rec.autos.simulators

STCC2 Info

Morgan Boo

STCC2 Info

by Morgan Boo » Fri, 30 Nov 2001 19:54:10

www.stcc2.net

It's all here.

Morgan:)

STP

STCC2 Info

by STP » Sat, 01 Dec 2001 08:40:01


Thx, but I don't see any hacks there to make the steering input on my MS FFB
wheel not feel like I'm on rails in STCC2.

Jan Verschuere

STCC2 Info

by Jan Verschuere » Sat, 01 Dec 2001 09:29:06

Pretty simple : go faster. It is possible to unstick these cars. I might go
as far as to say it's worryingly easy when one's operating close to the
limit.

Jan.
=---
"Pay attention when I'm talking to you boy!" -Foghorn Leghorn.

STP

STCC2 Info

by STP » Sat, 01 Dec 2001 22:29:16


The game puts a huge deadzone in my wheel, no matter what settings I use in
the sidewinder applet. The FFB makes the wheel *very* stiff, and again no
matter what settings I use in the sidewinder applet. The FFB is very poorly
done in this game and I have to turn it off to get anywhere near a half
decent driving experience. It's too bad really because the game is pretty
good, but they did a poor job on the wheel input.

Morgan Boo

STCC2 Info

by Morgan Boo » Sat, 01 Dec 2001 23:53:31

I improved my wheel 'feel' in STCC2 with a utility from The Stickworks.

I too have an MS FF usb.

It now drives perfect and the previous reply is right,faster you go,more
realistic the steering feels.

You are obviously a novice;)

Morgan

STP

STCC2 Info

by STP » Sun, 02 Dec 2001 17:01:51


Those utilities don't work with WinXP. I downloaded a similar one yesterday
from Logitech called DXtweak and it doesn't do*** under WinXP.I've used
the one you mention above before too, but I don't think that one works under
XP either.

No, that is not the problem. Obviously Swedes don't know how to program
controllers correctly. :-) I set deadzone at 0 in the game and it is more
like at 20% in reality. Anyway, is that utulity you used from Stickworks
called CTFJ? If so, I don't see how that utility would stop the stiff spring
when FFB is on in the game. All the forces and the deadzone settings are
being set by the game itself. As an experiment I turned off FFB and
cnetering spring completely in WinXP. My wheel was completely loose. As soon
as I started up SCC2 the spring tighteded right up. Bunch of naff
programmers is the problem here, nothing else.

Jan Verschuere

STCC2 Info

by Jan Verschuere » Tue, 04 Dec 2001 00:56:39

Strange, I don't have a deadzone in my Logitech MOMO when playing STCC2 or
any other racing game on Win98se (DirectX deadzone removed with DXTweak). I
seem to remember MSFF users should use at least a certain version of the
executable for good FF. Something about working around something in the MSFF
driver, IIRC. I assume you applied the v3.3 patch?

Yes, the FF is fixed and, yes, it does seem very stiff when one first drives
the cars. But, like I said, put yourself near or at the limit, the steering
lightens considerably. The slightest provocation at this point is sufficient
to induce a slide and the steering will go all floppy. These changes are
fairly abrupt, bordering on discrete but once one gets some experience it's
fairly easy to operate in this range.

Strange, I find it fairly easy to place the car and the FF, while not the
best in the business, is cetainly adequate for me to feel immersed...

2 litre SuperTouring Cars, as simulated in this game, are strange beasts
indeed. Nothing like consumer cars they pretend to resemble. Having seen
their drivers wrenching the wheel around in the paddock at Zolder I have a
sneaking suspicion they really are "heavy to drive". Also the phenomenon of
torque steer on the FWD drive cars (which is also present on them in the
game) is something you and I may never encounter on the road.

Personally, while I'm sure the FF in the game has it's limitations (e.g.: a
centering spring), I think it would be a mistake to lable it "unrealistic"
because it doesn't conform to "our" idea of what it would be like to drive
these cars.

Jan.
=---

STP

STCC2 Info

by STP » Tue, 04 Dec 2001 15:11:41


I just found out about the 3.3 patch and am actually using the 3.2 patch.
But, from what I can tell from the readme, 3.3 just addresses some MP
issues.

It's fixed? I can't even feel the rumble strips. All I feel are colisions.

Which brings us to the canned spins syndrome. :-)

I've had the game for quite some time now and just decidied to reinstall it
to take it for a test run on XP and have noticed these issues that really
bug me about the game. I don't have a deadzone problem in other games so I
can only surmise that SCC2 is at fault here and not my wheel.

Well, maybe your opinion is just biased because the sim comes from Sweden.
:-)
If Papy had put out the same game they would have gotten trounced soundly
for it, and deservedly so.

Jan Verschuere

STCC2 Info

by Jan Verschuere » Tue, 04 Dec 2001 23:21:03

Fixed... as in "cannot be altered". Rumble strips don't do anything, true.

Biased because of my Belgian nationality I'm sure... ;-)

Jan.
=---

STP

STCC2 Info

by STP » Wed, 05 Dec 2001 01:11:19


I knew you were posting from Belguim because I checked the headers.
Belguim/Sweden, what's the dif? :-)

Morgan Boo

STCC2 Info

by Morgan Boo » Wed, 05 Dec 2001 01:20:33

"I knew you were posting from Belguim because I checked the headers.
Belguim/Sweden, what's the dif? :-) "

Belguim/Belgium...what's the difference...?
;-)

Morgan

STP

STCC2 Info

by STP » Wed, 05 Dec 2001 09:54:09


One must be flemish and the other a walloon?

Dave Henr

STCC2 Info

by Dave Henr » Wed, 05 Dec 2001 12:29:53

  I checked the map....all that area is just grey with a note:  Here there
be Dragons.
dave(Yankee Doodle Dandy)henrie

"> > Belguim/Belgium...what's the difference...?

STP

STCC2 Info

by STP » Sat, 08 Dec 2001 09:24:01


Hehe....it's Tuesday, we must be in Belguim.


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