Dennis, just read through this thread and I want to say great work on the DP1. Hope it makes it into LFS at some point, and I hope to see you around online eventually. You seem like you're pretty busy, but if you ever get interested in LFS league racing, there are a couple of great North American leagues going on.
I just awanted to add that you want to use the race_s setups and not the default setups in the cars. I'm sure you are familiar with the "drive what you have got to learn the car" philosophy but the default setups are quite slow and can be quite hard to drive. If you want really fast setups you can look at Team inferno's setup site. They have a nice collection of fast setups, though some of them are quite tuned for extreme one lap performance but they are certainly fast. Talking about setups you may want to check our setup section here
I'd advise tweaking the wheel settings it makes a huge difference, most important is to check that you're using seperate pedal axes which I hope the G25 does by default (DFP didn't). Check these settings and make sure that the wheel turn in LFS setting is similar to your wheel turn in the Logitech profiler. Check here for a good setup guide for the DFP/G25.
According to their driver software, combined axis is "used for most games". But seeing as the Microsoft Sidewinder wheel from years ago didn't even have a combined option, it really doesn't seem likely that many games are unable to function with separate axes. I did ask Logitech to put that as default, because it's causing problems for new users, and they said they'd have an investigation into the possibility of putting separate axes as default. Obviously they didn't agree with me after carrying out their investigation.
Come on Logitech, you make the best wheels, get that separate axes on by default, it's the 21st century now!
P.S. If anyone can name any driving games or simulators that don't support dual axes, please let us know, so we can try to understand why Logitech believe this is the best default option. Personally I can't even understand why combined axis is even offered as an option at all, but then I don't know their entire target market of supported games.
The Sidewinder Wheel that i have is on combined on default settings. I had to look for some drivers to get them seperated (i even had to use DXTweak2 to get them to work) just like it was with the DFP. Are you maybe mistaking this?
only game i know of is NFS most wanted (i know it isnt a sim, but it somewhat resembles driving, ish), and split axis didnt work with that, although that was probably me doing something daft.
You're correct, at least for the Sidewinder FF. You have to download the v4 drivers, which Microsoft doesn't even offer on their site (you have to go to driverguide.com or whatever to get it). It's a real hassle. :[
The microsoft wheel has combined and separate modes which are toggleable throught the Sidewinder controller software. And iirc some games years ago didn't even work with separate controls, can't remember any names but it was over 5 years ago...
S0ul, are you using the 4.0 driver versions for the MS wheel?
WTCC:Race doesn't work well with split axis, you loose the first half of the throttle pedal travel, making it more sensitive than it should be. This is the case on my G25 anyway.
Even most NFS games support split axis..thats saying something. This isn't 1997 anymore Logitech
To stop people with especially large feet stomping on both pedals and screwing up the car?
And Trackmania.
EDIT : Bear in mind that many more recent logitech products were designed for both the PS2 and PC. For the PS2, analog axis throttle and brake controls are generally done on one axis.
OT : Hang on ... if xbox (not 360 AFAIK) uses USB with a different connector end, maybe a Logitech (or other manufacturer for that matter) USB wheel could be put on an xbox ...
i feel like i need to have some real progress on the cars to post about before i post about lfs
but on the subject of lfs, i've been messing with tweaks and things are better. the biggest problem i'm having right now is detecting when the back end is about to step out on a rear-driver. sensing the rear slip rate is totally a seat-of-pants thing and i have not yet figured out how to clue in on it in the sim. trying not to spend TOO much time on it though. been wrapping up some projects for clients so i can get back to the cars. but i'll definitely continue to experiment wth lfs.
and no, you won't see me playing online for quite some time.