rec.autos.simulators

"Deadzones are the most hideous disaster in racing games."

John Eaga

"Deadzones are the most hideous disaster in racing games."

by John Eaga » Sun, 13 Feb 2000 04:00:00

In ICR2 patched to become a w95 version, as I'm now running, the only
option in that respect is to use linear steering or not. I have it set
to linear.

It's strange, though. While your thought on this is logical, the problem
I'm experiencing is not so much that the response is slower in the
middle range (like it is with certain sims where you have a "non-linear"
setting), but, rather, it's like there is NOTHING happening in the
center of the range, until you get about 5-10 degrees of input cranked
into the wheel, and then suddenly it's like there you are with the front
wheels instantly pointed that way. It's damn near impossible to drive
that way, and incredibly aggravating. I've gone back and tried it again
now and then when I've thought "God, I miss driving that, maybe I can
get used to it". Nope. It's awful. The best analogy I can make is that
it's like driving a car that has completely worn out steering linkage,
or a steering rack that has the teeth in the middle of the rack shorn
off or something.

JLE

(ACT LABS - Zenon

"Deadzones are the most hideous disaster in racing games."

by (ACT LABS - Zenon » Thu, 17 Feb 2000 04:00:00

Check out http://home.att.net/~stickworks/swdownld.html for a utility
called: CTFJV320.ZIP

It lets you tweak a bunch of stuff including the deadzone and the
linearity of the steering axis response. Very cool.

Regards,
Zenon



Zenon Holtz
ACT LABS Ltd.
"Everything else is just a toy" (tm)
http://www.act-labs.com

John Eaga

"Deadzones are the most hideous disaster in racing games."

by John Eaga » Thu, 24 Feb 2000 04:00:00

Zenon-

Thanks for the suggestion (just read this, I'm trying to catch up on
some reading).

I did go and grab CTFJ 3.20 some days ago, but it didn't seem to solve
my problem at all. It's really strange. The wheel works fine in NR1999,
worked great in DOS ICR2 and GP2, but not the patched to win95 ICR2.
I've given up on it unless some other new information pops up.

JLE

Dave Henri

"Deadzones are the most hideous disaster in racing games."

by Dave Henri » Thu, 24 Feb 2000 04:00:00

  Thats because windows has a deadzone hardcoded into direct X.  ctfj
doesn't fix this.  Go to the Logitech site and look for a program called
DXtweek.  this "supposedly" reduces the DirectX deadzone.
dave henrie

> Zenon-

> Thanks for the suggestion (just read this, I'm trying to catch up on
> some reading).

> I did go and grab CTFJ 3.20 some days ago, but it didn't seem to solve
> my problem at all. It's really strange. The wheel works fine in NR1999,
> worked great in DOS ICR2 and GP2, but not the patched to win95 ICR2.
> I've given up on it unless some other new information pops up.

> JLE

Don Wilsh

"Deadzones are the most hideous disaster in racing games."

by Don Wilsh » Thu, 24 Feb 2000 04:00:00

Deadzone can be great and bad...  You are more apt to be going straight down
the track with a large deadzone.  But little more difficult to drive..

DW

John Eaga

"Deadzones are the most hideous disaster in racing games."

by John Eaga » Sat, 26 Feb 2000 04:00:00

DXtweek doesn't help, either. Actually, I'm not sure, does ICR2/w95 even
use DirectX? I've noticed that NR1999 has an option to use either
DirectX or Papyrus drivers for the controller, and the w95 patched ICR2
has no such option.

I had a similar problem with SCGT (which I tossed aside), making that
undrivable also, so I keep wondering if it's a problem with the wheel
(TM NASCAR Sprint) or the gameport on my sound card (Creative
Labs/Ensoniq AudioPCI), but I keep coming back to the fact that
everything seems fine running NR1999.

JLE


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