I have tried fiddling with all the settings in controls but the steering is so sensitive, try and move it slightyest at speed and the car goes full lock and spins.
I am using a PS2 -> PC Converter and a PS2 controller.
Your controller needs to be recallibrated within LFS. Open it, in the options under the controller axis theres a "recallibrate" button. Press it and then move your wheel from left to right and back again. It should now be ok.
If not, then it needs to be callibrated further in LFS. I'll dig out the thread at RSC if you need it.
tried the calibration but its still very very sensitive
seems to be the controller i am using.
with this one the steering is very sensitive but i have a small deadzone.
With my other PS2 controller the sterring is much smoother but i have no deadzone and can't keep the car straight!
did u install the converter with a cd or just plug it in. i have a ps2 to pc converter and mine works fine, but i hadnt installed it, just plugged it in!
I use the exact same setup and it works as well as it ever did if only for
the small sensitivity increase. There's been many posts like this on, eh,
past forums. It's all been answered but i'll repeat.
It all comes down to 3 settings:
1- "Wheel turn" ; set this to 180°
This setting is for wheel users and anything over 180 makes steering
go full lock much earlier. Keep this at it's lowest setting.
2- "Wheel turn compensation" ; set this to 1.00
This setting is the same as the old "steering center reduction".
It's basically a Linear/Progressive sensitivity setting. This setting
should be viewed as a compromise. Low setting increases initial sensitivity
(deadzone), while a higher setting increases sensitivity as you approach
full lock while reducing the initial sensitivity.
3- "Analog Steer Smooth" ; set to prefered setting.
Now this is an interesting setting. It adjusts the time it takes
for the wheels to steer to match your input. Lower setting makes
steering 'instant', while a higher setting smooths/slows down
steering reaction. I prefer a setting around 50% (0.50).
Then there's always the DirectX tweaker app which allows you to
manually set an initial deadzone. I've never had problems with it myself.
I set my deadzones to around 12-15% as my PSX pads are quite old,
they aren't PS2 pads for one, and it works fine.
Yes, i think 'everyone' using a PSX-style analog pad has noticed this, myself
included. However, there's never been an official confirmation that it was the
case, in fact, i remember reading that no changes were made to LFS to
explain this, so i'm not sure if it's something else, or simply because of the
default settings. I for one do not find the current "Wheel turn compensation"
as effective as the old "Steer reduction", but apparently, it's the same thing.
It might also have to do with DirectX and the deadzone setting which seems
totally gone, whereas before (although you couldn't adjust it either), it
seemed like the deadzone was a big bigger.
Another theory would be that changes were made to improve the on/off
center feel of the wheels which have had an inherent problem with the
FF constantly over-throwing the actual center since the beta days.
I find LFS very sensitive and even at 180 wheel turn I still have to reduce the range of my wheel to 46% in the Logitech profiler (meaning slides are a no go)
Fonny: I'm sure I read Scawen saying that the non-linearity in wheel turn compensation IS different to steer center reduction. The only change in S2 is that CSR can only be used on the mouse, and no longer on joysticks. Oh and if you use the mouse axis for throttle/brake as well as steering, you can't use it either. IMO there would ideally be a way to tell LFS if your analogue device is a wheel or a joystick/mouse, and you can use the most appropriate non-linearity method.