rec.autos.simulators

Controller woes in rFactor

Remco Moe

Controller woes in rFactor

by Remco Moe » Wed, 07 Sep 2005 23:53:03

As I wrote earlier, I've a problem configuring my wheel in rFactor.
The wheel in question is an Hyperstim, connected to the gameport.
(Yeah yeah, ancient technology) In the Windows Game Controller applet,
and the Papyrus games (NR2003 & GPL) this is working fine, using
DirectInput, or the Generic driver.

I can get rFactor to recognize the wheel, that part is working well. I
can also select the right axis, even the direction is ok  But, it's
spiking like mad, always to one side. I dismantled my hyper to reverse
the steering potentiometer, since it was the wrong way around before,
thinking this was the cause of the problem, but it turned out not
being so.

What did happen was that the spiking was now the other way around.  I
must add that my accelerator does have the same problem, albeit a
little less. The brake is fine.

Does anyone have an idea what could be the cause of this behaviour?

TIA,

Cheers!

Remco

whoo

Controller woes in rFactor

by whoo » Thu, 08 Sep 2005 00:38:29


> As I wrote earlier, I've a problem configuring my wheel in rFactor.
> The wheel in question is an Hyperstim, connected to the gameport.
> (Yeah yeah, ancient technology) In the Windows Game Controller applet,
> and the Papyrus games (NR2003 & GPL) this is working fine, using
> DirectInput, or the Generic driver.

> I can get rFactor to recognize the wheel, that part is working well. I
> can also select the right axis, even the direction is ok  But, it's
> spiking like mad, always to one side. I dismantled my hyper to reverse
> the steering potentiometer, since it was the wrong way around before,
> thinking this was the cause of the problem, but it turned out not
> being so.

> What did happen was that the spiking was now the other way around.  I
> must add that my accelerator does have the same problem, albeit a
> little less. The brake is fine.

> Does anyone have an idea what could be the cause of this behaviour?

> TIA,

> Cheers!

> Remco

Sounds like bad pots to me.
Remco Moe

Controller woes in rFactor

by Remco Moe » Thu, 08 Sep 2005 00:45:14



>> As I wrote earlier, I've a problem configuring my wheel in rFactor.
>> The wheel in question is an Hyperstim, connected to the gameport.
>> (Yeah yeah, ancient technology) In the Windows Game Controller applet,
>> and the Papyrus games (NR2003 & GPL) this is working fine, using
>> DirectInput, or the Generic driver.

>> I can get rFactor to recognize the wheel, that part is working well. I
>> can also select the right axis, even the direction is ok  But, it's
>> spiking like mad, always to one side. I dismantled my hyper to reverse
>> the steering potentiometer, since it was the wrong way around before,
>> thinking this was the cause of the problem, but it turned out not
>> being so.

>> What did happen was that the spiking was now the other way around.  I
>> must add that my accelerator does have the same problem, albeit a
>> little less. The brake is fine.

>> Does anyone have an idea what could be the cause of this behaviour?

>> TIA,

>> Cheers!

>> Remco

>Sounds like bad pots to me.

But then I should see the spiking in the game controller applet,
NR2003 and GPL aswell.....there the values are rocksolid.

Cheers!

Remco

Dave Henri

Controller woes in rFactor

by Dave Henri » Thu, 08 Sep 2005 10:41:50


    Papyrus has a complete controller applet that is independant of
Windows.  It goes back to the dos days when programmers had to write that
stuff themselves.  
    ISI has always used windows based controllers.  So my guess is, you are
using a soundport with Windows XP.  From what I understand, XP does not
work will with soundports.  My guess is, the Papy dedicated controller code
avoids the issue, but the ISI sims cannot since they work with windows.

dave henrie

whoo

Controller woes in rFactor

by whoo » Thu, 08 Sep 2005 15:34:19



>>>Sounds like bad pots to me.

>>But then I should see the spiking in the game controller applet,
>>NR2003 and GPL aswell.....there the values are rocksolid.

>>Cheers!

>>Remco

>     Papyrus has a complete controller applet that is independant of
> Windows.  It goes back to the dos days when programmers had to write that
> stuff themselves.  
>     ISI has always used windows based controllers.  So my guess is, you are
> using a soundport with Windows XP.  From what I understand, XP does not
> work will with soundports.  My guess is, the Papy dedicated controller code
> avoids the issue, but the ISI sims cannot since they work with windows.

> dave henrie

Using a soundport and XP here, without any problems.
Pete

Controller woes in rFactor

by Pete » Thu, 08 Sep 2005 16:07:29


>     Papyrus has a complete controller applet that is independant of
> Windows.  It goes back to the dos days when programmers had to write that
> stuff themselves.  
>     ISI has always used windows based controllers.  So my guess is, you are
> using a soundport with Windows XP.  From what I understand, XP does not

Is that the old interface which used to be on a soundcard? I am using
that; I still use my very nice CH Products Pedals, together with an
el-cheapo USB Wheel. No problems in rFactor (neither in GTR), lots of
other sims (LFS, racer) have problems with this setup.

-peter

Remco Moed

Controller woes in rFactor

by Remco Moed » Fri, 09 Sep 2005 04:59:05

On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie



>>>Sounds like bad pots to me.

>> But then I should see the spiking in the game controller applet,
>> NR2003 and GPL aswell.....there the values are rocksolid.

>> Cheers!

>> Remco

>    Papyrus has a complete controller applet that is independant of
>Windows.  It goes back to the dos days when programmers had to write that
>stuff themselves.  
>    ISI has always used windows based controllers.  So my guess is, you are
>using a soundport with Windows XP.  From what I understand, XP does not
>work will with soundports.  My guess is, the Papy dedicated controller code
>avoids the issue, but the ISI sims cannot since they work with windows.

I used the DirectInput driver in GPL and NR2003, both worked fine.

Also the Game Controller Applet in Windows doesn't give me the noise.

Cheers!

Remco

PlowBo

Controller woes in rFactor

by PlowBo » Sat, 10 Sep 2005 23:49:50

WHOO,

He type-o'd  Microsoft Published a paper about 'limiting' support for
gameports, to the end & extent of which, even killed the gameport version of
the Sidewinder wheels & gamepads in XP.   Things change, USB replaced the
gameport, CD's did likewise to the floppy, serial mouse & keyboard ports are
done via USB moslty now, and the 8bit &16bit isa slots, when was the last
computer you bought (above 1.5 ghz) that had those.   things go away with
time and so does the support for them.  However if someone wants it, I have
one of those thrustmaster ACM cards, I found in the box the other day
rearranging the ba***t...  allows you to tune it both of it's gameports on
that 16 bit isa card though

whooo enlightened us with:




>>>> Sounds like bad pots to me.

>>> But then I should see the spiking in the game controller applet,
>>> NR2003 and GPL aswell.....there the values are rocksolid.

>>> Cheers!

>>> Remco

>>     Papyrus has a complete controller applet that is independant of
>> Windows.  It goes back to the dos days when programmers had to write
>> that stuff themselves.
>>     ISI has always used windows based controllers.  So my guess is,
>> you are using a soundport with Windows XP.  From what I understand,
>> XP does not work will with soundports.  My guess is, the Papy
>> dedicated controller code avoids the issue, but the ISI sims cannot
>> since they work with windows. dave henrie
> Using a soundport and XP here, without any problems.

PlowBo

Controller woes in rFactor

by PlowBo » Sun, 11 Sep 2005 00:05:45

Remco...

I bet you, the root of the problem is how much of a task the software &
drivers is on the system...  sidewinder drivers prolly do things, like
buffer on a couple CPU cycles and?  Well, i read your problem, and seem ISI
stuff is pretty bloated.  so I was Thinking of code and execution here,
where as you prolly having the "Visual Basic" coded generic driver support
with overhead & 'just in case code that is still in there', where as, rest
of us have drivers coded in assembly, without the fat...  again that is my
anology to it, now your CPU & GAME are tied up calculating polygons &
physics and in there it has to ask, "OK where is the wheel, brake, &
Throttle" and the driver which is still (imagining opening NEW Microsoft
Internet explorer, EVERY time you want to view a different page) well the
driver didnt have the answer yet, so CPU and stuff gets, "um hell I dont
know yet, still polling xx" cpu goes "shit I gotta go..." and a unset
(random number generated) variable is thrown in as the input...  which is
seen as a spike...

Just me and my theory

Remco Moedt enlightened us with:

> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie



>>>> Sounds like bad pots to me.

>>> But then I should see the spiking in the game controller applet,
>>> NR2003 and GPL aswell.....there the values are rocksolid.

>>> Cheers!

>>> Remco

>>    Papyrus has a complete controller applet that is independant of
>> Windows.  It goes back to the dos days when programmers had to write
>> that stuff themselves.
>>    ISI has always used windows based controllers.  So my guess is,
>> you are using a soundport with Windows XP.  From what I understand,
>> XP does not work will with soundports.  My guess is, the Papy
>> dedicated controller code avoids the issue, but the ISI sims cannot
>> since they work with windows.

> I used the DirectInput driver in GPL and NR2003, both worked fine.

> Also the Game Controller Applet in Windows doesn't give me the noise.

> Cheers!

> Remco

Remco Moe

Controller woes in rFactor

by Remco Moe » Sun, 11 Sep 2005 00:33:49



After a lot of testing I've come to the conclusion the base of the
problem isn't rFactor, but my system. The sound is causing noise
in the gameportreadings. The reason I didn't catch this before has to
do with the following things:

You can't turn off the music in the PLR file.

When you turn down the volume in rFactor to 0%, it still plays the
music.

Normally you don't have sound when you're in the Windows Game
Controllers Applet. When I checked the status in the Applet while
playing music, I saw some spiking.

The reason I don't see spiking in Papyrus based games had to do, I
guess, with some kind of filter. For example, keep the last x samples,

drop the lowest and highest value, and use the mean of the remaining
values. That will solve 99% of the problems.

Anyway, I'm trying my Audigy2 soundcard instead of the onboard
soundcard tonight, I hope that will solve it.

Cheers!

Remco

- Show quoted text -

>Remco Moedt enlightened us with:
>> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie



>>>>> Sounds like bad pots to me.

>>>> But then I should see the spiking in the game controller applet,
>>>> NR2003 and GPL aswell.....there the values are rocksolid.

>>>> Cheers!

>>>> Remco

>>>    Papyrus has a complete controller applet that is independant of
>>> Windows.  It goes back to the dos days when programmers had to write
>>> that stuff themselves.
>>>    ISI has always used windows based controllers.  So my guess is,
>>> you are using a soundport with Windows XP.  From what I understand,
>>> XP does not work will with soundports.  My guess is, the Papy
>>> dedicated controller code avoids the issue, but the ISI sims cannot
>>> since they work with windows.

>> I used the DirectInput driver in GPL and NR2003, both worked fine.

>> Also the Game Controller Applet in Windows doesn't give me the noise.

>> Cheers!

>> Remco

PlowBo

Controller woes in rFactor

by PlowBo » Sun, 11 Sep 2005 03:30:58

Crap...  you know I actually started my post, about this conclusion you
found 1st, (maybe noise in soundcards?)

 But decided it was way to long ago to be releveant...  One other thing I
was going to say was I recall someone (was it Wilshe) found that grounding
the pedals & wheel and PC at same place, reduced noise or something like
that too? since then Ecci put in ground wire, (they were game port also at
least at 1st).

Anyway, the a few moments ago my far fetch theory I started post to ya
Remco, was:

 I recall early when the PC's went over the 600mhz VLB was the rage I think
it was, everyone who was serious *** with wheels, had to have a GOOD
soundcard, it seems to me anyway, (which as you discoverd the symptom I was
unable to figure this out...)   Back then, I didn't accept the thought:  if
cheap cards (blaster clones) were more suseptable to noise/spiking, then it
had to be the sound cards...  Thus back when I had a POS Sound Galaxy
soundcard from company, everyone else was having little trouble with wheels,
but mine was terrible.  because I had NOT made the connection about the
soundcar/gameport/syntesizer port I think we all just assumed that the fix
was to get a Thrustmaster ACM card.  In fact MANY went with the PDPI which
was better?  It converted alanog inputs from gamport, to digital info
without processor time being taken, and as always is a plus.  I think what
kept me from PDPI (price is one reason but at the time, I had one PCI slot?)
and my ACM card was locally available, was in the end same fix of getting
the wheels signal into the PC without noise.
..

Remco Moedt enlightened us with:



>> Remco...

>> I bet you, the root of the problem is how much of a task the
>> software & drivers is on the system...  sidewinder drivers prolly do
>> things, like buffer on a couple CPU cycles and?  Well, i read your
>> problem, and seem ISI stuff is pretty bloated.  so I was Thinking of
>> code and execution here, where as you prolly having the "Visual
>> Basic" coded generic driver support with overhead & 'just in case
>> code that is still in there', where as, rest of us have drivers
>> coded in assembly, without the fat...  again that is my anology to
>> it, now your CPU & GAME are tied up calculating polygons & physics
>> and in there it has to ask, "OK where is the wheel, brake, &
>> Throttle" and the driver which is still (imagining opening NEW
>> Microsoft Internet explorer, EVERY time you want to view a different
>> page) well the driver didnt have the answer yet, so CPU and stuff
>> gets, "um hell I dont know yet, still polling xx" cpu goes "shit I
>> gotta go..." and a unset (random number generated) variable is
>> thrown in as the input...  which is seen as a spike...

>> Just me and my theory

> After a lot of testing I've come to the conclusion the base of the
> problem isn't rFactor, but my system. The sound is causing noise
> in the gameportreadings. The reason I didn't catch this before has to
> do with the following things:

> You can't turn off the music in the PLR file.

> When you turn down the volume in rFactor to 0%, it still plays the
> music.

> Normally you don't have sound when you're in the Windows Game
> Controllers Applet. When I checked the status in the Applet while
> playing music, I saw some spiking.

> The reason I don't see spiking in Papyrus based games had to do, I
> guess, with some kind of filter. For example, keep the last x samples,

> drop the lowest and highest value, and use the mean of the remaining
> values. That will solve 99% of the problems.

> Anyway, I'm trying my Audigy2 soundcard instead of the onboard
> soundcard tonight, I hope that will solve it.

> Cheers!

> Remco

>> Remco Moedt enlightened us with:
>>> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie



>>>>>> Sounds like bad pots to me.

>>>>> But then I should see the spiking in the game controller applet,
>>>>> NR2003 and GPL aswell.....there the values are rocksolid.

>>>>> Cheers!

>>>>> Remco

>>>>    Papyrus has a complete controller applet that is independant of
>>>> Windows.  It goes back to the dos days when programmers had to
>>>> write that stuff themselves.
>>>>    ISI has always used windows based controllers.  So my guess is,
>>>> you are using a soundport with Windows XP.  From what I understand,
>>>> XP does not work will with soundports.  My guess is, the Papy
>>>> dedicated controller code avoids the issue, but the ISI sims cannot
>>>> since they work with windows.

>>> I used the DirectInput driver in GPL and NR2003, both worked fine.

>>> Also the Game Controller Applet in Windows doesn't give me the
>>> noise.

>>> Cheers!

>>> Remco

Remco Moed

Controller woes in rFactor

by Remco Moed » Sun, 11 Sep 2005 03:45:14



This is something I could check, thanks for the info.

I used to have a PDPI card. It was for an ISA slot, and the drawback
was that it had a 128 bit resolution, which wasn't enough for the
steeringwheel.  I know that Windows XP doesn't handle the gameport
that well, but I was confused since I didn't seem to get the noise in
the game controller applet and the Papyrus games.

I do have a gameport - USB converter (Rockwell IIRC), but with that I
get major lag, and even a lesser resolution as in the past with the
PDPI.

Cheers!

Remco

David G Fishe

Controller woes in rFactor

by David G Fishe » Sun, 11 Sep 2005 04:22:32




> You can't turn off the music in the PLR file.

> When you turn down the volume in rFactor to 0%, it still plays the
> music.

This is just a wild guess, but what happens if you delete the music mp3
file?
--
David G Fisher
Uwe Sch??rkam

Controller woes in rFactor

by Uwe Sch??rkam » Sun, 11 Sep 2005 06:25:26


> Normally you don't have sound when you're in the Windows Game
> Controllers Applet. When I checked the status in the Applet while
> playing music, I saw some spiking.

> The reason I don't see spiking in Papyrus based games had to do, I
> guess, with some kind of filter. For example, keep the last x samples,

> drop the lowest and highest value, and use the mean of the remaining
> values. That will solve 99% of the problems.

> Anyway, I'm trying my Audigy2 soundcard instead of the onboard
> soundcard tonight, I hope that will solve it.

Hi Remco,

good seeing you online in rFactor tonight, looks like you solved the
problem? Have you tried an el-cheapo gameport->USB adapter like the
Rockfire with your setup? My gameport-TSW2 now runs over one of those,
and it's quite good.

All the best, uwe

--
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Remco Moed

Controller woes in rFactor

by Remco Moed » Sat, 10 Sep 2005 07:41:55







>> You can't turn off the music in the PLR file.

>> When you turn down the volume in rFactor to 0%, it still plays the
>> music.

>This is just a wild guess, but what happens if you delete the music mp3
>file?

Thanks for the reminder, I forgot that TBone from ISI suggested the
same. Well, the music stops, but the spikes are still there. At least
I now know it's not the music. Back to the drawingboard I guess...

Thx.

Cheers!

Remco


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