Well, China is kind of big and they use LHD there. Hong Kong and Japan are RHD. Others I'm not sure. I've heard a saying that countries use RHD if they have kings/emperors.
We are LHD here, and I drove in Japan a few times. It's really funny hitting the wipers when you're thinking turn signals LOL! And turning into the wrong lane when both ways are empty can be a real problem.
What's interesting is, beginning recently Japan recognizes our driver's license. I imagine some funky accidents coming...
There is no "really cheap" h-shifter and/or 3-pedal set, unless you build it yourself.
The way I see it, you're not getting a "really cheap" second hand G25 anytime soon. Because a) it is well designed to last and b) if anything breaks it's most likely the h-shifter you want and c) there's not a better wheel coming soon that makes people part with their G25's.
Setting the FFB level higher makes the clicking more frequent, actually, as it clicks crossing a certain threshold of force.
I decide to continue playing and see if the clicking gets worse... It is distracting nonetheless, but more distracting is the not-fixed pedal set that slides forward whenever I H&T. Strong pedals!
I agree with you totally. I find it a very polished package. The overall art design is very good, miles better than LFS's. The car drives very convincingly. Although the FF isn't quite the same as LFS, it's not the old ISI countersteer-spins-you-more kind of junk.
Bashing another game for no good reason isn't making LFS any better. If anything it makes the LFS community seem narrow minded, aggressively so.
If I turn to left lock, either FFB lock or hard lock, it clicks. Then I turn right a little and back to left lock it doesn't click. But if I then turn to right lock it clicks. Vice versa.
Or
Whenever the FFB oscilates left to right and back with strong enough force (half peak FFB, it seems), it clicks whenever force changes direction.
Does anyone have this? Is there a quick fix that doesn't void warranty?
Why would you think you can keep full throttle in any part of a corner? Even with a good setup and a perfect line, there will be parts you just can't go full throttle. It is normal to have to play with the throttle to find the grip limit, for the most part of any corner with any car.
Traction control would be the only setup that allows you to keep full throttle.
But "super-sample" AA'ed 640x480. And you get two of them overlaid in-brain. I don't think it'll look too bad for racing games. Now flight-sims would probably need higher resolution to spot planes 2km away....
The 9 feet equiv distance is nice, too. I suppose eyes are less strained that way.
The 3D Pro was my first serious stick, which was perfect! Can you imagine optical stick and throttle 10 years ago? Plus they kind of invented the twist handle feature. And yes I played loads of Descent2 with it. 3D Pro + Pentium 133 + Descent2 + Kali were the best 2 years in my earlier life!
I still own a MS FFB2. Funnily if I leave the throttle off center, the rudder drifts away, too. So I can use either rudder or throttle, but not both. Still the stick signal is top-notch and the FFB has been flawless for years.
Although I don't like MS otherwise, they do have great hardware in that Sidewinder line.
I'm sooooo going to buy a PS3 when GT5 comes out, plus a G25 if I haven't in advance.
I can't understand bashing its physics. There's nothing wrong in all the videos I've seen. And if GT4 is any indication, they'll probably include some super grippy tyres, but the underlying physics will still be good. Definitely nothing like pivoting in there!
The art direction, as mentioned, is excellent. It has a little of HDR, a little of bloom, a little of depth of field, all nicely balanced. The cars look mighty clean but it doesn't really trouble me, and certainly not too out of place on the track.
Plus they included dashboards this time, where the lack of them kept me away from GT4. All is great now. I'll be patient.
It's developed by the Logitech team but works with any game controller. It allows you to modify the start/end/middle points of any axis on any controller.
You got the effect in reverse. Steering in one way rolls you in the other.
Suppose you're traveling forward, so the front wheel's angular momentum points left. You "steer" to the left by exerting a torque, whose direction points up. The change in the wheel's angular momentum is then in the direction of the torque, which is up. The originally left pointing angular momentum then points left-up, rolling you to the right.
Steer (yaw) left -> roll right. One more reason to countersteer.
Suppose your bike begins to fall to one side: rolls left. The torque that the bike exerts on the wheel points aft. The left pointing angular momentum then points left-aft, yawing the wheel to the left.
Roll left -> yaw left.
You see, that the gyro is "stable" arises from this alternating force and response: yaw left->roll right->yaw right->roll left.... If you had "yaw left->roll left" like you said, then the gyro goes yaw left->roll left->yaw left even more->roll left even more... until it diverges.
Oh, and please read the second part of this article already posted:
Starting with: "It is almost certain that gyro effects ..." you'll find that he says exactly the same thing I said.
I'd really, really love some kind of hill climb/rally stages. I'd particularly love narrow tarmac mountain roads since that's what we have in my country.... But any dirt/snow/ice/gravel road is welcome, too!
I always thought FOV should be adjusted to the things far away, and seat position fore/aft adjusted to the cockpit/gauges/mirrors.
Suppose you hop into a narrow single seater which has mirrors close to the center, and you narrow FOV accordingly. Wouldn't that throw your sense of speed completely off, compared to, well, wider cars?
Actually, I think drifting is the by-product of real life motoring. Oh... and racing is, too, since cars started out as transportation instead of recreation, for speed or for show.
I agree that drifting really shows the quality of the physics engine. Drifting is a fine test to a sim's physics. If a sim doesn't allow drifting as it should, then something is definitely porked, like ISI's famous low input poll rate/faked FFB/cliff-like slip curve (although rFactor has some of that fixed).
With 84 parameters I wonder if can still be called Pacejka... You should be able to pick some generic functions to fit all the variables.
I like the "physical" approach, too. With all those 84 parameters I don't think they can even model a flatspot, but with LFS's approach it is done quite well. And to model a different tyre you don't need loads of raw data and fit that again, but adjust some easily measurable parameters to get approximate results. This is probably the best way to model a variety of cars at the same time.
Nope. You shift when the next gear offers the same hp as the current gear, as explained. It is equivalent to shifting when the next gear offers just as much wheel (not engine) torque, which is stated as well.
You cannot possibly work out when to shift WITHOUT considering the whole power (torque) curve AND the two gear ratios. Not possible. So looking at only the torque peak is quite useless.
Yeah the drift bible is a nice piece of video. Beware that the terms used may be different elsewhere. For example the feint may very well be called flick or scadinavian flick.
The DFP at 720 degrees is indeed more difficult to drift with than, say, the MOMO. If you hold countersteer until the FF pulls you back you'll likely spin in the other direction. Anyway, try to be one step ahead of the FF may help you a bit. Or otherwise just reduce some rotation as people say.
In GPL and NR2003 I just set a "ff lag time" to 40ms, so that the game may send the expected FF signal one step ahead to the wheel. I don't think there's an equivalent in LFS.
Oh, and did you try running your DFP in "high force mode"? I suspect it allows more voltage to the FF motor, allowing a faster feedback. I think you switch to it by pressing L2+R3+select, and then the LED should blink twice... Oh dear, I'm not with my wheel now, so I'll update as I get back home.
It's a very good idea. It reminds me of the sailplane sim "Condor" where you must chase rising thermals, which grow, die, and generally change lots as time progresses. And it's a racing sim so that counts as having "drift tracks".
You are totally right! But then rF just fails the "drift test" so we've one fewer useful sim to play. Anyway, I can drift through all gravel/snow corners in RBR so I'm not too upset.
Probably because it is thinner, too. DFP is just way too small.
I'm thinking about adding an extra layer that wraps around the wheel (how do you call it?), maybe leather... maybe buy one from an autoshop. Has anyone tried it?