RC2000 isn't the only sim/game to make this mistake, but it's the
most recent. The issue is steering sensitivity.
Consider this:
The average PC steering wheel controller has a maximum angular
deflection from side-to-side of about 270 degrees. For comparison,
my Pontiac Grand Am steering system has an angular deflection of
about 780 degrees.
Now imagine that the Pontiac were to be accurately modeled in a
sim. If the sim was controlled with a PC steering wheel, the vehicle
response to equal steering inputs at the wheel would be roughly
three times greater.
In case my point needs to be spelled out for some people, This Is
Not Good. It's made even worse by the fact that we don't have
instant feedback through our shorts about how the car is
responding to minute movements of the steering wheel.
The time tested method for dealing with this discrepancy between
PC wheels and real-life steering systems is the linear/non-linear
steering slider. Learn it, know it, live it.
Why Do Sims Get Released Without Proper Steering Setup
Adjustments?
How can RC2000 have shipped without a non-linear steering
option? It was painfully obvious the first time I sat down with it
that the steering was too sensitive. Don't try to argue realism,
the point has already been made about the lack of PC wheel
angular resolution.
Is it possible that the developers of sims, and I'm including TRI
and CARTPR here, mistakenly think that the Dead Zone
adjustment is all that's needed? How is having a dead zone
in the steering realistic? In the age of USB controllers and
PDPI cards, a dead zone adjustment is not needed in
anything purporting to be a sim.
IMO, AMA Superbike has the best steering configuration
options available, hands down. GP2 is second best.
Papyrus does OK in GPL, but the Nascar/ICR sims are
weak in this area. Viper and SCGT are passable, if I
remember correctly.
DTR is difficult to figure out. They don't have a linear adjustment
for steering, yet the steering works well. I think they must have
hard-coded some level of non-linear steering into the sim. If
anyone knows for sure, please share.
My point to all this is that, it is unfathomable to me that something
so basic to creating a good sim as steering setup configurability
could be left out.
I hope this oversight will be corrected in RC2000, and that everyone
else who may be working on a sim will keep this issue in mind!
--
Pat Dotson
<snip>
Pat, that doesn't equate to a rally scenario, since the steering in any
rally car (or F1/2/3, CART, etc.) is much quicker than what we get in
street versions. For example, watch in-car shots on SpeedVision of WRC
stages, and you will seldom see more than 90 degree rotation either way
on the steering. If I had to take my Dodge van racing over the sort of
road courses we see in RC, just spinning the d**n steering wheel would
wear me out, unless I simply drove around instead of raced around.
But, you are still absolutely right that RC steering feels 'way very
much too quick, even at its least sensitive settings. Everything else
you said is true as well..............nonlinear and less
sensitive steering would help tremendously, especially for those using
joysticks.
Sent via Deja.com http://www.deja.com/
Before you buy.
Best system I've seen so far is actually in a flight sim. Jane's F-15 has
something that looks like a graphic equaliser. About 10 sliders, each
representing a portion of your joystick's range. Lets you control how
sensitive the joystick is at any particular position. I'd love to see
something like that in a racing sim. Easy to implement too, I imagine. You
could have a separate set of sliders for steering, brake, throttle, clutch,
etc.
-A
Quoted text (60 lines)
>RC2000 isn't the only sim/game to make this mistake, but it's the >most recent. The issue is steering sensitivity. >Consider this: >The average PC steering wheel controller has a maximum angular >deflection from side-to-side of about 270 degrees. For comparison, >my Pontiac Grand Am steering system has an angular deflection of >about 780 degrees. >Now imagine that the Pontiac were to be accurately modeled in a >sim. If the sim was controlled with a PC steering wheel, the vehicle >response to equal steering inputs at the wheel would be roughly >three times greater. >In case my point needs to be spelled out for some people, This Is >Not Good. It's made even worse by the fact that we don't have >instant feedback through our shorts about how the car is >responding to minute movements of the steering wheel. >The time tested method for dealing with this discrepancy between >PC wheels and real-life steering systems is the linear/non-linear >steering slider. Learn it, know it, live it. >Why Do Sims Get Released Without Proper Steering Setup >Adjustments? >How can RC2000 have shipped without a non-linear steering >option? It was painfully obvious the first time I sat down with it >that the steering was too sensitive. Don't try to argue realism, >the point has already been made about the lack of PC wheel >angular resolution. >Is it possible that the developers of sims, and I'm including TRI >and CARTPR here, mistakenly think that the Dead Zone >adjustment is all that's needed? How is having a dead zone >in the steering realistic? In the age of USB controllers and >PDPI cards, a dead zone adjustment is not needed in >anything purporting to be a sim. >IMO, AMA Superbike has the best steering configuration >options available, hands down. GP2 is second best. >Papyrus does OK in GPL, but the Nascar/ICR sims are >weak in this area. Viper and SCGT are passable, if I >remember correctly. >DTR is difficult to figure out. They don't have a linear adjustment >for steering, yet the steering works well. I think they must have >hard-coded some level of non-linear steering into the sim. If >anyone knows for sure, please share. >My point to all this is that, it is unfathomable to me that something >so basic to creating a good sim as steering setup configurability >could be left out. >I hope this oversight will be corrected in RC2000, and that everyone >else who may be working on a sim will keep this issue in mind! >-- >Pat DotsonPlease, somebody send this message to Randy Cassidy. He listens to us and
that is a great idea!!!!
Borut
I can't remember the name offhand but I've downloaded a utility that allows
you to
adjust the deadzone and linearity of joystick/wheel inputs. It
runs in the background and can be setup anyway you like using
draggable curves for adjustment. Not as good as having it in a game
itself, but the next best thing.
John
--
John Hartridge
Quoted text (8 lines)
>I can't remember the name offhand but I've downloaded a utility that allows >you to >adjust the deadzone and linearity of joystick/wheel inputs. It >runs in the background and can be setup anyway you like using >draggable curves for adjustment. Not as good as having it in a game >itself, but the next best thing. >JohnI guess you were refering to the CTFJ utility. Go to
http://www.stickworks.com
to download
Gregor
Quoted text (11 lines)
> I can't remember the name offhand but I've downloaded a utility that allows > you to > adjust the deadzone and linearity of joystick/wheel inputs. It > runs in the background and can be setup anyway you like using > draggable curves for adjustment. Not as good as having it in a game > itself, but the next best thing. > John > -- > John HartridgeViper Racing included a "tuning" feature that worked very much like
this. You had sliders that you could adjust to set the dead zone AND
the range, and you got real-time graphical representations of your
steering, throttle, and brake that allowed you to SEE the effect of the
range adjustment instantaneously. This is the BEST I've seen so far,
and I wish other sim developers would take note.
-- JB
> Best system I've seen so far is actually in a flight sim. Jane's F- 15 has
> something that looks like a graphic equaliser. About 10 sliders, each
> representing a portion of your joystick's range. Lets you control how
> sensitive the joystick is at any particular position. I'd love to see
> something like that in a racing sim. Easy to implement too, I imagine. You
> could have a separate set of sliders for steering, brake, throttle, clutch,
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (66 lines)
> etc. > -A > >RC2000 isn't the only sim/game to make this mistake, but it's the > >most recent. The issue is steering sensitivity. > >Consider this: > >The average PC steering wheel controller has a maximum angular > >deflection from side-to-side of about 270 degrees. For comparison, > >my Pontiac Grand Am steering system has an angular deflection of > >about 780 degrees. > >Now imagine that the Pontiac were to be accurately modeled in a > >sim. If the sim was controlled with a PC steering wheel, the vehicle > >response to equal steering inputs at the wheel would be roughly > >three times greater. > >In case my point needs to be spelled out for some people, This Is > >Not Good. It's made even worse by the fact that we don't have > >instant feedback through our shorts about how the car is > >responding to minute movements of the steering wheel. > >The time tested method for dealing with this discrepancy between > >PC wheels and real-life steering systems is the linear/non-linear > >steering slider. Learn it, know it, live it. > >Why Do Sims Get Released Without Proper Steering Setup > >Adjustments? > >How can RC2000 have shipped without a non-linear steering > >option? It was painfully obvious the first time I sat down with it > >that the steering was too sensitive. Don't try to argue realism, > >the point has already been made about the lack of PC wheel > >angular resolution. > >Is it possible that the developers of sims, and I'm including TRI > >and CARTPR here, mistakenly think that the Dead Zone > >adjustment is all that's needed? How is having a dead zone > >in the steering realistic? In the age of USB controllers and > >PDPI cards, a dead zone adjustment is not needed in > >anything purporting to be a sim. > >IMO, AMA Superbike has the best steering configuration > >options available, hands down. GP2 is second best. > >Papyrus does OK in GPL, but the Nascar/ICR sims are > >weak in this area. Viper and SCGT are passable, if I > >remember correctly. > >DTR is difficult to figure out. They don't have a linear adjustment > >for steering, yet the steering works well. I think they must have > >hard-coded some level of non-linear steering into the sim. If > >anyone knows for sure, please share. > >My point to all this is that, it is unfathomable to me that something > >so basic to creating a good sim as steering setup configurability > >could be left out. > >I hope this oversight will be corrected in RC2000, and that everyone > >else who may be working on a sim will keep this issue in mind! > >-- > >Pat DotsonThat's the one !
John
--
John Hartridge
You've described AMA Superbike! It's a great system.
--
Pat Dotson
>Best system I've seen so far is actually in a flight sim. Jane's F-15 has
>something that looks like a graphic equaliser. About 10 sliders, each
>representing a portion of your joystick's range. Lets you control how
>sensitive the joystick is at any particular position. I'd love to see
>something like that in a racing sim. Easy to implement too, I imagine.
You
>could have a separate set of sliders for steering, brake, throttle, clutch,
>etc.
>-A
>>RC2000 isn't the only sim/game to make this mistake, but it's the
>>most recent. The issue is steering sensitivity.
>>Consider this:
>>IMO, AMA Superbike has the best steering configuration
>>options available, hands down. GP2 is second best.
>--
>>Pat Dotson
Does CTFJ work with USB controllers? If so I'll try it tonight!
---
Pat Dotson
>On Mon, 6 Dec 1999 10:29:49 -0000, "John Hartridge"
>>I can't remember the name offhand but I've downloaded a utility that allows
Quoted text (18 lines)
>>you to >>adjust the deadzone and linearity of joystick/wheel inputs. It >>runs in the background and can be setup anyway you like using >>draggable curves for adjustment. Not as good as having it in a game >>itself, but the next best thing. >>John >Here you go.. >http://home.att.net/~stickworks/ctfjv320.zip >CTFJV320.ZIP contains version 3.20 of the CTFJ Joystick Utility >for W95 and W98. CTFJ features improved scaling and deadzone >routines and expanded scaling methods over those provided with >Windows as well as providing Gain and Range adjustments that >allow you tailor your joystick reponse for optimum results with >any game or simulation.Although it is sensitive, Rally cars are set up totally different to your
Pontiac Grand Am, Imagine, trying to take a hairpin, and sopme great speed
and having to make a full 780 deg..... it jsut ain't possible, Rally cars or
any other form of race acr do not have tobe turned several times, they only
turn around the 270 at most that a SIM wheel does
Quoted text (9 lines)
><snip> >> The average PC steering wheel controller has a maximum angular >> deflection from side-to-side of about 270 degrees. For comparison, >> my Pontiac Grand Am steering system has an angular deflection of >> about 780 degrees. >Pat, that doesn't equate to a rally scenario, since the steering in any >rally car (or F1/2/3, CART, etc.) is much quicker than what we get in >street versions.OK, here is a great way to make the steering in
RC2000 less sensitive. Download CTFJV from
the following link:
>>I can't remember the name offhand but I've downloaded a utility that allows
>>adjust the deadzone and linearity of joystick/wheel inputs. It
>Here you go..
>http://home.att.net/~stickworks/ctfjv320.zip
CTFJV gives five different settings for applying non-linear movement
to a joystick axis. I used it with my ACT Labs Force RS wheel
connected to a USB port. So, apparently, this program will work
with practically any wheel.
After installing CTFJV, I settled on adding two clicks on the linear
adjustment (out of a maximum of five).
RC2000 is a piece of cake to drive with slightly less sensitive
steering. How this adjustment got left out of the game I'll never know.
My stage times improved by more than 30 seconds right off the bat.
I can keep the car on the gravel roads at 110 mph (or is that KmH?),
and flick the car right around any turn.
If you think RC2000 steering is too sensitive, try CTFJV.
My impression f RC2000, by the way, is that it's pretty good.
But, it's not a GPL killer. It's not even close. It's as good as
just about anything else right now, though.
--
Pat Dotson
I felt RC2000 was an excellant rally game. Sure its not a GPL or N3 but its
a rally game, unique idea of racing and the graphics are state of the art. I
suggest any true race sim fan to pick it up for his collection. Its doing
things that you havent seen yet in other racing game in terms or graphics
and speed... The bumper view is super fast!!
PassedYa


































