--
__________
Steve
> Use less castor or camber. The other option is to calibrate your wheel off centre so it becomes straight in the game.
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.
=---
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
--
www.sascar.com
--
-- 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...
> 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.
> =---
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.
> 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...
> 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
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.
=---
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 :)
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.
=---
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
> 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...