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STCC2 Info

14 posts by 4 people · 29 Nov 2001 10:54 UTC - 07 Dec 2001 00:24 UTC

"Morgan Boof" <[email hidden]> wrote in message news:9u53qg$usc$[email hidden]... > www.stcc2.net > > It's all here. > > Morgan:) 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.
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" wrote... > <snip> > 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 Verschueren" <[email hidden]> wrote in message news:[email hidden]... > Pretty simple : go faster. It is possible to unstick these cars. I mightgo > as far as to say it's worryingly easy when one's operating close to the > limit. 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.
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
"Morgan Boof" <[email hidden]> wrote in message news:9u868s$kab$[email hidden]... > I improved my wheel 'feel' in STCC2 with a utility from The Stickworks. > > I too have an MS FF usb. Those utilities don't work with WinXP. I downloaded a similar one yesterday from Logitech called DXtweak and it doesn't do dick under WinXP.I've used the one you mention above before too, but I don't think that one works under XP either. > It now drives perfect and the previous reply is right,faster you go,more > realistic the steering feels. > > You are obviously a novice;) > 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.
"STP" wrote... > > <snip> > The game puts a huge deadzone in my wheel, no matter what > settings I use in the sidewinder applet. 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? > The FFB makes the wheel *very* stiff, and again no matter > what settings I use in the sidewinder applet. 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. > 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. 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. =---
"Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]... > 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 theMSFF > driver, IIRC. I assume you applied the v3.3 patch? 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. > Yes, the FF is fixed and, yes, it does seem very stiff when one firstdrives > the cars. It's fixed? I can't even feel the rumble strips. All I feel are colisions. >But, like I said, put yourself near or at the limit, the steering > lightens considerably. The slightest provocation at this point issufficient > to induce a slide and the steering will go all floppy. Which brings us to the canned spins syndrome. :-) > These changes are > fairly abrupt, bordering on discrete but once one gets some experienceit's > fairly easy to operate in this range. 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.
Quoted text (7 lines)> 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. 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.
"STP" wrote... > > > Yes, the FF is fixed and, yes, it does seem very stiff when > > one first drives the cars. > > It's fixed? I can't even feel the rumble strips. All I feel are colisions. Fixed... as in "cannot be altered". Rumble strips don't do anything, true. > Well, maybe your opinion is just biased because the sim comes > from Sweden. :-) Biased because of my Belgian nationality I'm sure... ;-) Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:jTLO7.70459$[email hidden]... > "STP" wrote... > Biased because of my Belgian nationality I'm sure... ;-) > > Jan. I knew you were posting from Belguim because I checked the headers. Belguim/Sweden, what's the dif? :-)
"I knew you were posting from Belguim because I checked the headers. Belguim/Sweden, what's the dif? :-) " Belguim/Belgium...what's the difference...? ;-) Morgan
"Morgan Boof" <[email hidden]> wrote in message news:9ug8iv$v83$[email hidden]... > Belguim/Belgium...what's the difference...? > ;-) > > Morgan One must be flemish and the other a walloon?
I checked the map....all that area is just grey with a note: Here there be Dragons. dave(Yankee Doodle Dandy)henrie "> > Belguim/Belgium...what's the difference...?
Quoted text (7 lines)> > ;-) > > > > Morgan > > One must be flemish and the other a walloon? > >
"Dave Henre" <[email hidden]> wrote in message news:RqXO7.2871$Px.47593@rwcrnsc54... > I checked the map....all that area is just grey with a note: Here there > be Dragons. > dave(Yankee Doodle Dandy)henrie Hehe....it's Tuesday, we must be in Belguim.

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