini (don't bother tweaking it
   into the microseconds, we are talking about delay compensation
   in a simulation with a ~3 millisecond time step here, I doubt
   any value less than that is ever possible to distinguish from
   a plain 0.0 value)

2/ severe spiking when moving the wheel: fixed by the beta drivers

2/ constant weak spiking/oscillations: fixed by reducing damping
   to 50% or less in the game controller setups (the damping force
   seems to be sensitive for noise in the potentiometer readings)

      _
Mats Lofkvist         GPLrank -10 and proud of it, Tom ;-)

Haqsa

Logo Momo Wheel Spiking - Possible solution?

by Haqsa » Sat, 10 Nov 2001 08:15:34

Well my wheel may have been a bad example.  As I have posted elsewhere,
I'm getting rid of it.  But the thing I think is critical for setting
latency is by how the car handles, not by running over curbs as some
people recommend.  If a person bought an FF wheel for GPL I would think
they most likely bought it for the purpose of being able to feel the
aligning torque of the front tires.  That's what gives you useful
feedback on the handling of the car.  As such you should set the latency
so that you are feeling the aligning torque timed correctly.  Aligning
torque has nothing to do with hitting bumps.  As it says in the GPL
readme file, the correct way to set the latency is to weave back and
forth going down a straight, and increase the latency until the torque
on the wheel is in phase with the wheel motions.  That's why they ended
up with 85 ms as the default, based on the MSFF wheel.  I had to use 100
ms with my POS LWFFGP.  I have seen LWFF users set it as high as 125 ms
using a similar method.  And yes that much correction does cause other
problems, that's an unfortunate weakness of the way Papy does it.  You
can make that same behavior happen in N4 by using similar FF settings
and driving one of the road courses with the "<fast>" setup.  MGI
figured out a way around this in NASCAR Heat.  They use a centering
spring at zero steering angle, and use the aligning torque model at
non-zero angles, with the two blended together linearly in between.
Unfortunately that just means more variables to tweak, but it's not bad
if you get it set up right.



> > It works but unfortunately with latency set to 0 you will never be
> > feeling the forces at the correct time.  This not only makes it
nearly
> > impossible to use the wheel to tell when you are on the edge of the
> > traction circle, it also makes it more difficult to recover from a
spin
> > since the forces can get 180 degrees out of phase with your
corrections.

> This very much depends on how big the delay is to begin with.
> And even when the delay is known (it would be _very_ interresting
> to see some hard figures on this), the game can only predict
> forces from known state, so the prediction is never able to
> compute exactly the correct forces anyway.

> I have always used very small delay values (less than 50 ms) since
> a to large value will be just as bad as a small one regarding
> getting the forces 'on time' and on top of that it will add
> those artifacts resulting from the prediction being wrong.

> About the MOMO wheel and GPL, I have noted three kinds bad forces:

> 1/ the good old 'bad predictions': nothing to do with the MOMO,
>    fixed by reducing delay in core.ini (don't bother tweaking it
>    into the microseconds, we are talking about delay compensation
>    in a simulation with a ~3 millisecond time step here, I doubt
>    any value less than that is ever possible to distinguish from
>    a plain 0.0 value)

> 2/ severe spiking when moving the wheel: fixed by the beta drivers

> 2/ constant weak spiking/oscillations: fixed by reducing damping
>    to 50% or less in the game controller setups (the damping force
>    seems to be sensitive for noise in the potentiometer readings)

>       _
> Mats Lofkvist         GPLrank -10 and proud of it, Tom ;-)


SpeedFree

Logo Momo Wheel Spiking - Possible solution?

by SpeedFree » Sat, 10 Nov 2001 22:02:13

Yes, I know that a latency setting of 0 causes other problems but I was just
pointing out that the spiking around the centre of the MOMO wheel goes away
when you set it to 0. So its the latency value that is causing the spikes. I
have increased my latency setting to 0.001 and the spikes have NOT returned.
:o)

My current settings are

In Game controllers..
Overall 100%
Spring 0%
Damper 20%

And in core.ini..
force_feedback_damping = 5.00000
force_feedback_latency = 0.001
max_steering_torque = 225.000000

Still some tweaking to do, as the wheel is a little hard to turn lock to
lock when correcting a spin, but its feeling great!! Maybe I need to reduce
the damping further in Game Controllers?

Lol SpeedFreek.

Mario Petrinovi

Logo Momo Wheel Spiking - Possible solution?

by Mario Petrinovi » Sat, 10 Nov 2001 22:50:24

        I didn't read your previous posts, but anyway, latency on
that settings is too small. Try 0.02.


Larr

Logo Momo Wheel Spiking - Possible solution?

by Larr » Sun, 11 Nov 2001 05:39:20

You need to install the beta patch.  It's not perfect, but they are getting
closer.  Should get better as they tweak the patch more...

-Larry


> Jep, tryed it, but my wheel is not centered even Windows, when wheel
> normally retuns to centre position my returns a little right position ; -
(

> -Jani-





> > >My prop with my Momo is that wheel not center right turning right all
the
> > >time.

> > >-Jani-

> > In the Wingman profiler, try setting the steering deadzone to "1"
> > instead of "0".  Do this for all the games that are pulling to the
> > right.  I found this bit of info at  www.wingmanteam.com and it solved
> > the problem of my wheel pulling to the right.  It happens in games
> > that rely on windows calibration (Rally Trophy, Rally Masters, Viper
> > Racing etc.).

> > -Ger


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