rec.autos.simulators

DirectInput: How to kill dead zone?

marcc

DirectInput: How to kill dead zone?

by marcc » Tue, 02 Nov 1999 04:00:00

I recall there was a way to reduce the massive deadzone in DX5
somehow, which affected especially driving games like F1RS, where you
had to turn the wheel all the way to turn even slightly.

How can it be done to DX7 DirectInput? Or does DX7 let you control the
amount of deadzone by yourself?

Thank you.

pqt2

DirectInput: How to kill dead zone?

by pqt2 » Fri, 05 Nov 1999 04:00:00

  Downloaded and tried this utility today and I must say that it did
absolutely nothing to improve the deadzone of my TM NASCAR Pro but the
"Axis Gain"  part was a real help in improving non-linear control.  You
can't complain about anything free though. Paul
pqt2

DirectInput: How to kill dead zone?

by pqt2 » Fri, 05 Nov 1999 04:00:00

Could be but when I used the control panel-game controller-test tab I saw no
change, additionally I was using Viper Racing as a test bed and noticed no
change in the movement of the steering "ball" in the options-control tab.
Also I just replaced the steering pot, bunge cord, greased the steering
shaft and repaired the buttons-basically took it completely apart and
overhauled it.  Paul

> Then you may have mechanical slop in the wheel, because
> this program can adjust for a zero deadzone in the
> DX software.
> * http://www.cabal.net

A.K.C

DirectInput: How to kill dead zone?

by A.K.C » Mon, 08 Nov 1999 04:00:00

Yes but it doesn't seem to work on many titles.
Andrew.
Bojan Zivancevi

DirectInput: How to kill dead zone?

by Bojan Zivancevi » Wed, 10 Nov 1999 04:00:00


>   Downloaded and tried this utility today and I must say that it did
> absolutely nothing to improve the deadzone of my TM NASCAR Pro but the
> "Axis Gain"  part was a real help in improving non-linear control.  You
> can't complain about anything free though. Paul

Can you be more specific on how you improved non-linear control?

Thanks
--

Bojan Zivancevic
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