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Thats interesting m8
I used to race Nascar 2003 without FF because i could never really understand what it was trying to tell me. Over the years playing GTR etc i've adjusted to the FF but i'm still not happy. I like the idea of putting the centre spring up - at least that way you dont have a loose wheel. I will try it and see how i get on. |
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The FF output from the game should, if it's done properly, act as a centering spring - If you want to take full advantage of the FF system in a given game, you should have it set to 0%. You can have it on to suppliment the FF, but I'm personally against the idea as I prefer the idea of getting exactly what the game is telling me.
Spring effect strength and damper effect strength should be set to 0% - they're more there for compatability with old games than anything else. Your global effects strength though should be set to 101% due to a tiny glitch in the drivers; you'll get slightly more nuanced FF that way. As for steering wheel rotation, I've done a bit of research on this recently and come up with a few things: (2 x [Max] Steering Lock) x Steer Ratio = Rotation Rotation/(2 x Steer Ratio) = Steering Lock Ratio = Rotation/(2 x Steering Lock) If you want to emulate the car you're driving 1:1, you need to know it's steering ratio. A road going BMW E46 has a ratio of 15.4:1 (3 turns), I happen to know, so: 1080/(2 x 19.6) = 35.0 ideal lock, if we had a 1080 degree wheel. 'Wrapping' this to a maximum allowed lock (thanks Simbin! :/) of 23, the ideal rotation would be: 2 x 23 x 15.4 = 708.4 ideal rotation. If you just want roughly the right feel for GT/Touring cars, then start off with 540/23 and if that's too snappy, go to 640-680 or so. If the rotation of the in-game wheel is set, to, say, 270 degrees, you can use the equations above to work out the ideal steering lock value for that rotation. ![]() Hope that helped. |
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A lot of googling - that's the hardest thing to find out.
It's a case of having to settle for roughly the right feel for WTCC/F3000/FBMW cars, by observing onboard footage and noting when they hit the lockstops and scaling that down accordingly to match the 23 degree limit. I have, though, managed to alter the rotation of the in-game wheel, but only in the offline version where the files (*.inccar) are accessible. It might work with the online one but it could cause mismatches. It's all a bit smoke-and-mirrors, it'd be much easier if they just gave us a damn option. If you're wondering what rotation the in-game wheel uses by default btw, WTCC cars use 242 and the F3K/FBMW/Radicals use 195. Interestingly both the Radicals and the Caterhams' steering lock value goes way up to 38 with that tiny wheel rotation which looks just a little bit more than silly on the road. |
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Ok , well I have an E46 sitting outside thats all
![]() My own guestimates are as following. From what I can see with a crude protractor, I have around 35 degrees angle on the road wheels and around 990 degrees of lock. That in theory should roughly equate to 900/32 and 450/16 and 270/10 etc etc
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