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N2003 steering lock questions................

5 posts by 4 people · 18 Mar 2004 18:00 UTC - 23 Mar 2004 18:16 UTC

Alex 'pez' Porazinski 18 Mar 2004 18:00 UTC#40850
Hello. Is the steering ratio in n2003 the ratio between the ingame onscreen steering wheel and the road wheels? the more you decrease the ratio in the garage, the more degrees of lock your road wheels encounter when the ingame onscreen wheel is at full lock (the ingame onscreen wheel full lock is always the same no matter what the ratio, so the ratio affects the lock at the wheels based on the steering wheels position right?). are the ratio numbers similar to what real cup drivers run? If thats the case then we are missing out on a tonne of lock (is this the reason we have the low speed steering Hack?), as the INGAME incar steering wheel only turns 140degrees or so either way. on the plus side, if all of the above is true, having a multi turn steering wheel would NOT give you a more accurate representation of what its like to drive a stock car above your MSFF or whatever, as the ingame wheel only rotates about 140degs either way, your MSFF about 135degs either way. they match up. so everyone with a 270degree of motion wheel should set the ingame linearity to 100%, setup their profiling software to give you the full range of motion (EVERYONE with MSFF Profiler software should set the SENSITIVITY to LOWEST, or your wheel will output its full lock numbers to the software BEFORE you reach full lock....not good). You then experience almost exactly what the real guys experience, its just that your lock runs out way before theirs does. You do not have a 'more sensitive wheel' as ive seen suggested all over the place as an excuse for running low linearity etc etc. if im wrong ill appologise :) but if all the above makes sense, and papyrus havent modelled the full rotational range of a real racing wheel (just 140degs either way), then BRDs forthcoming wheel wont be so high on my 2006 christmas list ;) pez -- pez Hey Bub! http://www.geocities.com/alexpez/pezscar2003.zip
Isn't the setting steering ratio, not lock? (too many games to keep track of the differances in each) With a steering ratio setting you are adjusting how much the front tire rotate compaired to the steering wheel not how far they go. The lower the number the faster they turn, but it dosen't mean they go any farther. That is unless the ratio is so high you can't turn the steering wheel enough to gain full lock like at a super speedway. MadDAWG
yeah, what im curious to know though is whether the steering ratio we run is tied to the ingame steering wheel and the ingame tyres, and whether the ratio we run is similar to that the real teams run. if thats the case, then we are missing out on quite a bit of rotation on the front tyres because the ingame wheel wont go past 140degrees either way (of course i could be wrong, and the game could be displaying the onscreen wheel rotating 140degs, but treating the steering system as though the driver has gone 2 rotations of the wheel - if thats the case then a multiturn wheel would be of benefit, if its not the case, then a 270degree range of motion wheel like the MSFF is fine and provides you with almost EXACTLY what the real guys feel up to the point where the wheel no longer rotates). pez -- pez Hey Bub! http://www.geocities.com/alexpez/pezscar2003.zip "MadDAWG" <[email hidden]> wrote in message news:4059f5ff$[email hidden]... > Isn't the setting steering ratio, not lock? (too many games to keep track of > the differances in each) > > With a steering ratio setting you are adjusting how much the front tire > rotate compaired to the steering wheel not how far they go. The lower the > number the faster they turn, but it dosen't mean they go any farther. That > is unless the ratio is so high you can't turn the steering wheel enough to > gain full lock like at a super speedway. > > MadDAWG > > >
> Is the steering ratio in n2003 the ratio between the ingame onscreen > steering wheel and the road wheels? the more you decrease the ratio inthe > garage, the more degrees of lock your road wheels encounter when theingame > onscreen wheel is at full lock (the ingame onscreen wheel full lock is > always the same no matter what the ratio, so the ratio affects thelock at > the wheels based on the steering wheels position right?). I think the steering ratio in the game is the same as real life. If your turn the wheel X degrees then the tire moves Y degrees. A faster ratio (lower number) means that the same X degree wheel turn means the tire turns a greater number of degrees. In a real car the wheel keeps turning until the suspension reaches its limit, so we typically talk about turns (steering wheel) lock to lock. A game controller does not even turn one revolution. On the track you do not need to trun the wheel much to get around the corners, but such small movements can be twichy in the game with many controllers out there. So you run a slow steering ratio, which given the limited range of the game controller will cause problems turning very tightly, aka the pits. Hence the low speed feature of Nascar Racing. The steering ration is boosted at slow speeds. So you can have slow enough steering to actually turn the wheel some amount in the corners on the track so you can be less twitchy, and still be able to deal with the pits where you need to turn sharply. On tracks where you need to turn sharply you are running a fast ratio, and thus get all of the turning ability of the suspension. I have used different controllers and needed a different ratio, and/or linearity, since some controllers are twitchier than others. Norman
If your controller is twitchy on-center, you can also try adding ONE percent of steering assistance. High levels of steering assistance will eat your tires to pieces in no time, but ONE percent is just enough to loosen things up at center. -Larry "Norman Black" <[email hidden]> wrote in message news:mdR7c.34853$%[email hidden]...
Quoted text (35 lines)> > Is the steering ratio in n2003 the ratio between the ingame onscreen > > steering wheel and the road wheels? the more you decrease the ratio in > the > > garage, the more degrees of lock your road wheels encounter when the > ingame > > onscreen wheel is at full lock (the ingame onscreen wheel full lock is > > always the same no matter what the ratio, so the ratio affects the > lock at > > the wheels based on the steering wheels position right?). > > I think the steering ratio in the game is the same as real life. If your > turn the wheel X degrees then the tire moves Y degrees. A faster ratio > (lower number) means that the same X degree wheel turn means the tire > turns a greater number of degrees. In a real car the wheel keeps turning > until the suspension reaches its limit, so we typically talk about turns > (steering wheel) lock to lock. A game controller does not even turn one > revolution. > > On the track you do not need to trun the wheel much to get around the > corners, but such small movements can be twichy in the game with many > controllers out there. So you run a slow steering ratio, which given the > limited range of the game controller will cause problems turning very > tightly, aka the pits. Hence the low speed feature of Nascar Racing. The > steering ration is boosted at slow speeds. So you can have slow enough > steering to actually turn the wheel some amount in the corners on the > track so you can be less twitchy, and still be able to deal with the > pits where you need to turn sharply. On tracks where you need to turn > sharply you are running a fast ratio, and thus get all of the turning > ability of the suspension. I have used different controllers and needed > a different ratio, and/or linearity, since some controllers are > twitchier than others. > > Norman > >

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