You can adjust the relative volumes of skidding, engine etc in the file "nksoundcfg" file which is in your cfg folder. Haven't tried myself, but that seems to be what it does.
Is it just me, or is the framerate generally lower now than it used to be? At Prato I used to get 100FPS+, now I'm down to 60-70. (In practice mode, with all settings the same as before) At Aosta I'm getting half of what I get on the other tracks.
Where can I change this setting? I couldn't find it..
My compliments on this mod Niels + Some1! It both looks AND feels terrific. Not a very common combination for rFactor mods..!
But I have a slight problem: the mirrors don't work in DX7 or DX8 mode. They're just black with a little red letter "c" in the middle. Am I the only one having this problem..? Is there a known fix?
If you set it to 720 degrees in both the wheel driver and in LFS, it will give you the correct degrees of rotation for all cars (just like with the G25). I haven't used the profile thing on the wheel itself, I'll have a go at that when I've read the manual.
I now use 40% dampening and drift mode = 5. If I increase the dampening even more it feels like the "self correcting torque" dominates other force feedback effects too much. But with these settings it feels great in every sim I've tried.
When the first batch shipped, drift mode was not available yet. Which made some people complain that the wheel is a little slower and more sluggish than the G25. Which it is, with drift mode disabled. With drift mode at maximum, however, there is very little resistance in the wheel, and I can make corrections and such just as quick as with the G25.
He has moved on to greener pastures at the IL-2 forums, where he posts from a different username (but with the same avatar). He's confusing the hell out of people with his crazy ideas, it's funny to watch:
I don't know what the dampening setting does, either. In many other sims dampening simply means that the strongest forces are reduced. This way you eliminate the strongest jolts and jerks when going over bumps etc. I don't think it has anything to do with the quickness of the FFB response, but I could be totally wrong. (Like you said there's no explanation anywhere)
I haven't tried LFS very much yet to be honest (got the wheel yesterday). But the settings I mentioned in a previous post work well for me so far.
100 in driver and 65 in LFS sounds too much to me.. I'm using only ~ 10-20 in LFS with the XRT (which is the only car I've tested yet).
The reason why I think using too much FFB is bad is that the forces saturate too quickly, so you'll loose the finer details. I recommend you try reducing it and see what you think.
How can you adjust the FFB on the wheel..? My display doesn't really tell me anything useful.. To be honest I haven't found where to adjust the FFB strength in the driver software either, I just tune everything ingame. (In LFS I use 10-20% so far)
I understand where you're coming from. And indeed there is a lot more to simming than precisely how accurate the physical modelling is. IMO there's two critical components to a sim / mod:
(1) the underlaying physics
(2) how the car's behaviour is conveyed to you as a driver, through sound, force feedback +++
If (2) is missing or bad it doesn't really matter how good (1) is, because you can't tell what the car is up to anyway. But if (2) is superb it can, to a certain extent, make up for lacking physics (1). This is becuase how "good" a sim feels depends strongly on (2). If this is done properly it gives you the feeling of control.
So, mods which are somewhat lacking in the physics department can still feel very satisfactory to drive because (2) is done well.
I could go on to draw parallels between different sims / mods and how they compare in this respect, but I'll leave that for later.
It could be worse.. Norwegian authorities charge 38,4% import tax on anything from ANY country (EU or not).
For most people I believe $300 for a package including wheel + pedals + shifter is in the upper range of what they're willing to pay. There will always be some who don't mind spending far more, but their numbers are most likely too small for the big guys (like Logitech) to bother with. Besides, if Logitech decided to make a high-end product in the $500-1000 range they would meet serious competition from Frex, CST and others. So from a business point of view, $300 is probably about as high as they'll go.
This is great news for Fanatec I think. Probably all they hoped for and more. The GT3RS w/clubsports seems like a far more attractive deal I think (if they can finally get the damned drivers sorted!!), with the only downside being that you have to get a shifter separately.
Chances are I'll move to The Netherlands next spring (for half a year only), and if I'm still there when the karting meet is arranged I would like to join the fun. Depends on the date though..
I would be seriously annoyed by the controller lag, as seen clearly in all the videos I've seen of console racing sims. (not just Forza) What is the cause of this??
Forza3 definitely seems to have a lot of good stuff. It will be interesting to see what the racing sim crowd (such as LFS players) think of it, as opposed to the gaming crowd (who might never have played a full simulation before). Reviews are mostly written by gamers (not simmers), so hearing what they have to say about realism/physics doesn't really tell me much..
Actually I think there's a good chance they'll give us the Jetta for free. After all that will give many people an incentive to buy more tracks! (Since the Jetta schedule uses non-rookie tracks)
Any word on when the Jetta will be released to the public? I thought it was going to be just for a small, selected crowd (due to some agreement with VW) in the beginning..
The brake thing sounds interesting. I posted about the non-linear brake response on the iRacing forums a while ago, and it seems a lot of people hadn't noticed before. I got used to it eventually, but it's nice to be able to play around with it as we please.
I'll keep my fingers crossed that after this update they'll focus on transmission modeling besides finishing the Corvette and GT.
Yeah, I guess. Frankly I don't really care too much for formula cars (never have, in any sim), but I know there's plenty of people who do.
How much work can it be to make at least a crude, temporary solution? It's probably more difficult than it sounds, but I'm sure they have coders who are capable of doing something about it..