This post is not LFS-specific. Any real-time driver-in-the-loop vehicle dynamics sim (game for entertainment, digital training environment or industrial-level simulation) applies.
Let's take a look at how the steering input / force feedback output system works in today's sim.
While the car is moving, force is somehow generated in the steering geometry, and that causes some torque on the steering column... Wait a second, there's no physical steering column model. The force goes into a feedback port which passes non-hardcoded value to the hardware driver, where another (maybe more than one) multiplier applies before the real-life hardware from some random manufacturer takes the action using some unknown type of motor/transmission. How much torque do we actually get on the real-life device ? How much should we get ? The system gives no answer (other than a percentage).
Electric motor which powers the hardware’s action can be complicated. The input-output function may be not linear, and is power-source-dependent. A small motor running on its edge may be very sensitive to rotating speed and the output torque under the same input signal may vary greatly. The simple percentage output from the sim can’t deal with these issues. I don’t know if the hardware drivers do anything about it.
There's more to worry about. The real-life gaming wheel has some (rotational) inertia, but nobody knows how much inertia it actually has. Powered by the same motor/transmission, a heavy (of high rotational inertia) wheel would react slower than a light one when rotating freely. But when you hold it still this causes no difference. The steering control mechanism we have now is blind to this effect, which contributes to the great difference of dynamic characteristics among different wheel models (even if we only compare those “powerful enough” ones). Aftermarket modifications makes it more complicated.
As we can see, no matter how realistic the physical engine/model is, the force feedback effect you actually get in your hands has been modified/filtered/converted/remapped for multiple times in uncontrolled ways before it finally reaches the player. How realistic the force feedback wheel experience is does not only depends on the quality of the physics simulation or the power of your wheel hardware, but also the input/output mechanism that connects the two worlds, which should be more than “23%*120% to the left”.
Ideally, hardware manufacturers and sim programmers can work together to build a more solid/direct/precise connection between the real-world device and the digital simulation. But I guess a more real-life approach would be some geek working alone.
I’m wondering if any work has been done before (successfully). Is what we have in LFS (or whatever sim you can buy from the market) the best we can get ? Or there is already some protocol/design which is better, but just not as popular and well-supported as the standard FFB system due to economic issues ?
Let's take a look at how the steering input / force feedback output system works in today's sim.
While the car is moving, force is somehow generated in the steering geometry, and that causes some torque on the steering column... Wait a second, there's no physical steering column model. The force goes into a feedback port which passes non-hardcoded value to the hardware driver, where another (maybe more than one) multiplier applies before the real-life hardware from some random manufacturer takes the action using some unknown type of motor/transmission. How much torque do we actually get on the real-life device ? How much should we get ? The system gives no answer (other than a percentage).
Electric motor which powers the hardware’s action can be complicated. The input-output function may be not linear, and is power-source-dependent. A small motor running on its edge may be very sensitive to rotating speed and the output torque under the same input signal may vary greatly. The simple percentage output from the sim can’t deal with these issues. I don’t know if the hardware drivers do anything about it.
There's more to worry about. The real-life gaming wheel has some (rotational) inertia, but nobody knows how much inertia it actually has. Powered by the same motor/transmission, a heavy (of high rotational inertia) wheel would react slower than a light one when rotating freely. But when you hold it still this causes no difference. The steering control mechanism we have now is blind to this effect, which contributes to the great difference of dynamic characteristics among different wheel models (even if we only compare those “powerful enough” ones). Aftermarket modifications makes it more complicated.
As we can see, no matter how realistic the physical engine/model is, the force feedback effect you actually get in your hands has been modified/filtered/converted/remapped for multiple times in uncontrolled ways before it finally reaches the player. How realistic the force feedback wheel experience is does not only depends on the quality of the physics simulation or the power of your wheel hardware, but also the input/output mechanism that connects the two worlds, which should be more than “23%*120% to the left”.
Ideally, hardware manufacturers and sim programmers can work together to build a more solid/direct/precise connection between the real-world device and the digital simulation. But I guess a more real-life approach would be some geek working alone.
I’m wondering if any work has been done before (successfully). Is what we have in LFS (or whatever sim you can buy from the market) the best we can get ? Or there is already some protocol/design which is better, but just not as popular and well-supported as the standard FFB system due to economic issues ?