rec.autos.simulators

NR2003 - Steering Drift

Andy

NR2003 - Steering Drift

by Andy » Mon, 17 Feb 2003 03:04:17

Is there a way to remove the drift to the left in NR2003? It's hard to
try and be precise in the turns when I enter them with the wheel turned
to the right.
Thanks
Andy
Stev

NR2003 - Steering Drift

by Stev » Mon, 17 Feb 2003 03:08:07

Use less castor or camber. The other option is to calibrate your wheel off centre so it becomes straight in the game.

--

__________

Steve


> Is there a way to remove the drift to the left in NR2003? It's hard to
> try and be precise in the turns when I enter them with the wheel turned
> to the right.
> Thanks
> Andy

Gerry Aitke

NR2003 - Steering Drift

by Gerry Aitke » Mon, 17 Feb 2003 03:33:39


> Use less castor or camber. The other option is to calibrate your wheel off centre so it becomes straight in the game.

I myself have a servant who adjusts the drift for me! He also puffs my
pillows for me at bedtime, which is nice!
Jan Verschuere

NR2003 - Steering Drift

by Jan Verschuere » Mon, 17 Feb 2003 04:22:05

Look at where you want to go. It really doesn't take that long to get used
to. Slightly easier with an FF wheel as you don't have to fight the
centering of the wheel itself.

Jan.
=---

Larr

NR2003 - Steering Drift

by Larr » Mon, 17 Feb 2003 05:20:48

It's part of the SIM and it's caused by tires and suspension.  It's supposed
to be there.

If you don't like it, you can set the Caster to equal values and it will
_mostly_ go away.

But you won't be as fast.

Larry


Rodney Arnd

NR2003 - Steering Drift

by Rodney Arnd » Mon, 17 Feb 2003 05:36:50

Try the easy setups.

--
www.sascar.com


ymenar

NR2003 - Steering Drift

by ymenar » Mon, 17 Feb 2003 06:01:50


> Try the easy setups.

Or perhaps Nascar Thunder 2003 <G>

--
-- Fran?ois Mnard <ymenard>
-- http://ymenard.cjb.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...

Andy

NR2003 - Steering Drift

by Andy » Mon, 17 Feb 2003 11:17:28

That is the biggest problem with it. I have an older TSW and the wheel wants
to center itself. So it's more like I'm releasing the wheel to the left as
opposed to steering into the corner.

> "Andy" wrote...
> > Is there a way to remove the drift to the left in NR2003?
> > It's hard to try and be precise in the turns when I enter
> > them with the wheel turned to the right.
> > Thanks

> Look at where you want to go. It really doesn't take that long to get used
> to. Slightly easier with an FF wheel as you don't have to fight the
> centering of the wheel itself.

> Jan.
> =---

Robert Platt

NR2003 - Steering Drift

by Robert Platt » Mon, 17 Feb 2003 11:19:07

Or maybe try getting it modeled right for once, but I guess Jr and and the
boys in Nascar have all wrong by holding the wheel straight on the
straightaways and turn the wheel left when they enter a turn .

Before anyone says it yes there should be a slight pull but not as drastic
as it has been in every Nascar sim papyrus has made since they have tried to
model it.



> > Try the easy setups.

> Or perhaps Nascar Thunder 2003 <G>

> --
> -- Fran?ois Mnard <ymenard>
> -- http://ymenard.cjb.net/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...

Andy

NR2003 - Steering Drift

by Andy » Mon, 17 Feb 2003 11:20:35

I guess if everyone else is going down the backstretch with the wheel turned to
the right, I'll try and get used to it.
Thanks

> It's part of the SIM and it's caused by tires and suspension.  It's supposed
> to be there.

> If you don't like it, you can set the Caster to equal values and it will
> _mostly_ go away.

> But you won't be as fast.

> Larry



> > Is there a way to remove the drift to the left in NR2003? It's hard to
> > try and be precise in the turns when I enter them with the wheel turned
> > to the right.
> > Thanks
> > Andy

Jan Verschuere

NR2003 - Steering Drift

by Jan Verschuere » Mon, 17 Feb 2003 11:33:13

Do like them and mount your wheel on the steering shaft so it points
straight on the straights.

There's nothing wrong with the modelling of the "pull" (it's not a pull...
the pull results from using non-FF wheels!!), just that PC steering wheels
aren't exclusively designed for Nascar.

Jan.
=---

Robert Platt

NR2003 - Steering Drift

by Robert Platt » Mon, 17 Feb 2003 13:15:05


Hmm wonder why my Microsoft  FF wheel and my Thrustmaster Pro digital 2
aren't designed for Nascar lol but this is an old topic that has been
debated for years now , so there no sense in keeping it going , people who
think papyrus doesn't make mistakes will believe that it's correct and
people who know better and have real racing experiance know it isn't. Just
kinda of funny that the Jasper setups that are suppose to be an close idea
of what a Nascar team would run don't have a left hand pull it . The things
that make you go hmm :)

Gerry Aitke

NR2003 - Steering Drift

by Gerry Aitke » Mon, 17 Feb 2003 16:42:59


> Hmm wonder why my Microsoft  FF wheel and my Thrustmaster Pro digital 2
> aren't designed for Nascar lol but this is an old topic that has been
> debated for years now , so there no sense in keeping it going , people who
> think papyrus doesn't make mistakes will believe that it's correct and
> people who know better and have real racing experiance know it isn't. Just
> kinda of funny that the Jasper setups that are suppose to be an close idea
> of what a Nascar team would run don't have a left hand pull it . The things
> that make you go hmm :)

Well there you go then, it's all in the setups! What's you problem with
that?
Jan Verschuere

NR2003 - Steering Drift

by Jan Verschuere » Mon, 17 Feb 2003 21:22:45

Because they just aren't, that's why! ;-)

Seriously, if I let go of the steering wheel the car will veer left, but it
doesn't take any effort to hold my Logitech MOMO slightly***ed to the
right.

I'm sorry, but that is bull. If one designs and sets up a car to go left "on
its own" you have to steer it to the right to go straight, that's just
Newtonian physics. Whether one prefers to re-center the wheel or not is a
matter of taste (and something we as simmers can't do). What that feels like
in a real car and what that feels like in the sim may be different, but so
does everything else, so that's no argument to say Papyrus didn't get it
right.

Is this in any way related to the opposite lock sliding on a banked oval
debate? <g>

That merely indicates Dave Blaney<sp?>, like myself, doesn't like running a
large camber/castor split.

Jan.
=---

Rodney Arnd

NR2003 - Steering Drift

by Rodney Arnd » Mon, 17 Feb 2003 21:50:33

Try getting it modeled right? The pull can be changed by modifying your
setup. The easy setups were designed no have no pull. That's why I suggested
it. You even stated the pull is different in the Jasper setup, that's
because it's adjustable.

Simulating the pull that a stock car gets in a game is going to yield
different results for different types of controllers. To add to this
variation, the Linearity setting you choose in setting up your controller,
in combination with the steering ratio you choose within the setup is going
to contribute in making the pull feel different from user to user. On any
given controller, setup the Linearity towards the Non Linear side (say 10%)
You will notice the need to use a lot more counter steering on the straight
than somebody using 90% Linearity with the exact same setup.

Do you see real drivers using counter steering down the straightaway? No,
because they can center the wheel on the steering shaft. Is the pull still
there for them? Yes. You can get your controller to center on the
straightaway by how you calibrate it, get rid of it entirely if you like.
Will you still feel the pull? No, why? Because the pull you're feeling is
from the tension on the springs, bungee, or whatever your controller uses to
center itself. Your controller isn't hooked up to the suspension of a stock
car, so you're not going to be able to feel the dynamic pull that the
suspension creates. Furthermore, your steering wheel doesn't have the range
of motion as a real car. At best you're probably getting from 240 to 270
degrees of motion, and much less on a Joystick (maybe 90 degrees if you're
lucky?) A real car has what, maybe 3 to 4 full rotations from lock to lock?
With this in mind the game has to have Steering Ratio values that can
compensate for the lack of true lock-to-lock movement. The differences in
degrees of lock to lock motion between a joystick and a wheel is why the
Linearity setting makes such a big difference, it has to in order to make
all types of controllers usable. You just need to find the setting that is
comfortable to you.

--
www.sascar.com


> Or maybe try getting it modeled right for once, but I guess Jr and and the
> boys in Nascar have all wrong by holding the wheel straight on the
> straightaways and turn the wheel left when they enter a turn .

> Before anyone says it yes there should be a slight pull but not as drastic
> as it has been in every Nascar sim papyrus has made since they have tried
to
> model it.




> > > Try the easy setups.

> > Or perhaps Nascar Thunder 2003 <G>

> > --
> > -- Fran?ois Mnard <ymenard>
> > -- http://ymenard.cjb.net/
> > -- This announcement is brought to you by the Shimago-Dominguez
> > Corporation - helping America into the New World...


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