I note a recurring problem with most driving sims is the over sensitive
steering.
Does anyone know of some software to correct this problem?
Or perhaps,,, some resistors to add on to the joysticks potentiolmeters ?
err .....Go over board to solve a problemm???
I am willing to try anything. I do mean anything.
How come games company seemed to completely overlook this aspect?
regards
Leong
Singapore
I think that the basic problem is that real cars have more than one turn of
the wheel lock-to-lock, and game wheels (at least the ones I've seen)
only offer partial rotation. The other problem is that home-game wheels
do not (yet) have force feedback to give you a clue as to what the front
wheels are doing. Some designers set up a variable steering ratio (slow
in the center) in an attempt to work around this, but it is only partially
successful.
If you ever get to drive an Atari "Hard Drivin'" or "Race Drivin'" in an
arcade I think you will agree that we set the steering sensitivity up
fairly well -- I remember running tests with different steering ratios
about _10_ years ago. Try to find a HD/RD in reasonable repair...they are
getting pretty old by now, but there is one in a mall near me. The
sit-down-cabinet model has almost 3 turns lock-to-lock, about the same as
the sports car we were simulating. Look for my name buried on the credit
screen!
Best Wishes,
-- Doug
Quoted text (8 lines)
>If you ever get to drive an Atari "Hard Drivin'" or "Race Drivin'" in an >arcade I think you will agree that we set the steering sensitivity up >fairly well -- I remember running tests with different steering ratios >about _10_ years ago. Try to find a HD/RD in reasonable repair...they are >getting pretty old by now, but there is one in a mall near me. The >sit-down-cabinet model has almost 3 turns lock-to-lock, about the same as >the sports car we were simulating. Look for my name buried on the credit >screen!: > I note a recurring problem with most driving sims is the over sensitive
: > steering.
: > Does anyone know of some software to correct this problem?
: > Or perhaps,,, some resistors to add on to the joysticks potentiolmeters ?
: > err .....Go over board to solve a problemm???
: > I am willing to try anything. I do mean anything.
: > How come games company seemed to completely overlook this aspect?
Well Grand Prix II does provide various senstivity settings to adjust
for this very purpose. However, I think the problem isn't so much with
the program's routines, but with the controller cards. I have found
that since I have installed Thrustmaster's ACM game controller my
steering and pedal actions have "toned down" quite a bit. What is
happening is that most people are using their soundcard joystick
interface on fast machines. Since these are not calibrated for the
speed of the machine, the readings are usually too "broad". After
installing the ACM and calibrating it, my joystick reading range was cut
by almost 10% (from 0-1500 to 0-150). This greatly reduced the
sensitivity and twitchieness of the steering in all sims. I even
noticed that my prior "sensitivity" settings in GP2 prevented me from
making some of the turns I used to make. Especially the long sweeping
turns.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
...
I just happened to find and play this just the other week. I remember
driving that game all the time! The stunt track was the greatest, although
I could never make it through the loop-to-loop. My impressions now were
that I was very surprised that the feedback on the wheel was so good for
a vintage game such as that. However, it was interesting that while I
remember that game seemed so real at the time, compared to the other racing
games I had been playing, it played really sloooow. And I guess my skills
had improved just by driving the newer games because I was able to complete
a circuit including the loop-to-loop on the first try!
Anyway, that was one cool game!
...Lance
--
IBM Microelectronics ICQ UIN: 216830
Burlington, VT Phone: (802) 769-7104 (tie 446)
Quoted text (8 lines)
|> If you ever get to drive an Atari "Hard Drivin'" or "Race Drivin'" in an |> arcade I think you will agree that we set the steering sensitivity up |> fairly well -- I remember running tests with different steering ratios |> about _10_ years ago. Try to find a HD/RD in reasonable repair...they are |> getting pretty old by now, but there is one in a mall near me. The |> sit-down-cabinet model has almost 3 turns lock-to-lock, about the same as |> the sports car we were simulating. Look for my name buried on the credit |> screen!Quoted text (15 lines)
>> I note a recurring problem with most driving sims is the over sensitive >> steering. >> Does anyone know of some software to correct this problem? >> Or perhaps,,, some resistors to add on to the joysticks potentiolmeters ? >> err .....Go over board to solve a problemm??? >> I am willing to try anything. I do mean anything. >> How come games company seemed to completely overlook this aspect? >I think that the basic problem is that real cars have more than one turn of >the wheel lock-to-lock, and game wheels (at least the ones I've seen) >only offer partial rotation. The other problem is that home-game wheels >do not (yet) have force feedback to give you a clue as to what the front >wheels are doing. Some designers set up a variable steering ratio (slow >in the center) in an attempt to work around this, but it is only partially >successful.Quoted text (12 lines)
>If you ever get to drive an Atari "Hard Drivin'" or "Race Drivin'" in an >arcade I think you will agree that we set the steering sensitivity up >fairly well -- I remember running tests with different steering ratios >about _10_ years ago. Try to find a HD/RD in reasonable repair...they are >getting pretty old by now, but there is one in a mall near me. The >sit-down-cabinet model has almost 3 turns lock-to-lock, about the same as >the sports car we were simulating. Look for my name buried on the credit >screen! >Best Wishes, >-- DougOn Wed, 5 Feb 1997 12:52:36 GMT, Doug Milliken
That was the _best_ game! I just want to say thanks for helping create
something so realistic, enjoyable, and rewarding. Where's the sequel?
I still occasionally pop into arcades and I haven't seen anything to
top it. You's think console makers would look at the success of
Nascar Racing, ICR2, GP2, etc, and make a _real_ racing sim.
-Scott A Johnson


































