rec.autos.simulators

Linearity and deadzone

john moor

Linearity and deadzone

by john moor » Wed, 26 May 1999 04:00:00

Just to clarify information from yestaerdays posts. Linearity and
deadzone are two different things.
Deadzone refers to the "gap" in the center of the controllers range of
movement. This gap is by default in windows 5 degrees which with various
utilities can be adjusted to more or less with some people preferring to
run 0 degrees. If your controller has physically/mechanically poor
centering a 0 deadzone would be tough to drive, but if your controller
is of high quality and you are a sensitive driver then you may get
better control with a minimal deadzone. Lots of different thoughts on
that I'm sure. Linearity on the other hand refers to the amount of game
input compared to controller input. For example full linearity would
give corresponding game input to controller input, 10% controller
movement  = 10% game input, 50% = 50% and so on. Full non-linearity
however gives comparitively higher game input to controller input, 10%
controller movement  = 12% game input, 20% =  24%, 50% = 70% and so on.
In other words linear the line is straight in nonlinear it is curved
(think like a graph). The more non-linearity you put in the steeper the
curve.
This may not be totally clear, feel free to add and comment as
necessary.
John Moore
Mark Seer

Linearity and deadzone

by Mark Seer » Wed, 26 May 1999 04:00:00

Your words are absolutely correct in my understanding. As I said in an
earlier post, if you have a bad centring stick, putting the linearity
setting to full right will help to reduce the effects in as much as the
program will not respond to small erratic inputs from dead centre to the
same degreeas higher linearity. This makes driving more manageable but is
not a complete and total cure in itself. Of course, this course of action
might be completely acceptable in it's results to some people. As you said,
we are getting into a subjective area now.

Regards

Mark

Mark

* Leon

Linearity and deadzone

by * Leon » Thu, 27 May 1999 04:00:00

Hi Mark

thanks a lot for sending me the DEADZONE file.
this is ABSOLUTELY DELIGHTFUL !

It really did improve my driving,
in fact it is so good that I am now consistently
on the road.

I had not been able to stay on the track previous to
this deadzone adjustment,
The transition between accel and hard braking
had always thrown me off
It fact it was so bad I was developing so kind
of "phobia " about hard braking.
But Joystick drivers  have no choice

I also now more aware of the limits of hard braking,
constantly pulling back less to find the slip-limit
to keep the wheel from locking.

This deadzone adjustment is a MUST for anyone
using a joystick.
Now it feels a little like Need for Speed 5   :-0



| Your words are absolutely correct in my understanding. As
I said in an
| earlier post, if you have a bad centring stick, putting
the linearity
| setting to full right will help to reduce the effects in
as much as the
| program will not respond to small erratic inputs from
dead centre to the
| same degreeas higher linearity. This makes driving more
manageable but is
| not a complete and total cure in itself. Of course, this
course of action
| might be completely acceptable in it's results to some
people. As you said,
| we are getting into a subjective area now.
|
| Regards
|
| Mark
|
| Mark


| > Just to clarify information from yestaerdays posts.
Linearity and
| > deadzone are two different things.
| > Deadzone refers to the "gap" in the center of the
controllers range of
|
|
|
|

Byron Forbe

Linearity and deadzone

by Byron Forbe » Sun, 30 May 1999 04:00:00


> Just to clarify information from yestaerdays posts. Linearity and
> deadzone are two different things.
> Deadzone refers to the "gap" in the center of the controllers range of
> movement. This gap is by default in windows 5 degrees which with various
> utilities can be adjusted to more or less with some people preferring to
> run 0 degrees. If your controller has physically/mechanically poor
> centering a 0 deadzone would be tough to drive, but if your controller
> is of high quality and you are a sensitive driver then you may get
> better control with a minimal deadzone. Lots of different thoughts on
> that I'm sure. Linearity on the other hand refers to the amount of game
> input compared to controller input. For example full linearity would
> give corresponding game input to controller input, 10% controller
> movement  = 10% game input, 50% = 50% and so on. Full non-linearity
> however gives comparitively higher game input to controller input, 10%
> controller movement  = 12% game input, 20% =  24%, 50% = 70% and so on.
> In other words linear the line is straight in nonlinear it is curved
> (think like a graph). The more non-linearity you put in the steeper the
> curve.
> This may not be totally clear, feel free to add and comment as
> necessary.
> John Moore

   John, unless I'm reading what you said wrongly, then your wrong about
non linear.

  Non linear makes the in game wheel respond less about the centre and
more at the extremities. (More about the extremities since the in game
wheels need to play catch up compared to more linear settings to meet
them at full wheel locks). I would guess some type of parabolic graphing
is used to accomplish this - possibly logarithmic or exponential.


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