Just installed Psychonauts lately. Looks quite fun to play with but I've only played it very little so far. Before that I've played the Splinter Cell series. quite good.
@bobvanvliet: yes, a mechanical solution is possible, however, I was suggesting to add a software-filter for such cases. It's the same as the spikes of the analog steer, but it should be simpler to filter imho. just ignore clicks which happens right after previous click from the same button, inside a configurable time-slot duration.
@2WDinNZ: thanks. I found out myself already about taking off the center cap, openning the 4 screws and pulling the wheel out (i saw the screws below too, and it hangs on a wire). I didn't continue openning these bottom screws, but I'll have a go now.
re: more primitive than you think: hehe, yeh, i know lol. on top (below??) my computer science education i'm also an electronics technician (not that i use that skill too much), so, i've seen instruments open before. not as shiny as they look from outside
thx again.
avih.
@Scawen: so, would it be possible to smooth button imputs?
Hi.
I have a MS Sidewinder FF USB wheel, and lately the left paddle started to occasionally produce 2 clicks instead of one when i use it. Since it's assigned to downshift, it has quite a devestating effect when i downshift to 2nd gear instead of 3rd (instant spin). If it happens even once in a race, the race is usually over, especially if it's a tight battle for 1st place.
So, I was wondering if it would be possible to "smooth" the button inputs more or less the same way that the analog steer can be smoothed.
On a side note, I was wondering if anyone ever opened up a sidewinder wheel. I tried openning it (removing about 20 or so screws), but the base would still not come off. has anyone got any tips for that?
I have another issue with pitspotter (1.1b). after about an hour or so of playing, lfs "sort of" hangs. i.e. it nearly freezes, sound goes into a loop (intervals of about 5s or so) and after a while it crashes. tried to bring up task manager, and pitspotter is not taking exessive resources. lfs takes about 130M ram. it never happened without pitspotter running. it happened to me few times already with pitspotter running.
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forgot to mention. after it happens, i get an error when running lfs (can't initialize graphics), it runs again only after reboot.
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and, pitspotter is so helpfull. excellent addon
ps.
my pc spec: Asus MB, nForce 2 chipset, A XP 2500+, onboard realtek sound chip, 1G ram, FX5600 ultra 128M (@ 1600x1200), Win XP pro, SP1, sidewinder ff usb wheel.
might be a faulty ram stick, or just underperforming with your specific MOBO. Since LFS has quite harsh requirements from the ram/MOBO, any fault in the ram, or OC MOBO may cause issues with LFS.
Try using different combos of 2x 512M sticks and see if you could pinpoint the problematic stick.
for me tab or shift-tab always works, however, i also find it a nice feature to be able to focus on the leader, maybe even change camera view to allow best view of the "action". i.e. if there's a close battle for 1st place, put the camera in cockpit view of the 2nd car, etc. basicaly, put the camea and view according to where the important action is. if 1st place is leading by far, and there's a tight battle for 2nd, put the camera there, etc.
so: "best action" camera, "leader" camera, "costom" camera (custom is manually using tab as we do now). would be a great feature. hey, it can even replace FTV as a screensaver
hehe, this turns out quite interesting. Maybe it's due to different initial assumptions and different perspective on what variables to consider and when.
So, I must admitt that your description seems logical, and I find it hard to invalidate it when following your steps. So perhaps you could solve the mystery following this new description along with the image:
the left spring represents the initial state of a mass on a spring without any forces. The right side represents the initial state when a constant force is applied.
Now, what I ment earlier, was that the total forces at any given point on the left spring around X0 are identical to these of the right spring around X1 (simple calculation of the sum of the forces the spring produce along with the constant external force on the axis of motion). Since the mass on both springs is identical, and the total forces around the relevant pivot point are identical as long as you're not on the edges of the spring's range, they MUST behave exactly the same around their relevant pivot point.
So, if you now apply the same force F0 for duration dT on both springs independantly (simulate a bump withoput taking into account the elevation of the car etc), they will aquire the same initial evergy and with only the total forces that affect them identical relative to their initial position, they will move exactly the same except for the x displacement.
So basicaly, a mass on a spring + constant force is identical to a mass on a spring without external forces, with the same K, but with different "Zero" point.
does this explains my oppinion better?
ps.
the numbers (-2 -1... 2) on both sides represent the total force on the mass along the axis of motion.
1. The movement of the mass is only affected by the forces upon the mass at any given point (which affects the acceleration, etc).
2. Gravity affects the mass with constant force of F=m*g ( --> dependent on the mass)
3. downforce adds constant force (independent of the mass)
4. Gravity + constant force (per fixed mass) produce a single constant combined force that does not change during the movement of the mass.
5. if you combine the forces that "work" on the mass at any given point (i.e. adding the spring forces along with the gravity/downforce), you see that the result is exactly as if you've lowered the spring equilibrium point. The new equilibrium point is where K*x= g*m+F --> x= (g*m + F)/K where x is the displacement of the new equilibrium point relative to that of a no-external-forces point, g is gravitational constant, K is the spring's stiffness factor and F is the downforce.
Ok, after little further investigation of this subject, I can declare that, under ideal (*) conditions:
1. constant downforce IS equivalent to greater gravity.
2. Any amount of gravity does NOT affect neither frequency NOR amplitude of the motion.
3. Therefore, the only thing that does change with the presence of downforce is the center of gravity, which is getting lower by additional F/K, where F is the downforce and K is the spring's stiffness factor.
(*) ideal conditions means that through the whole amplitude of the vertical motion, the spring stays at its linear-response range. This is not at all guarenteed under real conditions. If the introduction of additional downforce (or any other force caused by hitting a bump etc) causes the spring to get near the edge of it's range, then the motion gains "distortions" due to the non-linear response of the spring, and is no longer a simple harmonic motion. I think it's beyond me to calculate the motion in such cases
Without going back into physics calculations, I'd say that downforce is equivalent to stronger gravitation (as long as the downforce doesn't change due to speed changes). I.e. constant force pointing down. IMHO, it will reduce the amplitude but not the frequency.
It does look weird. The only thing i can think of is that due to some lag issue, your LFS client application deduced that another car hit you (right front??) and then split second later, when another network packet was recieved, the car "jumped" back to it's correct position.
IIRC, I had a similar issue (aston-national, breaking straight before last chicane). I'll see if i had a replay of that.