Well as a DIY guy the current option works pretty good for me.
I mean I have 0 commercial input on my system.
I have mainly two ways to deal with my axes.
Try to set my limits within windows using stuff like dxtweak2, then I might use lfs axis limit to fine tweak in case of drift of whatever (imagine a min brake on 5%, a max gas of 97% whatever). When I use only a small range it is best to have a okeish behavior outside LFS.
Or put them directly in LFS.
I do like the idea to have full range shown, but I don´t know how to do it clean.
Currently I run a homemade direct drive wheel. Not much to do here it works fine directly. After 20 years I still don´t understand well the wheel turn compensation option, I don´t know it does not talk to me.
Gas pedal 5V from BMW my 0 - 100% are set in windows but it could work directly in LFS. Gives no issue.
Brake pedal, also from real car, wilwood stuff with sensor in milivolts plus preamp, this things is sensible to temperature, to bubbles in the system, well once I even adjusted during a race.
Clutch, currently unserviceable. But load cell in millivolts prone to drift and to pick up noise...
Handbrake hydraulic, can be set directly in LFS I don´t need precision and take margin for good on off effect...
Once I get home in can show my values but some are kind of wild.
Great follow up!
The car will be featured next Monday 22.15 CET at wee.cesav.es
Registration before 21.30 CET same day!
Everybody registering is welcome!
I would also like to add that low poly models deforms and show damage much better in LFS. I mean high poli looks aluminium foil after a wreck.
Some mods did give not maxed out frame rate and that's a shame considering my hardware (5800x3d plus 3070 GPU).
And rims well for any speed above 0 it is just like a disc.
Thanks for the good work! A lot of new and polished feature that's cool! And even though I have been using test patches a lot, I am glad to have now everyone the same official version!
I did a couple of races yesterday, no issue as expected.
I wish you the best on the following development and hope it will be the end for you to maintain two branches!
Merry christmas!
Well explain me where I fail then as I do understand that LFS and force feedback work with a limited amount of possible values. So ffb is integer between -10000 and 10000 yes cool.
On one side I do like to feel some differences between a truck, a high downforce powerful car or an old school 700kg low power stuff, small wheels.
Let's say the laterwill range around -2000 to 2000 no problem.
The truck -8000 to 8000 no problem.
The formula -25000 to 25000 will be clipped to -10000 to 10000 whatever I multiply that gain to my wheel.
When the engine sound clipped too much a quick correction was made.
Imagine you like music like acoustic stuff to make the baby sleep. OK no problem. That sound will be recorded and normalised. It doesn't matter if the original recording was made at 70db or 90db, you will be able to play it on your sound system adjusting the output to your liking.
Now you want to record a live Slayer show, well you will choose different settings because it will blast around 105db at the mixing table on a day they refrain from turning up too much. But if you have the same settings you will have a huge clipping mess. The idea is to be able to put some volume slider before the sound is clipped. That the basic of numerical signal treatment. That the same for force feedback.
Currently we have
A- Physic calculation
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side
If B is clipped there will be no miracle in C and D even if C is car specific it is too late to do something. Pros: perfect physical difference of non clipping cars independant of C and D.
What we could have without changing the physic, just the ffb rendering:
Currently we have
A- Physic calculation
A'- Normalization factor for high FFB cars
B- FFB -10000 to 10000
C- FFB settings in game 0 to 100%
D -FFB settings drivers side
A' could be either set in stone by developer or modder manually or through random test calculation (I mean putting AI on some tracks and measure force output for a variety of cases, crashes values being not relevant or interesting to me)
It could also be a user slider. Like FFB Norm slider it could even replace C
Anyway if you don't care having some multipliers to 1 would not bother you.
Please test AS5R with FORMULA RC6 at various force settings and tell me how much clipping do you have. I think you did not test.