Well I have had my momo wheel a couple of months now and for sure it a nice
bit if kit but they are some problems that maybe somebody here might know
ways round.
I first started using it with F1 2002 as my last wheel ( Thrustmaster
Ferrari FF) broke. My initial problem was that the amount of lock on the
wheel was huge and I was having to nearly cross my arms over to get round
some turns. After a couple of weeks I managed to get it going by turning the
x sensitivity slider in the game up to 88%, now the wheel movement copies
the movement of the wheel on screen in the game and things are sweet.
So next was Nascar 2002 and again I fixed the same problem by adjusting the
wheel linearity setting up to 100% and all is good.
But here where the problems begin that I have not been able to fix, some
games dont have sensitivity or linearity settings for example SBK 2001 so
basically I am left with an unresponsive wheel which leaves the sim
undriveable.SO I am a bit gutted to say the least, also the same prob with
Moto GP (which is pure shit arcade) so this could be a problem.
Anyway the wheel is good but my old thrustmaster for instance on f1 2001
didnt even need any adjustment and this one is at 88%, big difference and
big problem.
I hope new games coming out are going to be driveable and have the neccesary
in game setup options to allow me the use the wheel as it sure cost enough
money.
Adrian.
Steering sweep, linearity and precision on the MOMO wheel
Adrian found the Logitech MOMO's 270-degree steering sweep awkward, prompting advice on Wingman profiles, in-game steering lock and linearity. GTX_SlotCar argued that a larger sweep reduced precision because the same number of resolution points was spread over more rotation, which Gerry Aitken, Ken MacKay and MadDAWG disputed. The long technical debate ended with agreement that ideal sweep depended on the driver and ergonomics.
hardware: wheels/pedalssetup/driving technique
Automated summary.
On Mon, 9 Sep 2002 13:09:50 +0100, "Adrian" <[email hidden]> wrote:
>some
>games dont have sensitivity or linearity settings
This will help:
http://home.att.net/~stickworks/swdownld.html#CTFJV320
http://home.att.net/~stickworks/ctfjv320.zip
Have fun!
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.
> I first started using it with F1 2002 as my last wheel ( Thrustmaster
> Ferrari FF) broke. My initial problem was that the amount of lock on the
> wheel was huge and I was having to nearly cross my arms over to get round
> some turns. After a couple of weeks I managed to get it going by turningthe
> x sensitivity slider in the game up to 88%, now the wheel movement copies
> the movement of the wheel on screen in the game and things are sweet.
WTF? I would recommend turning the speed sensitivity down to 0% and then
change the X-axis sensitivity down to about 10% or lower with a steering
lock of 20 degrees or so. This will give a dramatically more realistic
handling experience.
> So next was Nascar 2002 and again I fixed the same problem by adjustingthe
> wheel linearity setting up to 100% and all is good.
I still can't believe that people feel the need to have a wheel so
sensitive. At 100% linearity, you'd be using about 1/2 inch of travel on
your wheel on the ovals. Needless to say, this won't give you maximum
control.
> But here where the problems begin that I have not been able to fix, some
> games dont have sensitivity or linearity settings for example SBK 2001 so
> basically I am left with an unresponsive wheel which leaves the sim
> undriveable.SO I am a bit gutted to say the least, also the same prob with
> Moto GP (which is pure shit arcade) so this could be a problem.
Hmm, now I'm thinking there must be something wrong with your wheel (or
config)
> Anyway the wheel is good but my old thrustmaster for instance on f1 2001
> didnt even need any adjustment and this one is at 88%, big difference and
> big problem.
Most people with wheels in N2002 use 100% linearity and have way more than a
1/2 travel.
"Damien Smith" <[email hidden]> wrote in message
news:ali857$1qgddk$[email hidden]...
> > I first started using it with F1 2002 as my last wheel ( Thrustmaster
> > Ferrari FF) broke. My initial problem was that the amount of lock on the
> > wheel was huge and I was having to nearly cross my arms over to getround
> > some turns. After a couple of weeks I managed to get it going by turning
> the
> > x sensitivity slider in the game up to 88%, now the wheel movementcopies
so
> > basically I am left with an unresponsive wheel which leaves the sim
> > undriveable.SO I am a bit gutted to say the least, also the same probwith
and
> > big problem.
>
>
>
Quoted text (18 lines)
> > the movement of the wheel on screen in the game and things are sweet. > > WTF? I would recommend turning the speed sensitivity down to 0% and then > change the X-axis sensitivity down to about 10% or lower with a steering > lock of 20 degrees or so. This will give a dramatically more realistic > handling experience. > > > So next was Nascar 2002 and again I fixed the same problem by adjusting > the > > wheel linearity setting up to 100% and all is good. > > I still can't believe that people feel the need to have a wheel so > sensitive. At 100% linearity, you'd be using about 1/2 inch of travel on > your wheel on the ovals. Needless to say, this won't give you maximum > control. > > > But here where the problems begin that I have not been able to fix, some > > games dont have sensitivity or linearity settings for example SBK 2001Quoted text (7 lines)
> > Moto GP (which is pure shit arcade) so this could be a problem. > > Hmm, now I'm thinking there must be something wrong with your wheel (or > config) > > > Anyway the wheel is good but my old thrustmaster for instance on f1 2001 > > didnt even need any adjustment and this one is at 88%, big differencetwo ways you can do this.
1) adjust your in game setups to have less wheel lock. Which may have a draw
back on some really tight turns.
2) Use the wingman software to make a profile for each game and adjust the
wheel axis settings there. I use this method myself. Just an FYI you can
adjust the brake and accelerator pedals as well if needed.
MadDAWG
"MadDAWG" wrote
> 1) adjust your in game setups to have less wheel lock.
MadDAWG, I think he might want more wheel lock so a smaller input on his
MOMO will make the car wheels turn more ;-)
I agree with Adrian that, ergonomically, a 270� wheel sweep is just too
much. It's good for marketing, but not for driving. 180 to 190� seems about
right for *most* drivers. This is how the Ferrari and old LWFF were set up.
I know that real cars have much more sweep than this, but they are set up
with hyper-linear (the opposite of non-linear) steering. So, most of the
turning is done in the first 120� of rotation (from top center). A few games
have a setting for this on the wheel and pedal axes, but most don't. The
settings would look like this:
non-linear to linear to hyper-linear
A large steering arc also spreads out the points of resolution for the
wheel, effectively making it less precise.
--
Slot
Tweaks & Reviews
www.slottweak.com
The linearity setting in Papy games does not effect range of motion. A full
liner setting means the first 10 degrees of steering wheel rotation equals
the 10 degrees of rotation. On a nonlinear setting gives more of a deadzone
effect. Its more of a slow zone than a true dead zone however. On a wheel
like a MOMO that has a large range of motion you need to have it at 100%
otherwise you really have to crank the wheel off to get the thing to even
start turning.
MadDAWG
> MadDAWG, I think he might want more wheel lock so a smaller input on his
> MOMO will make the car wheels turn more ;-)
Yep your right. I always get lock and ratio back asswards. :).
MadDAWG
> I agree with Adrian that, ergonomically, a 270� wheel sweep is just too
> much. It's good for marketing, but not for driving. 180 to 190� seemsabout
> right for *most* drivers. This is how the Ferrari and old LWFF were setup.
> I know that real cars have much more sweep than this, but they are set up
> with hyper-linear (the opposite of non-linear) steering. So, most of the
> turning is done in the first 120� of rotation (from top center). A fewgames
> have a setting for this on the wheel and pedal axes, but most don't. The
> settings would look like this:
> non-linear to linear to hyper-linear
> A large steering arc also spreads out the points of resolution for the
> wheel, effectively making it less precise.
F1 2002 has a "hyper-sensitivity" setting. You simply increase X-axis sens
above 50%. I can assure you that it's completely undrivable though - even
with a MOMO (unless you're using some speed sensitivity.) F1RC also has
this type of setting...
Thanks for this advice because the wingman software is something I rarely
use. I have just checked and can see the wheel axis settings there, I have
not had time to try yet but it does look promising so I will see if that
does the trick. Many thanks hopefully this will make life much easier for me
now.
Adrian.
"MadDAWG" <[email hidden]> wrote in message
news:[email hidden]...
> two ways you can do this.
>
> 1) adjust your in game setups to have less wheel lock. Which may have adraw
Quoted text (11 lines)
> back on some really tight turns. > > 2) Use the wingman software to make a profile for each game and adjust the > wheel axis settings there. I use this method myself. Just an FYI you can > adjust the brake and accelerator pedals as well if needed. > > MadDAWG > > > >"GTX_SlotCar" <[email hidden]> writes:
> I agree with Adrian that, ergonomically, a 270� wheel sweep is just too
> much. It's good for marketing, but not for driving. 180 to 190� seems about
> right for *most* drivers. This is how the Ferrari and old LWFF were set up.
I would rather have it more than 270 degrees :-)
I've always used 100% linear steering with no sensitivity reduction with
speed for the (imo) most realistic feeling and even with the momo's 270
degrees I still have to make the steering 'faster' than I would like e.g.
at monaco to get around the hairpins.
I.e. a large sweep allows you to use more linear steering with exactly
the same amounts of steering input at 'normal' turns. That you have
to cross your arms in the few cases where full steering lock is
required (hairpins and in the pits) isn't much of an disadvantage imho,
especially when considering that this is just the same as with many
(most?) real race cars.
[snip]
> A large steering arc also spreads out the points of resolution for the
> wheel, effectively making it less precise.
This is true at least for low quality wheels and controllers, but for
me it is just a reason to avoid the low resolution stuff. (E.g. the PDPI's
8-bit resolution was a major disappointment to me for this reason).
_
Mats Lofkvist
[email hidden]
GTX, can you explain why a large steering arc makes a wheel less
precise. I am not an engineer, nor am I arguing (I am just trying to
learn something) but intuitively it seems to me that a shorter arc
would translate into a shorter potentiometer rotation, thus, small
movements of the wheel would translate into big movement on the track
-- wouldn't this make it more difficult to place and keep the car
exactly where one needs it to be? I would think that the ideal set up
would be a fairly large steering arc on the wheel and if the car needs
to turn quicker, adjusting the wheel lock?
> A large steering arc also spreads out the points of resolution for the
> wheel, effectively making it less precise.
Quoted text (7 lines)
> GTX, can you explain why a large steering arc makes a wheel less > precise. I am not an engineer, nor am I arguing (I am just trying to > learn something) but intuitively it seems to me that a shorter arc > would translate into a shorter potentiometer rotation, thus, small > movements of the wheel would translate into big movement on the track > -- wouldn't this make it more difficult to place and keep the car > exactly where one needs it to be?Yes, I can explain it. Do you want the long, complete answer involving the
relationship of the 3 components involved, ergonomics, wheel diameter and
mechanical/electronic limitations; or the short mechanical answer?
--
Slot
Tweaks & Reviews
www.slottweak.com
"Bruce Millar" <[email hidden]> wrote in message
news:[email hidden]...
> GTX, can you explain why a large steering arc makes a wheel less
> precise. I am not an engineer, nor am I arguing (I am just trying to
> learn something) but intuitively it seems to me that a shorter arc
> would translate into a shorter potentiometer rotation, thus, small
> movements of the wheel would translate into big movement on the track
> -- wouldn't this make it more difficult to place and keep the car
> exactly where one needs it to be? I would think that the ideal set up
> would be a fairly large steering arc on the wheel and if the car needs
> to turn quicker, adjusting the wheel lock?
>
> > A large steering arc also spreads out the points of resolution for the
> > wheel, effectively making it less precise.
[email hidden] (Bruce Millar) writes:
> GTX, can you explain why a large steering arc makes a wheel less
> precise.
maybe that's not what he meant. maybe he meant that it's harder to
_be_ precise, since it's harder to rotate the wheel exactly 60 degress
than to rotate it exactly 8 degrees.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
"Det er nok ingen ovn, men fartsm�leren v�r."
"Damien Smith" <
> That's certainly been my experience with my LWFF. Yet, I often see other
> people with LWFFs using 100% linear in GPL and then driving by barelyeven
> twitching. These small, jolting movements (due to the low resolution)
> certainly don't complement my driving style....HFC
> I think 100% linerity can be handled by the common(non-alien) sim racer
IF they turn down the steering lock{By INCREASING the steering lock
setting}[in the individual setups]<ha! EVERY BRACKET USED!!> Go full
linear, but slow down the steering box...the two work together.
dave henrie
I'll take the long answer. I'm stuck at work all day, and its got to be
better than reading a bunch of flame wars. :)
MadDAWG
Slot, any answer you have will be appreciated. A detailed answer
would be even better. I really am trying to learn something. Thanks.
Quoted text (10 lines)
> Yes, I can explain it. Do you want the long, complete answer involving the > relationship of the 3 components involved, ergonomics, wheel diameter and > mechanical/electronic limitations; or the short mechanical answer? > > -- > Slot > > Tweaks & Reviews > www.slottweak.com >"GTX_SlotCar" <[email hidden]> wrote in message news:<allv2e$1rj2nr$[email hidden]>...
> Yes, I can explain it. Do you want the long, complete answer involving the
> relationship of the 3 components involved, ergonomics, wheel diameter and
> mechanical/electronic limitations; or the short mechanical answer?
Dude, I want BOTH! ;-)
I am of the opinion (i.e. thinking about logistics rather than hard,
mechanical facts) that more lock = finer control.
As to 270 degrees lock, I had 2 wheels that had 270, then a 180 which
felt dreadful, then back to 270. I think it's what you get used to.
Looking at in-car footage, 270 degrees seem to be about same as F1 and
CART have - hands crossed at the tightest of hairpins... I'll keep my
270 degree MOMO wheel thankyouverymuch, but I'd throw the pedals in a
skip if I could wire a bypass for the power...
Cheers,
Mark
Reading, UK
OK guys. I ran out of time today so I'm going to give a short answer. This
topic comes up often, sometimes on ras and a lot on my site and email. I
started an in depth article about it and just never took the time to finish
it, so I'll make that a priority and let you know when it's done.
Here's the quick and dirty answer. First, this has little to do with the
numbers you see in a game as you calibrate your wheel. For example, the old
1.23 drivers for the original Ferrari wheel showed 0 to 1024 on the wheel
axis in N2002 and GPL. The new drivers show 0 to 4096 on the same wheel.
These numbers are software extrapolations of the real hardware numbers.
Whether or not there is any merit to the higher numbers is questionable, but
my guess is that it may help a tiny bit. The wheel is probably capable of
128 points of resolution, which if I recall, is as much as Windows can read
in controller panel. I don't have XP. I suppose it's possible it could read
256 points, but I doubt it does. Anyway, it doesn't really matter. The mouse
drivers are capable of more precision.
You have to believe that smoother laps are generally faster laps. The more
precisely you can control your car, the better your lap times will be. The
smoother the wheels steer, the better your lap times will be. What's hard
about this is that you can't really feel the difference between a wheel that
has good resolution and one that doesn't. The differences are too small.
But, I assure you it will show up in your lap times. I've tested this with
several wheels, and the ones with better resolution always give the best lap
times. You can't measure resolution using Windows Controller panel and
counting the number of steps the cross hair makes as it moves from side to
side. It wasn't designed for this and is not an accurate indicator.
I'm going to take a couple liberties here to try to make this easier to
understand. Ok, your steering input isn't picked up as a smooth, continuous
motion. It's read in steps, or at different points along the axis. The 1st
liberty I'm going to take is to pretend that we only have 15 points of
resolution (forget about the 128). From lock to lock on your wheel, you have
only 15 points of resolution. Now, let's assume that your steering wheel
has a 9.75" diameter (it's a pretty good average of the current FF wheels).
And, let's assume that it has a sweep of 180�, lock to lock. So, the full
travel of your wheel, lock to lock, is about 15" (Pi X 9.75=30.6 X
.5=15.3). Since this distance is just a measurement, it doesn't matter
whether it's an arc or a straight line, so the 2nd liberty is to call it a
straight line.
Now, imagine a straight line 15" long drawn horizontally across your monitor
(I hope you have at least a 20" monitor ;) and there is one point at each
inch on the line. (15 points of resolution on a 15" line). As you're
driving, these are the only points you can steer to (or aim at). Your points
of resolution are spaced 1" apart.
Ok, now let's take the same scenario, but this time the wheel has a sweep of
270�, lock to lock. Now your wheel travels 22" lock to lock. (270/360=.75)
(Pi X 9.75=30.6 X .75=22.5).
Your points of resolution are now spaced at 1 1/2". Try to imagine this
spacing on your imaginary line.You've just increased your point of
resolution spacing by 50%, or in other words, decreased your precision by
33%. (2:3 ratio).
It doesn't matter what figures we put in for the original resolution.
Whether it's 15 or 128 or 256, the result is still a 33% reduction in
accuracy. What you really want is to have the points as close together as
possible. The only thing we changed here is the sweep of the wheel. 180�
verses 270�.
A 270� steering arc is a great marketing tool, but it's not great for sim
racing.
It's late (after 2AM) so I won't get into the other factors, like wheel
size, etc., but next time you race try to see how many times, if ever, you
actually turn your wheel more than 90� to either side of top center. I bet
it will be never, unless you've gotten into trouble in a corner, but you've
lost it by then anyway.
Oh, one more thing. You can get a feel for what it's like driving with very
few points of resolution. It's not exactly what we just talked about, but it
will give you an exaggerated *feel* of what it's like.
Get into GPL, Options, Controls. Click on Calibrate Joystick. Move your
pedals back and forth fully, but only move your wheel about 3" on both sides
from top center. Click OK then try to race. Like I said, it's not the same
as what we just talked about as most of your steering arc will be unusable,
but our input will only pick up a few points of resolution and you'll get a
grossly overstated idea of how important steering precision is.
--
Slot
Tweaks & Reviews
www.slottweak.com
"Bruce Millar" <[email hidden]> wrote in message
news:[email hidden]...
> Slot, any answer you have will be appreciated. A detailed answer
> would be even better. I really am trying to learn something. Thanks.
>
> > Yes, I can explain it. Do you want the long, complete answer involving
the
> > relationship of the 3 components involved, ergonomics, wheel diameter
and
> > mechanical/electronic limitations; or the short mechanical answer?
> >
> > --
> > Slot
> >
> > Tweaks & Reviews
> > www.slottweak.com
> >
On Thu, 12 Sep 2002 02:22:19 -0400, "GTX_SlotCar" <[email hidden]>
wrote somtehing like this:
Ok, I have a wheel with 270 degrees lock to lock, but physically
reducing it to 180 degrees isn't really feasible... does reducing the
linearity help? Using your example, does it make the points of
resolution closer together near the center (and wider apart near full
lock)?
--
- Igor -
Quoted text (7 lines)
>Ok, now let's take the same scenario, but this time the wheel has a sweep of >270�, lock to lock. Now your wheel travels 22" lock to lock. (270/360=.75) >(Pi X 9.75=30.6 X .75=22.5). >Your points of resolution are now spaced at 1 1/2". Try to imagine this >spacing on your imaginary line.You've just increased your point of >resolution spacing by 50%, or in other words, decreased your precision by >33%. (2:3 ratio).
"Jussi 'Igor' Koukku"
In that same vein, would reducing the amount of travel in the wheels
software(profiler) increase the smoothness?(not of the physical wheel but of
shortening the distance between steps)
dave henrie
Quoted text (8 lines)
> > Ok, I have a wheel with 270 degrees lock to lock, but physically > reducing it to 180 degrees isn't really feasible... does reducing the > linearity help? Using your example, does it make the points of > resolution closer together near the center (and wider apart near full > lock)? > -- > - Igor -Well, yes and no. It won't change the reading of the points of resolution.
It will probably help for several other reasons.
I want to clear up something. There are a lot of other factors that will
effect steering precision. If, for example, you have a high quality wheel
like a TSW, Redline or a few others, you won't notice the 33% reduction in
precision as much even though they have a 270� sweep. This is because they
use very high quality pots. As the pot sweeps rapidly from side to side,
it's not breaking electrical contact so it's picking up all the available
points. In the simple example I gave in my last post, I discussed only the
electrical (or mechanical) aspects of how steering resolution effects
driving, figuring I would cover the rest in an article. The high end, non
FF wheels also have no motor, so there is no cogging motion in the wheel.
If you have the FF turned up high (on a FF wheel) the motion is not really
smooth. It's actually a series of small jumps as the stacks (or poles) on
the motor's armature pass by the magnets. Since the wheel is actually
producing a series of small, jerky motions, you could miss, to either side,
the point of resolution you are trying to hit. In other words, by chance,
that point could be lined up with a cog in the motion and the wheel doesn't
like to rest on a cog. That's why it's important to set your FF strength
just high enough to get some road feel (some helpful feedback), but not so
high that it cogs very hard. Some people refer to the cogging as notchiness.
Concerning points of resolution, there is a point of diminishing returns. I
doubt anyone's lap times would improve if the resolution went from 100,000
to 200,000 points.
Because I test and drive with several wheels, I've never had the problem of
getting comfortable with only 180� or 270�. If you have only raced with 270,
it'll take some time to get comfortable with 180. People are analog, not
digital. We see and expect relationships with things we experience. For
example, if we look at a digital clock that says 12:30 PM, we see the time.
If we look at an analog clock that says the same time, we see several
relationships. We see that lunch time is 1/2 over. We see that we have 1/3
of our work day left. We see that it's been a very short time since we
looked at the clock the last time ;) We see these things immediately.
With a digital clock it takes us a while to process just exactly what 12:30
means. We're the same when steering. We expect a certain output or result
from a given input, and *most* people are amazingly similar when it comes to
this type of ergonomics. As such, a linear setting is the least upsetting
for us. You don't want your steering to be twitchy, but in most games you
should be able to drive with the steering set to fully linear. If it's
twitchy, set it a couple notches over to the non-linear side. When you set
it to non-linear, the wheels turn faster as they get closer to full left or
right. It might help to consider that the only time you are apt to have them
turned this far is if you're in trouble, and this is probably the worst
possible time to have them steer faster. In fact, you'd probably want just
the opposite to happen.
So, changing from non-linear to linear won't change the points of resolution
and make the wheel more accurate, it just changes how the steering behaves.
But, it may help because of other reasons.
Sometimes we have to be taught a proper technique. For example, when I was
in high school I could run the high hurdles well enough to make the track
team and even win a couple races, but no matter how hard I tried, I didn't
get better. Then I was taught the proper technique. It felt awkward at first
and I was even slower than before. But, eventually I was able to beat my
previous best times. It's kind of like learning to go into a corner slow so
you can come out fast. Technique is important.
I'm sure there are some people who are such good racers, the top 1/4%, that
they could maintain their lap times even if you lowered their steering
resolution. Conversely, there are probably people that are so bad that
increasing the resolution won't help.
At one time, when all wheels were analog, there was a game port (add on card
you could buy) that actually helped steering resolution. I can't think of
the name of it right now, but I'm sure someone out there remembers it. Act
Labs used to package it with their non FF, RS wheel.
I used to get about the same lap times with my Force RS as I did with the
LWFF, just a little less than with the Ferrari wheel. When I limited the arc
on the RS to 180� (easy to do), my lap times were as good as with the
Ferrari.
--
Slot
Tweaks & Reviews
www.slottweak.com
"Jussi 'Igor' Koukku" <[email hidden]> wrote in message
news:[email hidden]...
> On Thu, 12 Sep 2002 02:22:19 -0400, "GTX_SlotCar" <[email hidden]>
> wrote somtehing like this:
>
> >Ok, now let's take the same scenario, but this time the wheel has a sweep
of
> >270�, lock to lock. Now your wheel travels 22" lock to lock.
(270/360=.75)
> >(Pi X 9.75=30.6 X .75=22.5).
> >Your points of resolution are now spaced at 1 1/2". Try to imagine this
> >spacing on your imaginary line.You've just increased your point of
> >resolution spacing by 50%, or in other words, decreased your precision by
> >33%. (2:3 ratio).
>
> Ok, I have a wheel with 270 degrees lock to lock, but physically
> reducing it to 180 degrees isn't really feasible... does reducing the
> linearity help? Using your example, does it make the points of
> resolution closer together near the center (and wider apart near full
> lock)?
> --
> - Igor -
While I follow your logic I'm not sure I agree with it 100%. Here are some
random thoughts I had while reading your post
1) Following your line theory changing wheel diameter would have a similar
effect as increasing the range of motion on a smaller wheel.
2) When I calibrate my Momo wheel I hit the max of 1023 before the wheel
reaches its end of travel. So IMO the game can only see so much travel no
matter what the wheel is doing. If that's true that may explain why some
games drive different than others. Maybe they have different input maximums.
3) I would think that if you had a larger range to hit (so to speak)
wouldn't that make it easier to repeat and therefore be more consistent and
smother lap after lap?
When it comes down to it for me personally the greater travel has helped
instead of hurting me. I have had to make some changes to my game settings.
Most notably would be the liner setting. I now use 100% with my older wheel
I would run around 70 % to keep it from being to quick right of center.
MadDAWG
GTX_SlotCar wrote
<snip>
While I agree that more precision makes for smoother driving, there is
something not quite right about this explanation of sweep angles
affecting precision. The game does not know how much distance you have
to move the wheel along an arc, it merely knows number of number of
points coming out of the controller and spreads that over the available
lock of the virtual car. Let's say that for your 15 points of
resolution the front wheels of the virtual car change direction by 15°,
1° per point. With the 180° sweep you would have to move the wheel 1
inch along the arc (or straight line) to turn the virtual car's wheels 1
degree. With the 270° sweep, 1.5 inches of movement would be required
for the same 1° direction change. Increase it to 360° with 15 points and
you would still have 1° per point, no change in smothness, although
you'd have to saw madly at the wheel while driving. ;-) So while the
larger sweep requires more movement of your hands, the precision (ie 1°
steps in direction) in the game remains the same with no change in
smoothness. Saying the spacing of the points you are aiming at on
screen change with wheel sweep, while keeping the same number of points,
is incorrect as the precision does not change, you'll still be aiming at
the same points, just needing more whell movement to get to each one.
You could say that the larger sweep changes the effective steering ratio
(between controller wheel and front wheels of virtual car) and that may
not be preferable to some as you'd have to move the wheel more to change
the direction of the front wheels, however it does not change
precision, you can still can only change the direction of the front
wheels in steps of 1°. Now if you increased the number of points over
the same wheel sweep, say to 150, the precision would be better as
there'd be 0.1° per point (ie the front wheels can change direction in
steps of 0.1°), however you'd still have 1° direction change for the 1
inch (180° sweep) or 1.5 inches (270° sweep) of movement, it'd just be a
lot smoother due to the smaller steps.
Now if going from 180° to 270° sweep changed the number of points used,
then sweep could have an influence on precision. In the end you'd want
the largest number of points over the range of wheel sweep that you'd
normally use while driving.
But maybe our definitions of precision and smoothness are different. Or
maybe one of us was up too late when we posted. :-) Great site BTW,
looking forward to the next update.
Ken
Quoted text (29 lines)
> The 1st liberty I'm going to take is to pretend that we only have 15 points of >resolution (forget about the 128). From lock to lock on your wheel, you have >only 15 points of resolution. Now, let's assume that your steering wheel >has a 9.75" diameter (it's a pretty good average of the current FF wheels). >And, let's assume that it has a sweep of 180°, lock to lock. So, the full >travel of your wheel, lock to lock, is about 15" (Pi X 9.75=30.6 X >.5=15.3). Since this distance is just a measurement, it doesn't matter >whether it's an arc or a straight line, so the 2nd liberty is to call it a >straight line. >Now, imagine a straight line 15" long drawn horizontally across your monitor >(I hope you have at least a 20" monitor ;) and there is one point at each >inch on the line. (15 points of resolution on a 15" line). As you're >driving, these are the only points you can steer to (or aim at). Your points >of resolution are spaced 1" apart. >Ok, now let's take the same scenario, but this time the wheel has a sweep of >270°, lock to lock. Now your wheel travels 22" lock to lock. (270/360=.75) >(Pi X 9.75=30.6 X .75=22.5). >Your points of resolution are now spaced at 1 1/2". Try to imagine this >spacing on your imaginary line.You've just increased your point of >resolution spacing by 50%, or in other words, decreased your precision by >33%. (2:3 ratio). >It doesn't matter what figures we put in for the original resolution. >Whether it's 15 or 128 or 256, the result is still a 33% reduction in >accuracy. What you really want is to have the points as close together as >possible. The only thing we changed here is the sweep of the wheel. 180° >verses 270°. >A 270° steering arc is a great marketing tool, but it's not great for sim >racing. >Quoted text (58 lines)
>It's late (after 2AM) so I won't get into the other factors, like wheel >size, etc., but next time you race try to see how many times, if ever, you >actually turn your wheel more than 90° to either side of top center. I bet >it will be never, unless you've gotten into trouble in a corner, but you've >lost it by then anyway. > >Oh, one more thing. You can get a feel for what it's like driving with very >few points of resolution. It's not exactly what we just talked about, but it >will give you an exaggerated *feel* of what it's like. >Get into GPL, Options, Controls. Click on Calibrate Joystick. Move your >pedals back and forth fully, but only move your wheel about 3" on both sides >from top center. Click OK then try to race. Like I said, it's not the same >as what we just talked about as most of your steering arc will be unusable, >but our input will only pick up a few points of resolution and you'll get a >grossly overstated idea of how important steering precision is. > >-- >Slot > >Tweaks & Reviews >www.slottweak.com > > >"Bruce Millar" <[email hidden]> wrote in message >news:[email hidden]... > > >>Slot, any answer you have will be appreciated. A detailed answer >>would be even better. I really am trying to learn something. Thanks. >> >> >> >>>Yes, I can explain it. Do you want the long, complete answer involving >>> >>> >the > > >>>relationship of the 3 components involved, ergonomics, wheel diameter >>> >>> >and > > >>>mechanical/electronic limitations; or the short mechanical answer? >>> >>>-- >>>Slot >>> >>>Tweaks & Reviews >>>www.slottweak.com >>> >>> >>> > > > >I should have known better than to try to post one part of a complex
relationship of total parts. Some posts are getting into the ergonomics part
of this and some into the wheel size (which I kept constant in my
oversimplified example). Dave's question about limiting wheel travel in
software is pertinent. I'd have to assume that in the right software it
would work, but it might not be linear. As for other comments about wheel
size affecting the steering; yes it does, in a couple ways. That's why I
gasp when people suggest using a larger wheel. But, I purposely didn't cover
this, yet. You're getting ahead of the post. It also involves ergonomics
and physical relationships of what we are, by nature, comfortable with. Why
do all family cars have similar (13 to 15") size steering wheels? But for
precision, take a look at the history of F1 steering wheel sizes from the
days of GPL to the present. Then ask why larger wheels are used in Nascar.
You may come up with some answers yourself. When considering the family
sedan, think of ergonomics (and remember that most people are amazingly
similar in what they expect in terms of an input vs. output relationship).
For Nascar, consider weight; and for F1 consider only precision.
The example I gave of drawing an imaginary line on your monitor was to help
you visualize what is happening. Yes, the game only knows the total number
of points of resolution. What we want to do is put as many of these points
as possible into the wheel movement we use most often. That's probably 45�
to either side of top center.
(Setting the physics and science aside) Over the past 3 years, thanks to
hundreds of emails, I think I've compiled a pretty good profile of what is
working well for *most* people. There are a couple things that still don't
fit. Two people that each own both TSW and Redline wheels and pedals have
told me that they do faster lap times with the Redline equipment (although
one still prefers to use his TSW wheel for a reason he can't explain). Both
are high quality wheels and have similar characteristics, so I can't figure
out why driving with one should be faster than the other. I simply dismiss
it as too small a sample to be an accurate representation. In other words,
it's interesting, but the information has no real value.
Numbers and relationships can be confusing and if we start on the wrong
track, it's often hard to see where we went astray. Here's an old, popular
example:
3 men go into a hotel to rent a room. The clerk tells them it'll be $30 so
they each give him $10.
The manager comes in and, seeing the room is rented, tells the clerk the
most they ever charge for a room is $25. He then gives the clerk $5 and
tells him to give it to the men.
The clerk is disgrunteled and figures he can't divide $5 evenly for 3 guys,
so he keeps a couple bucks for himself. Each guy gets a dollar back, so now
they've each paid $9 for the room, or a total of $27. The clerk has kept $2.
So we have $27 plus $2 = $29. But we started out with $30. Where did the
other dollar go?
(Gentlemen, please don't bother to answer this. It's only an example.)
--
Slot
Tweaks & Reviews
www.slottweak.com
MadDAWG wrote:
Totally agree with you. Slot has got it it all horribly wrong.
Quoted text (22 lines)
> > While I follow your logic I'm not sure I agree with it 100%. Here are some > random thoughts I had while reading your post > > 1) Following your line theory changing wheel diameter would have a similar > effect as increasing the range of motion on a smaller wheel. > > 2) When I calibrate my Momo wheel I hit the max of 1023 before the wheel > reaches its end of travel. So IMO the game can only see so much travel no > matter what the wheel is doing. If that's true that may explain why some > games drive different than others. Maybe they have different input maximums. > > 3) I would think that if you had a larger range to hit (so to speak) > wouldn't that make it easier to repeat and therefore be more consistent and > smother lap after lap? > > When it comes down to it for me personally the greater travel has helped > instead of hurting me. I have had to make some changes to my game settings. > Most notably would be the liner setting. I now use 100% with my older wheel > I would run around 70 % to keep it from being to quick right of center. > > MadDAWG
GTX_SlotCar wrote:
<lots>
Slot, in a word, bollocks! :)
With 270 degrees, and the resolution point spread out more, this has the
effect of makes these points bigger and easier to hit consistently.
That's in theory, but in practice it's just 'cigarette papers' you are
talking about there.
You say you did tests, but all that proves is what system works best for
you. And that will not be optimum for all. Take your pet theory to the
nearest vet and have it put to sleep. :)
Gerry
"MadDAWG" wrote
>2) When I calibrate my Momo wheel I hit the max of 1023 before the wheel
>reaches its end of travel.
> 3) I would think that if you had a larger range to hit (so to speak)
> wouldn't that make it easier to repeat and therefore be more consistentand
> smother lap after lap?
MadDAWG, I'm trying to see if I understand what you're saying. When you
asked if you had a larger "range" to hit, do you mean a larger number of
points of resolution?
--
Slot
Tweaks & Reviews
www.slottweak.com
Ken, I read through your post twice late last night and was just too tired
to understand where our differences were. It was busy today at work and I
took a quick, late 15 minute lunch break and wrote another post. As it turns
out, it was a waste of time. I just read your post again and there really
are no differences in our understanding (that I can see), just the way I
explained it. I used a simple example and totally underestimated the
readers' grasp of the concept. It's my fault as I was the one communicating,
but damn, with such a large number of people on here it's hard to know which
group to target with the response.
>saying the spacing of the points you are aiming at on
>screen change with wheel sweep, while keeping the same number of points,
>is incorrect as the precision does not change, you'll still be aiming at
>the same points, just needing more whell movement to get to each one.
That's right. I was trying to show, visually on the screen, how the points
are spaced further apart 'in the normal driving sweep' of 45� to either side
of top center, and I was using the screen boundaries to imitate that sweep.
It was either a bad example or I just didn't make it clear enough.
>In the end you'd want the largest number of points over the range of
>wheel sweep that you'd normally use while driving.
Yes, exactly! The sweep on the Ferrari wheel, for example, is about 220� but
only 180 actually register (there is dead space at the end of travel).
However, I never hit the wheel locks. The only time I even come close to
using 180� is when I'm racing on dirt.
>But maybe our definitions of precision and smoothness are different.
I'm not sure. I don't think so. I do consider wheel precision and driving
(or steering) precision as somewhat different, but related. Wheel
precision is the actual points the wheel can send to Windows. Of course, if
the wheel has cheap pots it may miss a point here and there and not perform
as it should. Wheel precision effects steering precision, but it isn't
steering precision. I hope I've never inferred wheel precision when I meant
steering precision.
What do you think, are we on the same track?
2 or 3 years ago I got a few emails that went something like this:
"I've been racing GPL with a TM wheel for about a year. I got so I could
race online and do ok, but then just leveled off. I didn't get any better
than mid 1:29's at Monza. 2 weeks ago I ordered a new pot from TM because
someone on ras told me they wear out. I put it in and guess what. I just
broke into the high 1:28's :-) " ... then they'd usually ask me something
like 'are FF wheels really any good?'
This type of thing says a lot. It's not just that you should keep your wheel
maintained, but that wheel precision is very important for good lap times.
Some wheels will give you better lap times than others. And, high quality
pots are always better than cheap ones. Even in digital wheels. Of course,
in digital wheels the DAC is also important. The Ferrari is quite precise
and uses a 10bit DAC. As far as I know, the Force RS and both current
Logitech wheels also use a 10bit DAC (what I've been told, but they don't
publish the spec). I believe the LWFF used an 8bit DAC.
What's almost sad is that the cost would be insignificant to go to a 24bit
DAC like that used on a good AV receiver, but most manufacturers don't think
we're sophisticated enough to appreciate the small gain in precision. I
guess they're not hard core racers.
--
Slot
Tweaks & Reviews
www.slottweak.com
>
> With 270 degrees, and the resolution point spread out more, this has the
> effect of makes these points bigger and easier to hit consistently.
>
> Gerry
Well, I would tend to agree with Gerry. Imagine that the steering arc
was reduced to, say 30 degrees in each direction. Then it would take
superhuman reflexes to put the car precisely where you want to be on
the track because you would almost always turn the wheel a bit too
far. One would always be oversteering and over-correcting. So, it
makes sense that a larger steering arc gives more control not less.
The ideal solution would be a large steering arc and a very high
quality potentiometer, thus giving an accurate reading with a greater
margin for error and far more ease in hitting the "point" in question.
The issue is not solely how many points of resolution there are
(clearly more is better because of added precision) the point is
whether you can physically turn the wheel to get as close as possible
to the place on the track you want your car to be.
"Gerry Aitken" wrote
> With 270 degrees, and the resolution point spread out more, this has the
> effect of makes these points bigger and easier to hit consistently.
You'd be turning the steering wheel but the car would stay were it's going
until it hits the next spot. You'd have less precision.
>You say you did tests, but all that proves is what
>system works best for you.
I said I've tested several wheels and the ones with better resolution always
produced better lap times. There may be a few people that are just such bad
drivers that it won't make any difference, but for everyone else it will.
Capon. :)
--
Slot
Tweaks & Reviews
www.slottweak.com
GTX_SlotCar wrote:
The above would be true if applied to your example of 15 point, but in
reality I move my Momo and the virtual wheel moves *smoothly* the same
amount.
> >You say you did tests, but all that proves is what
> >system works best for you.
> I said I've tested several wheels and the ones with better resolution always
> produced better lap times. There may be a few people that are just such bad
> drivers that it won't make any difference, but for everyone else it will.
> Capon. :)
You assume you are right by making that statement, which I don't think
you are.
Gerry
Quoted text (7 lines)
> > "Gerry Aitken" wrote > > With 270 degrees, and the resolution point spread out more, this has the > > effect of makes these points bigger and easier to hit consistently. > > You'd be turning the steering wheel but the car would stay were it's going > until it hits the next spot. You'd have less precision.> The above would be true if applied to your example of 15 point, but in
> reality I move my Momo and the virtual wheel moves *smoothly* the same
> amount.Gerry, it dosn't matter how many points there are in the example. There are
a specific number of points. You don't get more with a larger steering wheel
sweep. It's true always.
I'm certainly not saying all wheels with a 270� sweep are bad. The
difference is small between points. Wheel size, the DAC, how much of the pot
is used in the sweep, and other things also effect steering precision.
Our definition of 'smooth' may be different. If you have the LFS demo, get
into the controls setup and check out the wheel arc motion indicator. Watch
the indicator move with your wheel. Now set the control to mouse and watch
the indicator. To me, the motion using the mouse is 'smooth'.
If your wheel is as smooth as the mouse, I'll run out and buy a MOMO right
away.
> >[what] I said [is] I've tested several wheels and the ones with betterresolution always
> > produced better lap times.
> You assume you are right by making that statement, which I don't think
> you are.Well, maybe you'll never be convinced of this. PDPI was when they came out
with their port as was Act Labs when they sold it in combination with their
RS wheel. TSW, BRD and ECCI are and that's the primary reason they use
higher quality pots. I feel that I'm in good company with the belief.
However, you are as entitled to your opinion as they are to theirs.
--
Slot
Tweaks & Reviews
www.slottweak.com
Quoted text (7 lines)
> MadDAWG, I'm trying to see if I understand what you're saying. When you > asked if you had a larger "range" to hit, do you mean a larger number of > points of resolution? > > > -- > SlotHi Slot, I think we're on the same track, it is just exactly what this
precision refers too is what was mixed up. In your example when you
were saying that the driver was pointing at the points on the screen I
thought you were talking about the car (ie front wheels) pointing to
those points. After rereading your earlier post and your reply to mine,
I think you were just trying to explain how the amount of wheel
(controller) movement to change the input by one point increased when
the sweep of the wheel increased. Your definition of an precise wheel
is probably one that gives a large number of points over the *normally
used* sweep of the wheel (which may or may not be different that the
total sweep available depending on the design of the wheel and the
user). The precision I was thinking of was probably what you would call
driving/steering precision (ie what is the smallest change in direction
of the front wheel of the virtual car). Of course these things are
related as they will be affected by how many points the wheel gives, the
sweep of wheel, and how much sweep the driver actually uses, axis
sensitivity settings, steering ratio, amount of lock, etc.
Looking forward to the article, but maybe include a few definitions for
the terms that you use. ;-)
BTW a 24 bit DAC is probably overkill, 12 bit would probably be good
enough if it's not noisy. For a 270° sweep, 12 bit gives less than
0.066° per point, about 0.01 inch of movement per point for a 9.75 inch
diameter wheel.
Ken
GTX_SlotCar wrote:
<snip>
Quoted text (11 lines)
>Ken, I read through your post twice late last night and was just too tired >to understand where our differences were. It was busy today at work and I >took a quick, late 15 minute lunch break and wrote another post. As it turns >out, it was a waste of time. I just read your post again and there really >are no differences in our understanding (that I can see), just the way I >explained it. I used a simple example and totally underestimated the >readers' grasp of the concept. It's my fault as I was the one communicating, >but damn, with such a large number of people on here it's hard to know which >group to target with the response. > >MadDAWG, did you used to race MTM2?
> Any way back to your question. What I was getting at is a larger range in
> between the same number of pints. Using your example above the 180 degree
> sweep had 1" between points, and the 270 degree sweep wheel had 1.5"between
> points. I would think that it would be easier to repeatedly hit that 1.5"
> window than the 1" window.
You're right, it's easier to hit........but it's not what you want to do.
Keeping with the example, as you turn your steering wheel, the wheels on
your car turn. They pick up the beginning of each point and stay pointed in
that direction until you hit the next point. Then they turn again. You turn
your steering wheel smoothly, but your car wheels actually turn in steps
(small jumps). They jump from the beginning of one point to the beginning of
the next.
So, let's say you're at the beginning of one of these points and turning
right. Your wheels won't turn again until you hit the next point, 1 1/2" to
your right. What happens if your target (the apex of a corner or something)
is only 3/4" away, or at a point on the screen somewhere before the wheels
actually turn again? If your points were 1" apart, you'd be closer to
hitting the target you want.
As you're driving down your virtual road, there is an infinite number of
points you could want to steer at, but your wheel only lets you target a few
of them (whether the wheel has 180 or 270� sweep). The more points your
wheel gives you, the easier it will be to go exactly where you want. Both
sweeps give you the same number of points, but 180� keeps them closer
together so more of them will be in the range where you 'usually steer (how
often do you have the steering wheel all the way to the left or right?).
Because the wheel limits the number of points you can aim at, generally
you'll miss the exact apex (or whatever target you're steering at) by a
little bit, or you have to make some little zig-zags (small, almost
unnoticeable corrections) to get to the exact point. Of course, since we act
ually have about 128 points, not 15 as in my example, it's not as bad as my
example makes it seem. There could be reasons why someone might prefer a
270� sweep, but they have more to do with ergonomics than
mechanical/electrical steering precision.
In LFS demo, you can see the wheel sweep and points in the controller setup
page. You can also see how smooth it is when you select 'mouse' to steer
with.
--
Slot
Tweaks & Reviews
www.slottweak.com
GTX_SlotCar wrote:
<snip>
>The more points your wheel gives you, the easier it will be to go exactly where you want. Both
>sweeps give you the same number of points, but 180° keeps them closer
>together so more of them will be in the range where you 'usually steer (how
>often do you have the steering wheel all the way to the left or right?).
>It's the "range where you 'usually steer" part that is confusing the
issue. If everyone used the same amount of sweep then saying that a
270° sweep is less precise than a wheel with 180° sweep would be
correct, however it depends on the amount of sweep the user actually
uses as to whether or not the wheel is precise or not.
But now a quick question for you Slot: Does increasing the wheel size
make the wheel less precise? Say for example you have a 10" wheel with
128 points over a sweep of 180° (and the user uses all of this sweep).
Now the 10" is replaced with 13" wheel and everything stays the same
(180° sweep used by the driver, 128 points). Obviously with the larger
wheel the user has to move their hands more to get the same input (ie
less sensitive) but the "window" for each point are now bigger and
easier to hit (ie better repeatability). But has the precision changed?
Ken
> You're right, it's easier to hit........but it's not what you want to do.
I disagree with this part 100%. The first thing you want to do is be
consistent. After you are repeatable then you can adjust your setups for the
weak areas. If your not consistent you'll never know if you just got lucky
or if your setup change did any good.
> more of them will be in the range where you 'usually steer'
'usually steer' if that is not something a lawyer would love to get his
hands on. :) However this catch phase does help explain your argument. If
you had a 180 degree wheel with say 180 points that's one point per degree.
Now if you "usually" only use 90 degrees you would then be using 90 of these
points. With that same 90 degrees of usage on a 270 degree wheel (1.5
degrees per point) would have you only using 60 points. In this case I would
agree that a smaller overall angle would provide you with a smoother motion.
>(how often do you have the steering wheel all the way to the left orright?).
About 4 times a lap or each corner. They don't call it Slideways for
nothing. :)
> There could be reasons why someone might prefer a
> 270� sweep, but they have more to do with ergonomics than
> mechanical/electrical steering precision.
I would suggest that 'usually steer' is as well a ergonomic issue. If not an
ergonomic issue than an environmental one relating back to what type of
wheel a person first learned on. If you began with a 270 degree wheel your
'usually steer' angle would be greater than someone that was brought up with
a 180 degree wheel. If you were to take your theory to the extreme then a
wheel with only 1 degree of travel would be better yet. Of course you would
need a wheel about 3 foot in diameter so that you could actually tell the
difference between each of those 180 points. It could even get down to
something as basic as what precise means to each person. To some people it
could mean small movements of wheel providing meaningful changes in game, or
it could have more of a total meaning of being able to hit a given vehicle
steering angle REGARDLESS how much you have to move the game controller. My
guess is you are of the first definition while myself and others are of the
second. Who is right and who is wrong all depends on your point of view.
Hey doesn't GPL have an editor for that? :)
MadDAWG
> If everyone used the same amount of sweep then saying that a
>270� sweep is less precise than a wheel with 180� sweep would be
>correct,
OK, we're together so far. I can see the light at the end of the tunnel ;-)
And you're agreeing with this because everyone using this 'same' sweep would
have more points of resolution compacted within the sweep and therefore has
a better chance of one of these points lining up with the target he's
steering at, right?
>however it depends on the amount of sweep the user actually
>uses as to whether or not the wheel is precise or not.
If everyone is using the same sweep and it's X� or if everyone is using the
same sweep and it's (X+5)�, it wouldn't make any difference. As long as
they're using the same sweep, the principle is the same. So, if one group
uses X� and another group uses (X+5)�, the principle is also still the same.
>But now a quick question for you Slot: Does increasing the wheel size
>make the wheel less precise? <snipe> But has the precision changed?
Electrically, no. It still has the same number of points of resolution
within a given amount of rotation. The tangent limits haven't changed.
[side notes...]
I think what's happening is that it wasn't a good idea to break this whole
subject into parts, or at least I should have started with another part
first, but, that's not the way the topic got started. It would have gone
smoother to cover the ergonomics first (covering expected input vs. result
relationships), going to options and limitations in different game
controller setups and then the restricted limits of points of resolution.
You guys are making points about wheel size having a factor, and this is
true. MadDAWG's example of 1� of travel and a 3 foot wheel, while extreme,
is absolutely valid. But, I would like to keep it separate from compressing
points of resolution and keep the wheel size the same for the moment. Then,
discuss the effects of wheel size later. Again, it would probably have been
better to start with wheel size, but ......
The point about controller setups has also been made. They are valid. Most
games only have a linear to non-linear setting, so you can only slow down
the steering ratio. Wheel lock helps to increase the ratio, but
unfortunately also increases the wheel lock. Then some games, like NFS:PU,
let you set the controls to the opposite extreme as non-linear, which for
lack of a better word, I've called hyper-linear. In NFS:PU, you can have
your wheel or pedals set at each end, so they come on slow (non-linear) go
to a gradual climb (linear), and then come on fast (hyper-linear).
Basically, you can be at full acceleration at 3/4 throttle movement. This
kind of control is ideal, but most games don't have this setting and most of
us only have one steering wheel. We're usually left only with the option of
slowing down the steering ratio. This is one reason why the physical
steering wheel sweep is relevant. For steering, the in-game hyper-linear
setting isn't as linear as a mechanical setting, but it certainly helps. I
stress linear settings for the wheel because we are driving with certain
input/output rules. The rule says if I turn the wheel so much, my car will
turn so much, always. Nice and easy to understand while driving. In a
non-linear setting, the rule says if I turn the wheel so much from here to
there, the car will turn so much, but if I turn the wheel further, the rule
changes and the car will turn even faster. It makes it harder to judge where
you'll end up.
Now, about not everyone have the same 'usual' driving sweep. I think the
track determines what the sweep will be, mostly. But, if you are driving
1:34.5s in LFS and I'm driving 1:35s, and we looked at each others replays,
the amount that the wheels turn would be remarkably similar. The braking
points would be a bit different and you'd be hitting the apex in the corners
a little better, but both of our steering sweeps would be very similar.
For MadDAWG's point about either sweep being good depending on what you're
used to, I'd have to say technique is important. You might be faster now
with one or the other, but if you learned the other you might be even
better. In GPL the cars drive much easier if the weight is forward while
braking. But, if you can learn to drive with the weight closer to 50%,
you'll be faster. You certainly won't be comfortable with it at first,
though. You have to learn to drive this way.
Anyway, if possible, I'd like to keep this narrowed to the current subject.
MadDAWG, what 180� wheel were you using before the MOMO? I started out
racing with a CH exl500 (analog) with 180� sweep. After a year and a half, I
got an Andretti (digital) wheel with 270. My lap times improved over 1 sec
on some MTM2 tracks. (the andretti wheel has excellent resolution btw) I
thought it was the increased sweep that did it. Then I got the original
Ferrari wheel (180�) and my lap times were just as good. Then a LWFF
(180,+-) and my lap times weren't as good again. Then the Force RS (270) and
my lap times were about the same as with the LWFF. I started driving with
all 3 wheels and the issue of comfort never became an issue as far as 180
or 270 degrees goes. Then, when changing the wheel characteristics in
NFS:PU, I noticed that I could match my Ferrari lap times with the Force RS.
Later, I physically limited the RS's sweep and could match the Ferrari lap
times on all tracks. What happened here is that the Andretti had much better
resolution than the exl500. Also, the Force RS and Ferrari had very good
resolution, but the LWFF (as much as I loved the smooth operation of the
wheel) didn't have quite as good resolution.
So, I'm wondering what you were driving before. The MOMO is really up there
for resolution, so it's possible that you're better and more consistent laps
are simply due to the fact that you're driving with a better wheel.
--
Slot
Tweaks & Reviews
www.slottweak.com
> So, I'm wondering what you were driving before.
I actually started out with the good old T2. Which I think was around 240
degrees. Then I went to the LWFF which after being use to the larger sweep
of the T2 I was always hitting the stops on the LWFF. With the LWFF I was
always afraid of turning the wheel too much and breaking the ass end loose
and backing it into the wall. After going to the MOMO that problem go
better. After thinking about this I'm thinking that the ideal setup would be
a smaller sweep with a larger wheel. I know I hate these little as wheels
they put on game controllers. For me I'm thinking at least 13" diameter
probably bigger. Maybe then my elbows wouldn't be jabbing me in the sides
all the time.
MadDAWG
GTX_SlotCar wrote:
Right.
This is actually what I was trying to get you to think about, X may vary
within a group. For you (and me btw) the ideal sweep is around 180° but
for others it may be larger or smaller, as the other posts would
suggest. Whether or not the wheel is "precise" will depend on the user
and the ergonomics of their setup. In your opinion, based on your
experience, the ideal sweep is 180°, but you may want to consider that
this may not be ideal for everyone.
Again, it's down to definitions and opinions. You distinguish between
wheel precision and electrical precision, to me they are the same thing.
Also you like a wheel that changes input with small movement, but this
may not be ideal for everyone. So while better resolution will help
everyone, a larger wheel or a wheel with a larger sweep may not be a bad
thing for some people. In the end we're in agrreement on the mechanics
and the math behind the subject, but some of it comes down to opinion.
The Williams F1 team once said that one of the design limits they had
to contend with was that Senna liked a large steering wheel so they had
to design the tub to make sure there was enough room for it. Just an
example of how opinions/preferences can vary. :-)
Maybe in the article, discuss the theory first (ie how all the various
parameters influence each other) and then say what works best for you
and why you think so. That way others have the infomation to figure out
how to tweak things to suit their situation. But that's just my
opinion, it's your article, right it anyway you want. :-)
Ken
Quoted text (13 lines)
>>If everyone used the same amount of sweep then saying that a >>270° sweep is less precise than a wheel with 180° sweep would be >>correct, >> >> > >OK, we're together so far. I can see the light at the end of the tunnel ;-) >And you're agreeing with this because everyone using this 'same' sweep would >have more points of resolution compacted within the sweep and therefore has >a better chance of one of these points lining up with the target he's >steering at, right? > >Quoted text (11 lines)
>>however it depends on the amount of sweep the user actually >>uses as to whether or not the wheel is precise or not. >> >> > >If everyone is using the same sweep and it's X° or if everyone is using the >same sweep and it's (X+5)°, it wouldn't make any difference. As long as >they're using the same sweep, the principle is the same. So, if one group >uses X° and another group uses (X+5)°, the principle is also still the same. > >Quoted text (9 lines)
>>But now a quick question for you Slot: Does increasing the wheel size >>make the wheel less precise? <snipe> But has the precision changed? >> >> > >Electrically, no. It still has the same number of points of resolution >within a given amount of rotation. The tangent limits haven't changed. > >> That way others have the infomation to figure out
>how to tweak things to suit their situation.
>Ken
Right on. I have enjoyed this thread abunch even if it has made my brain
hurt a few times. :)
MadDAWG
I did. Still do :)
I wish they would have continued the series. What we could have today would
be awesome!
-Larry
"GTX_SlotCar" <[email hidden]> wrote in message
news:am5i9j$2v77s$[email hidden]...
> MadDAWG, did you used to race MTM2?
>
>
> > Any way back to your question. What I was getting at is a larger rangein
> > between the same number of pints. Using your example above the 180degree
> > sweep had 1" between points, and the 270 degree sweep wheel had 1.5"
> between
> > points. I would think that it would be easier to repeatedly hit that1.5"
> > window than the 1" window.
>
> You're right, it's easier to hit........but it's not what you want to do.
> Keeping with the example, as you turn your steering wheel, the wheels on
> your car turn. They pick up the beginning of each point and stay pointedin
> that direction until you hit the next point. Then they turn again. Youturn
> your steering wheel smoothly, but your car wheels actually turn in steps
> (small jumps). They jump from the beginning of one point to the beginningof
> the next.
> So, let's say you're at the beginning of one of these points and turning
> right. Your wheels won't turn again until you hit the next point, 1 1/2"to
> your right. What happens if your target (the apex of a corner orsomething)
> is only 3/4" away, or at a point on the screen somewhere before the wheels
> actually turn again? If your points were 1" apart, you'd be closer to
> hitting the target you want.
> As you're driving down your virtual road, there is an infinite number of
> points you could want to steer at, but your wheel only lets you target afew
> of them (whether the wheel has 180 or 270� sweep). The more points your
> wheel gives you, the easier it will be to go exactly where you want. Both
> sweeps give you the same number of points, but 180� keeps them closer
> together so more of them will be in the range where you 'usually steer(how
> often do you have the steering wheel all the way to the left or right?).
> Because the wheel limits the number of points you can aim at, generally
> you'll miss the exact apex (or whatever target you're steering at) by a
> little bit, or you have to make some little zig-zags (small, almost
> unnoticeable corrections) to get to the exact point. Of course, since weact
> ually have about 128 points, not 15 as in my example, it's not as bad asmy
> example makes it seem. There could be reasons why someone might prefer a
> 270� sweep, but they have more to do with ergonomics than
> mechanical/electrical steering precision.
> In LFS demo, you can see the wheel sweep and points in the controllersetup
Quoted text (13 lines)
> page. You can also see how smooth it is when you select 'mouse' to steer > with. > > -- > Slot > > Tweaks & Reviews > www.slottweak.com > > > > >
"Larry" wrote
> I did. Still do :)
>
> I wish they would have continued the series. What we could have todaywould
> be awesome!
Larry, are you referring to MTM2? (sorry, it was a long post and I'm not
sure which part you are talking about). Did you race in 1998 and 99? Man,
that was some of the best online racing ever. Had to know your short cuts
;-) LFS demo kind of reminds me of the same type of online action.
What team were you on?
--
Slot
Tweaks & Reviews
www.slottweak.com
> I wish they would have continued the series. What we could have todaywould
> be awesome!
>
> -Larry
I hear Papy is gonna have some free time coming up. I could see it now. SODA
2 with monster trucks.
MadDAWG
I never raced it online, just offline. But I did it a lot :)
-Larry
"GTX_SlotCar" <[email hidden]> wrote in message
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