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Controller woes in rFactor

21 posts by 9 people · 06 Sep 2005 14:53 UTC - 23 Sep 2005 09:37 UTC

Gameport wheel spikes in rFactor traced to sound noise

Remco Moedt's gameport Hyperstim wheel produced spiking inputs in rFactor but not in Papyrus titles. After testing he concluded that noise from his sound hardware was corrupting the gameport readings, which Papyrus's own controller code had masked. Suggestions included a Rockfire USB adapter and better grounding.

hardware: wheels/pedalstech supportrFactor

Automated summary.

Remco Moedt 06 Sep 2005 14:53 UTC#17578
As I wrote earlier, I've a problem configuring my wheel in rFactor. The wheel in question is an Hyperstim, connected to the gameport. (Yeah yeah, ancient technology) In the Windows Game Controller applet, and the Papyrus games (NR2003 & GPL) this is working fine, using DirectInput, or the Generic driver. I can get rFactor to recognize the wheel, that part is working well. I can also select the right axis, even the direction is ok But, it's spiking like mad, always to one side. I dismantled my hyper to reverse the steering potentiometer, since it was the wrong way around before, thinking this was the cause of the problem, but it turned out not being so. What did happen was that the spiking was now the other way around. I must add that my accelerator does have the same problem, albeit a little less. The brake is fine. Does anyone have an idea what could be the cause of this behaviour? TIA, Cheers! Remco
Remco Moedt wrote:
Quoted text (28 lines)> As I wrote earlier, I've a problem configuring my wheel in rFactor. > The wheel in question is an Hyperstim, connected to the gameport. > (Yeah yeah, ancient technology) In the Windows Game Controller applet, > and the Papyrus games (NR2003 & GPL) this is working fine, using > DirectInput, or the Generic driver. > > I can get rFactor to recognize the wheel, that part is working well. I > can also select the right axis, even the direction is ok But, it's > spiking like mad, always to one side. I dismantled my hyper to reverse > the steering potentiometer, since it was the wrong way around before, > thinking this was the cause of the problem, but it turned out not > being so. > > What did happen was that the spiking was now the other way around. I > must add that my accelerator does have the same problem, albeit a > little less. The brake is fine. > > Does anyone have an idea what could be the cause of this behaviour? > > TIA, > > > Cheers! > > > Remco > >
Sounds like bad pots to me.
On Tue, 06 Sep 2005 15:38:29 GMT, whooo <[email hidden]> wrote:
Quoted text (30 lines)>Remco Moedt wrote: >> As I wrote earlier, I've a problem configuring my wheel in rFactor. >> The wheel in question is an Hyperstim, connected to the gameport. >> (Yeah yeah, ancient technology) In the Windows Game Controller applet, >> and the Papyrus games (NR2003 & GPL) this is working fine, using >> DirectInput, or the Generic driver. >> >> I can get rFactor to recognize the wheel, that part is working well. I >> can also select the right axis, even the direction is ok But, it's >> spiking like mad, always to one side. I dismantled my hyper to reverse >> the steering potentiometer, since it was the wrong way around before, >> thinking this was the cause of the problem, but it turned out not >> being so. >> >> What did happen was that the spiking was now the other way around. I >> must add that my accelerator does have the same problem, albeit a >> little less. The brake is fine. >> >> Does anyone have an idea what could be the cause of this behaviour? >> >> TIA, >> >> >> Cheers! >> >> >> Remco >> >> >Sounds like bad pots to me.
But then I should see the spiking in the game controller applet, NR2003 and GPL aswell.....there the values are rocksolid. Cheers! Remco
no@email (Remco Moedt) wrote in news:[email hidden]:
Quoted text (12 lines)>>> >>Sounds like bad pots to me. > > > But then I should see the spiking in the game controller applet, > NR2003 and GPL aswell.....there the values are rocksolid. > > Cheers! > > > Remco >
Papyrus has a complete controller applet that is independant of Windows. It goes back to the dos days when programmers had to write that stuff themselves. ISI has always used windows based controllers. So my guess is, you are using a soundport with Windows XP. From what I understand, XP does not work will with soundports. My guess is, the Papy dedicated controller code avoids the issue, but the ISI sims cannot since they work with windows. dave henrie
Dave Henrie wrote:
Quoted text (24 lines)> no@email (Remco Moedt) wrote in news:[email hidden]: > > >>>Sounds like bad pots to me. >> >> >>But then I should see the spiking in the game controller applet, >>NR2003 and GPL aswell.....there the values are rocksolid. >> >>Cheers! >> >> >>Remco >> > > Papyrus has a complete controller applet that is independant of > Windows. It goes back to the dos days when programmers had to write that > stuff themselves. > ISI has always used windows based controllers. So my guess is, you are > using a soundport with Windows XP. From what I understand, XP does not > work will with soundports. My guess is, the Papy dedicated controller code > avoids the issue, but the ISI sims cannot since they work with windows. > > dave henrie
Using a soundport and XP here, without any problems.
2005-09-07, Dave Henrie wrote: >> > Papyrus has a complete controller applet that is independant of > Windows. It goes back to the dos days when programmers had to write that > stuff themselves. > ISI has always used windows based controllers. So my guess is, you are > using a soundport with Windows XP. From what I understand, XP does not Is that the old interface which used to be on a soundcard? I am using that; I still use my very nice CH Products Pedals, together with an el-cheapo USB Wheel. No problems in rFactor (neither in GTR), lots of other sims (LFS, racer) have problems with this setup. -peter
On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie <[email hidden]> wrote:
Quoted text (21 lines)>no@email (Remco Moedt) wrote in news:[email hidden]: > >>>> >>>Sounds like bad pots to me. >> >> >> But then I should see the spiking in the game controller applet, >> NR2003 and GPL aswell.....there the values are rocksolid. >> >> Cheers! >> >> >> Remco >> > Papyrus has a complete controller applet that is independant of >Windows. It goes back to the dos days when programmers had to write that >stuff themselves. > ISI has always used windows based controllers. So my guess is, you are >using a soundport with Windows XP. From what I understand, XP does not >work will with soundports. My guess is, the Papy dedicated controller code >avoids the issue, but the ISI sims cannot since they work with windows.
I used the DirectInput driver in GPL and NR2003, both worked fine. Also the Game Controller Applet in Windows doesn't give me the noise. Cheers! Remco
On Fri, 9 Sep 2005 15:22:32 -0400, "David G Fisher" <[email hidden]> wrote:
Quoted text (13 lines)> >"Remco Moedt" <no@email> wrote in message >news:[email hidden]... >> On Fri, 9 Sep 2005 10:05:45 -0500, "PlowBoy" <[email hidden]> >> wrote: >>> >> You can't turn off the music in the PLR file. >> >> When you turn down the volume in rFactor to 0%, it still plays the >> music. > >This is just a wild guess, but what happens if you delete the music mp3 >file?
Thanks for the reminder, I forgot that TBone from ISI suggested the same. Well, the music stops, but the spikes are still there. At least I now know it's not the music. Back to the drawingboard I guess... Thx. Cheers! Remco
Plowboy 09 Sep 2005 14:49 UTC↳ reply to whooo#17357
WHOO, He type-o'd Microsoft Published a paper about 'limiting' support for gameports, to the end & extent of which, even killed the gameport version of the Sidewinder wheels & gamepads in XP. Things change, USB replaced the gameport, CD's did likewise to the floppy, serial mouse & keyboard ports are done via USB moslty now, and the 8bit &16bit isa slots, when was the last computer you bought (above 1.5 ghz) that had those. things go away with time and so does the support for them. However if someone wants it, I have one of those thrustmaster ACM cards, I found in the box the other day rearranging the basement... allows you to tune it both of it's gameports on that 16 bit isa card though whooo enlightened us with:
Quoted text (24 lines)> Dave Henrie wrote: >> no@email (Remco Moedt) wrote in >> news:[email hidden]: >>>> Sounds like bad pots to me. >>> >>> >>> But then I should see the spiking in the game controller applet, >>> NR2003 and GPL aswell.....there the values are rocksolid. >>> >>> Cheers! >>> >>> >>> Remco >>> >> >> Papyrus has a complete controller applet that is independant of >> Windows. It goes back to the dos days when programmers had to write >> that stuff themselves. >> ISI has always used windows based controllers. So my guess is, >> you are using a soundport with Windows XP. From what I understand, >> XP does not work will with soundports. My guess is, the Papy >> dedicated controller code avoids the issue, but the ISI sims cannot >> since they work with windows. dave henrie > Using a soundport and XP here, without any problems.
Remco... I bet you, the root of the problem is how much of a task the software & drivers is on the system... sidewinder drivers prolly do things, like buffer on a couple CPU cycles and? Well, i read your problem, and seem ISI stuff is pretty bloated. so I was Thinking of code and execution here, where as you prolly having the "Visual Basic" coded generic driver support with overhead & 'just in case code that is still in there', where as, rest of us have drivers coded in assembly, without the fat... again that is my anology to it, now your CPU & GAME are tied up calculating polygons & physics and in there it has to ask, "OK where is the wheel, brake, & Throttle" and the driver which is still (imagining opening NEW Microsoft Internet explorer, EVERY time you want to view a different page) well the driver didnt have the answer yet, so CPU and stuff gets, "um hell I dont know yet, still polling xx" cpu goes "shit I gotta go..." and a unset (random number generated) variable is thrown in as the input... which is seen as a spike... Just me and my theory Remco Moedt enlightened us with:
Quoted text (35 lines)> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie > <[email hidden]> wrote: > >> no@email (Remco Moedt) wrote in >> news:[email hidden]: >> >>>>> >>>> Sounds like bad pots to me. >>> >>> >>> But then I should see the spiking in the game controller applet, >>> NR2003 and GPL aswell.....there the values are rocksolid. >>> >>> Cheers! >>> >>> >>> Remco >>> >> Papyrus has a complete controller applet that is independant of >> Windows. It goes back to the dos days when programmers had to write >> that stuff themselves. >> ISI has always used windows based controllers. So my guess is, >> you are using a soundport with Windows XP. From what I understand, >> XP does not work will with soundports. My guess is, the Papy >> dedicated controller code avoids the issue, but the ISI sims cannot >> since they work with windows. > > I used the DirectInput driver in GPL and NR2003, both worked fine. > > Also the Game Controller Applet in Windows doesn't give me the noise. > > Cheers! > > > Remco
On Fri, 9 Sep 2005 10:05:45 -0500, "PlowBoy" <[email hidden]> wrote:
Quoted text (19 lines)>Remco... > >I bet you, the root of the problem is how much of a task the software & >drivers is on the system... sidewinder drivers prolly do things, like >buffer on a couple CPU cycles and? Well, i read your problem, and seem ISI >stuff is pretty bloated. so I was Thinking of code and execution here, >where as you prolly having the "Visual Basic" coded generic driver support >with overhead & 'just in case code that is still in there', where as, rest >of us have drivers coded in assembly, without the fat... again that is my >anology to it, now your CPU & GAME are tied up calculating polygons & >physics and in there it has to ask, "OK where is the wheel, brake, & >Throttle" and the driver which is still (imagining opening NEW Microsoft >Internet explorer, EVERY time you want to view a different page) well the >driver didnt have the answer yet, so CPU and stuff gets, "um hell I dont >know yet, still polling xx" cpu goes "shit I gotta go..." and a unset >(random number generated) variable is thrown in as the input... which is >seen as a spike... > >Just me and my theory
After a lot of testing I've come to the conclusion the base of the problem isn't rFactor, but my system. The sound is causing noise in the gameportreadings. The reason I didn't catch this before has to do with the following things: You can't turn off the music in the PLR file. When you turn down the volume in rFactor to 0%, it still plays the music. Normally you don't have sound when you're in the Windows Game Controllers Applet. When I checked the status in the Applet while playing music, I saw some spiking. The reason I don't see spiking in Papyrus based games had to do, I guess, with some kind of filter. For example, keep the last x samples, drop the lowest and highest value, and use the mean of the remaining values. That will solve 99% of the problems. Anyway, I'm trying my Audigy2 soundcard instead of the onboard soundcard tonight, I hope that will solve it. Cheers! Remco
Quoted text (38 lines)>Remco Moedt enlightened us with: >> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie >> <[email hidden]> wrote: >> >>> no@email (Remco Moedt) wrote in >>> news:[email hidden]: >>> >>>>>> >>>>> Sounds like bad pots to me. >>>> >>>> >>>> But then I should see the spiking in the game controller applet, >>>> NR2003 and GPL aswell.....there the values are rocksolid. >>>> >>>> Cheers! >>>> >>>> >>>> Remco >>>> >>> Papyrus has a complete controller applet that is independant of >>> Windows. It goes back to the dos days when programmers had to write >>> that stuff themselves. >>> ISI has always used windows based controllers. So my guess is, >>> you are using a soundport with Windows XP. From what I understand, >>> XP does not work will with soundports. My guess is, the Papy >>> dedicated controller code avoids the issue, but the ISI sims cannot >>> since they work with windows. >> >> I used the DirectInput driver in GPL and NR2003, both worked fine. >> >> Also the Game Controller Applet in Windows doesn't give me the noise. >> >> Cheers! >> >> >> Remco > >
Crap... you know I actually started my post, about this conclusion you found 1st, (maybe noise in soundcards?) But decided it was way to long ago to be releveant... One other thing I was going to say was I recall someone (was it Wilshe) found that grounding the pedals & wheel and PC at same place, reduced noise or something like that too? since then Ecci put in ground wire, (they were game port also at least at 1st). Anyway, the a few moments ago my far fetch theory I started post to ya Remco, was: I recall early when the PC's went over the 600mhz VLB was the rage I think it was, everyone who was serious gaming with wheels, had to have a GOOD soundcard, it seems to me anyway, (which as you discoverd the symptom I was unable to figure this out...) Back then, I didn't accept the thought: if cheap cards (blaster clones) were more suseptable to noise/spiking, then it had to be the sound cards... Thus back when I had a POS Sound Galaxy soundcard from company, everyone else was having little trouble with wheels, but mine was terrible. because I had NOT made the connection about the soundcar/gameport/syntesizer port I think we all just assumed that the fix was to get a Thrustmaster ACM card. In fact MANY went with the PDPI which was better? It converted alanog inputs from gamport, to digital info without processor time being taken, and as always is a plus. I think what kept me from PDPI (price is one reason but at the time, I had one PCI slot?) and my ACM card was locally available, was in the end same fix of getting the wheels signal into the PC without noise. .. Remco Moedt enlightened us with:
Quoted text (96 lines)> On Fri, 9 Sep 2005 10:05:45 -0500, "PlowBoy" <[email hidden]> > wrote: > >> Remco... >> >> I bet you, the root of the problem is how much of a task the >> software & drivers is on the system... sidewinder drivers prolly do >> things, like buffer on a couple CPU cycles and? Well, i read your >> problem, and seem ISI stuff is pretty bloated. so I was Thinking of >> code and execution here, where as you prolly having the "Visual >> Basic" coded generic driver support with overhead & 'just in case >> code that is still in there', where as, rest of us have drivers >> coded in assembly, without the fat... again that is my anology to >> it, now your CPU & GAME are tied up calculating polygons & physics >> and in there it has to ask, "OK where is the wheel, brake, & >> Throttle" and the driver which is still (imagining opening NEW >> Microsoft Internet explorer, EVERY time you want to view a different >> page) well the driver didnt have the answer yet, so CPU and stuff >> gets, "um hell I dont know yet, still polling xx" cpu goes "shit I >> gotta go..." and a unset (random number generated) variable is >> thrown in as the input... which is seen as a spike... >> >> Just me and my theory > > After a lot of testing I've come to the conclusion the base of the > problem isn't rFactor, but my system. The sound is causing noise > in the gameportreadings. The reason I didn't catch this before has to > do with the following things: > > You can't turn off the music in the PLR file. > > When you turn down the volume in rFactor to 0%, it still plays the > music. > > Normally you don't have sound when you're in the Windows Game > Controllers Applet. When I checked the status in the Applet while > playing music, I saw some spiking. > > The reason I don't see spiking in Papyrus based games had to do, I > guess, with some kind of filter. For example, keep the last x samples, > > drop the lowest and highest value, and use the mean of the remaining > values. That will solve 99% of the problems. > > Anyway, I'm trying my Audigy2 soundcard instead of the onboard > soundcard tonight, I hope that will solve it. > > > Cheers! > > > Remco > > > > > > > >> Remco Moedt enlightened us with: >>> On Tue, 06 Sep 2005 20:41:50 -0500, Dave Henrie >>> <[email hidden]> wrote: >>> >>>> no@email (Remco Moedt) wrote in >>>> news:[email hidden]: >>>> >>>>>>> >>>>>> Sounds like bad pots to me. >>>>> >>>>> >>>>> But then I should see the spiking in the game controller applet, >>>>> NR2003 and GPL aswell.....there the values are rocksolid. >>>>> >>>>> Cheers! >>>>> >>>>> >>>>> Remco >>>>> >>>> Papyrus has a complete controller applet that is independant of >>>> Windows. It goes back to the dos days when programmers had to >>>> write that stuff themselves. >>>> ISI has always used windows based controllers. So my guess is, >>>> you are using a soundport with Windows XP. From what I understand, >>>> XP does not work will with soundports. My guess is, the Papy >>>> dedicated controller code avoids the issue, but the ISI sims cannot >>>> since they work with windows. >>> >>> I used the DirectInput driver in GPL and NR2003, both worked fine. >>> >>> Also the Game Controller Applet in Windows doesn't give me the >>> noise. >>> >>> Cheers! >>> >>> >>> Remco
On Fri, 9 Sep 2005 13:30:58 -0500, "PlowBoy" <[email hidden]> wrote:
Quoted text (8 lines)>Crap... you know I actually started my post, about this conclusion you >found 1st, (maybe noise in soundcards?) > But decided it was way to long ago to be releveant... One other thing I >was going to say was I recall someone (was it Wilshe) found that grounding >the pedals & wheel and PC at same place, reduced noise or something like >that too? since then Ecci put in ground wire, (they were game port also at >least at 1st).
This is something I could check, thanks for the info.
Quoted text (18 lines)>Anyway, the a few moments ago my far fetch theory I started post to ya >Remco, was: > > I recall early when the PC's went over the 600mhz VLB was the rage I think >it was, everyone who was serious gaming with wheels, had to have a GOOD >soundcard, it seems to me anyway, (which as you discoverd the symptom I was >unable to figure this out...) Back then, I didn't accept the thought: if >cheap cards (blaster clones) were more suseptable to noise/spiking, then it >had to be the sound cards... Thus back when I had a POS Sound Galaxy >soundcard from company, everyone else was having little trouble with wheels, >but mine was terrible. because I had NOT made the connection about the >soundcar/gameport/syntesizer port I think we all just assumed that the fix >was to get a Thrustmaster ACM card. In fact MANY went with the PDPI which >was better? It converted alanog inputs from gamport, to digital info >without processor time being taken, and as always is a plus. I think what >kept me from PDPI (price is one reason but at the time, I had one PCI slot?) >and my ACM card was locally available, was in the end same fix of getting >the wheels signal into the PC without noise.
I used to have a PDPI card. It was for an ISA slot, and the drawback was that it had a 128 bit resolution, which wasn't enough for the steeringwheel. I know that Windows XP doesn't handle the gameport that well, but I was confused since I didn't seem to get the noise in the game controller applet and the Papyrus games. I do have a gameport - USB converter (Rockwell IIRC), but with that I get major lag, and even a lesser resolution as in the past with the PDPI. Cheers! Remco
"Remco Moedt" <no@email> wrote in message news:[email hidden]...
Quoted text (7 lines)> On Fri, 9 Sep 2005 10:05:45 -0500, "PlowBoy" <[email hidden]> > wrote: >> > You can't turn off the music in the PLR file. > > When you turn down the volume in rFactor to 0%, it still plays the > music.
This is just a wild guess, but what happens if you delete the music mp3 file? -- David G Fisher
On Fri, 09 Sep 2005 15:33:49 GMT, Remco Moedt wrote:
Quoted text (13 lines)> Normally you don't have sound when you're in the Windows Game > Controllers Applet. When I checked the status in the Applet while > playing music, I saw some spiking. > > The reason I don't see spiking in Papyrus based games had to do, I > guess, with some kind of filter. For example, keep the last x samples, > > drop the lowest and highest value, and use the mean of the remaining > values. That will solve 99% of the problems. > > Anyway, I'm trying my Audigy2 soundcard instead of the onboard > soundcard tonight, I hope that will solve it. >
Hi Remco, good seeing you online in rFactor tonight, looks like you solved the problem? Have you tried an el-cheapo gameport->USB adapter like the Rockfire with your setup? My gameport-TSW2 now runs over one of those, and it's quite good. All the best, uwe -- GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
On Fri, 9 Sep 2005 23:25:26 +0200, Uwe =?iso-8859-15?Q?Sch=FCrkamp?= <[email hidden]> wrote:
Quoted text (22 lines)>On Fri, 09 Sep 2005 15:33:49 GMT, Remco Moedt wrote: > >> Normally you don't have sound when you're in the Windows Game >> Controllers Applet. When I checked the status in the Applet while >> playing music, I saw some spiking. >> >> The reason I don't see spiking in Papyrus based games had to do, I >> guess, with some kind of filter. For example, keep the last x samples, >> >> drop the lowest and highest value, and use the mean of the remaining >> values. That will solve 99% of the problems. >> >> Anyway, I'm trying my Audigy2 soundcard instead of the onboard >> soundcard tonight, I hope that will solve it. >> > >Hi Remco, > >good seeing you online in rFactor tonight, looks like you solved the >problem? Have you tried an el-cheapo gameport->USB adapter like the >Rockfire with your setup? My gameport-TSW2 now runs over one of those, >and it's quite good.
Nope, still haven't solved the problem. As a matter of fact, I created a new one, my sound isn't working anymore. I don't have an active mxer anymore, and so far I didn't succeed to install one. I also do have a Rockfire USB-GP converter, but it doesn't work well. The range is too small, so it's like driving with keys :-( Thanks for the tip, though. Cheers! Remco
Try one of those Logitech Srim Pro wheels, I think you can do it for a day or 2 at most stores take it back, I hear many like the wheel? locate and procure a MS FF wheel? dang. Not much help after all now, huh? Remco Moedt enlightened us with:
Quoted text (40 lines)> On Fri, 9 Sep 2005 23:25:26 +0200, Uwe =?iso-8859-15?Q?Sch=FCrkamp?= > <[email hidden]> wrote: > >> On Fri, 09 Sep 2005 15:33:49 GMT, Remco Moedt wrote: >> >>> Normally you don't have sound when you're in the Windows Game >>> Controllers Applet. When I checked the status in the Applet while >>> playing music, I saw some spiking. >>> >>> The reason I don't see spiking in Papyrus based games had to do, I >>> guess, with some kind of filter. For example, keep the last x >>> samples, >>> >>> drop the lowest and highest value, and use the mean of the remaining >>> values. That will solve 99% of the problems. >>> >>> Anyway, I'm trying my Audigy2 soundcard instead of the onboard >>> soundcard tonight, I hope that will solve it. >>> >> >> Hi Remco, >> >> good seeing you online in rFactor tonight, looks like you solved the >> problem? Have you tried an el-cheapo gameport->USB adapter like the >> Rockfire with your setup? My gameport-TSW2 now runs over one of >> those, and it's quite good. > > Nope, still haven't solved the problem. As a matter of fact, I created > a new one, my sound isn't working anymore. I don't have an active mxer > anymore, and so far I didn't succeed to install one. > > I also do have a Rockfire USB-GP converter, but it doesn't work well. > The range is too small, so it's like driving with keys :-( Thanks for > the tip, though. > > > Cheers! > > > Remco
On Mon, 12 Sep 2005 12:59:55 -0500, "PlowBoy" <[email hidden]> wrote: >Try one of those Logitech Srim Pro wheels, I think you can do it for a day >or 2 at most stores take it back, I hear many like the wheel? >locate and procure a MS FF wheel? > >dang. Not much help after all now, huh? I still have the original Red Leather Logitech, so it's not that I'm totally lost. But when you've driven an Hyperstim once, the Logitech doesn't cut it....thx for the attempt to help, though! Cheers! Remco
Hi Remco... I use a gameport terminated wheel/pedals I made years ago... (all metal construction), when USB became the norm I had simular problems... tried the earth tricks etc. to no avail... I now use the Rockfire USB-GP convertor. Works well with all the sims I have tried, GPL, GTR, rFactor, GTL etc. Make sure you that you set-up your wheel with the windows controller setup prog. If you are not getting the range from your axis pots... you may have to change the value... I think mine are 100k... but you may have to go to 200k. I have also used a prog called 'Joycal.exe' (Dos prog, but I think it may still work in XP...?) that enables you to check for full travel/adjustment of the pots in your wheel/pedals... make sure you are getting the full travel on the pots! Mechanically turn the pots or adjust the mechanism until you are. Rockfire is the best way to go as long as you have sorted the pots... you may have to eliminate any old circuitary in your wheel pedals if it is interfering with the Rockfire... the pots in my wheel/pedal/clutch go direct to the 25 pin game plug that then plugs into the Rockfire... 100% no lag and calibrates ok. Use an ohmeter on the pinouts of the 25 way game plug to make sure you are getting the full range from each pot! i.e. 2-3 ohms up to the max value of the pot value 100k (200k). You can get the pinouts by doing a google search FOR 'GAMEPORT/25 WAY PINOUTS'. If this fails... take up Underwater Hang Gliding... it's more fun. Best of luck... DaveH-UK Remco Moedt wrote:
Quoted text (46 lines)> On Fri, 9 Sep 2005 23:25:26 +0200, Uwe =?iso-8859-15?Q?Sch=FCrkamp?= > <[email hidden]> wrote: > > >>On Fri, 09 Sep 2005 15:33:49 GMT, Remco Moedt wrote: >> >> >>>Normally you don't have sound when you're in the Windows Game >>>Controllers Applet. When I checked the status in the Applet while >>>playing music, I saw some spiking. >>> >>>The reason I don't see spiking in Papyrus based games had to do, I >>>guess, with some kind of filter. For example, keep the last x samples, >>> >>>drop the lowest and highest value, and use the mean of the remaining >>>values. That will solve 99% of the problems. >>> >>>Anyway, I'm trying my Audigy2 soundcard instead of the onboard >>>soundcard tonight, I hope that will solve it. >>> >> >>Hi Remco, >> >>good seeing you online in rFactor tonight, looks like you solved the >>problem? Have you tried an el-cheapo gameport->USB adapter like the >>Rockfire with your setup? My gameport-TSW2 now runs over one of those, >>and it's quite good. > > > Nope, still haven't solved the problem. As a matter of fact, I created > a new one, my sound isn't working anymore. I don't have an active mxer > anymore, and so far I didn't succeed to install one. > > I also do have a Rockfire USB-GP converter, but it doesn't work well. > The range is too small, so it's like driving with keys :-( Thanks for > the tip, though. > > > Cheers! > > > Remco > > > >
On Tue, 13 Sep 2005 01:13:44 +0100, DaveH-UK <[email hidden]> wrote:
Quoted text (21 lines)>I use a gameport terminated wheel/pedals I made years ago... (all metal >construction), when USB became the norm I had simular problems... tried >the earth tricks etc. to no avail... I now use the Rockfire USB-GP >convertor. Works well with all the sims I have tried, GPL, GTR, >rFactor, GTL etc. Make sure you that you set-up your wheel with the >windows controller setup prog. If you are not getting the range from >your axis pots... you may have to change the value... I think mine are >100k... but you may have to go to 200k. I have also used a prog called >'Joycal.exe' (Dos prog, but I think it may still work in XP...?) that >enables you to check for full travel/adjustment of the pots in your >wheel/pedals... make sure you are getting the full travel on the pots! >Mechanically turn the pots or adjust the mechanism until you are. >Rockfire is the best way to go as long as you have sorted the pots... >you may have to eliminate any old circuitary in your wheel pedals if it >is interfering with the Rockfire... the pots in my wheel/pedal/clutch go >direct to the 25 pin game plug that then plugs into the Rockfire... 100% > no lag and calibrates ok. Use an ohmeter on the pinouts of the 25 way >game plug to make sure you are getting the full range from each pot! >i.e. 2-3 ohms up to the max value of the pot value 100k (200k). You can >get the pinouts by doing a google search FOR 'GAMEPORT/25 WAY PINOUTS'. >If this fails... take up Underwater Hang Gliding... it's more fun.
Heya Dave, I also have the Rockfire USB-Gameport thingy. I also use some condensators to extend the value of the potentiometers, which are High end Spectrol 50k. I can't get higher ones. Even with the condensators I don't get enough range from the axis, for example the throttle only has 8 steps. I've decided to convert the thing to USB to solve the whole gameport problem. Thanks for your tips, though! Cheers! Remco
Remco get your BUTT back in VROC !!! "Remco Moedt" <no@email> wrote in message news:[email hidden]...
Quoted text (30 lines)> > > As I wrote earlier, I've a problem configuring my wheel in rFactor. > The wheel in question is an Hyperstim, connected to the gameport. > (Yeah yeah, ancient technology) In the Windows Game Controller applet, > and the Papyrus games (NR2003 & GPL) this is working fine, using > DirectInput, or the Generic driver. > > I can get rFactor to recognize the wheel, that part is working well. I > can also select the right axis, even the direction is ok But, it's > spiking like mad, always to one side. I dismantled my hyper to reverse > the steering potentiometer, since it was the wrong way around before, > thinking this was the cause of the problem, but it turned out not > being so. > > What did happen was that the spiking was now the other way around. I > must add that my accelerator does have the same problem, albeit a > little less. The brake is fine. > > Does anyone have an idea what could be the cause of this behaviour? > > TIA, > > > Cheers! > > > Remco > >

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