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-   -   "cockpitLookDeadZone" affects Centering Spring (http://www.autobanter.com/showthread.php?t=375596)

Mario Petrinovic February 23rd 13 05:45 PM

"cockpitLookDeadZone" affects Centering Spring
 
"cockpitLookDeadZone" affects Centering Spring BADLY.
"cockpitLookDeadZone" should be at 0.000000. It looks like this is
another "invention" of iRacing/Papyrus that messes FFB big time, messes it
BADLY. Those people DON'T KNOW WHAT THEY ARE DOING *at all*. My god.
Well, this is the biggest thing that I've found out so far. Along
with the finding of the unlinearity, this is the most important, also. Those
two things mess out FFB BIG TIME.
I also figured out that Centering Spring slider should be at 100%.
Well, this leaves me with five other sliders.
Regarding driver's sliders, I am not sure. It could be that Spring
and Damper should be at 100%, or Spring/Damper times Overall should be 100%.
Regarding in-game sliders, I am pretty sure that Damping should be
at 50%. Strength should be either at 50% (which is 30.0), or at 50.0.
I had enough of testing for now, so I didn't figure out yet. But now
that I've figured out this "cockpitLookDeadZone"/Centering Spring thing,
everything will be easier. I'll just use some tricky conditions, like
Dallara at Mid-Ohio, and this should show pretty clear what's going on.


Mario Petrinovic February 24th 13 03:28 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
"cockpitLookDeadZone" affects Centering Spring BADLY.
"cockpitLookDeadZone" should be at 0.000000. It looks like this is
another "invention" of iRacing/Papyrus that messes FFB big time, messes it
BADLY. Those people DON'T KNOW WHAT THEY ARE DOING *at all*. My god.
Well, this is the biggest thing that I've found out so far. Along
with the finding of the unlinearity, this is the most important, also. Those
two things mess out FFB BIG TIME.
I also figured out that Centering Spring slider should be at 100%.
Well, this leaves me with five other sliders.
Regarding driver's sliders, I am not sure. It could be that Spring
and Damper should be at 100%, or Spring/Damper times Overall should be 100%.
Regarding in-game sliders, I am pretty sure that Damping should be
at 50%. Strength should be either at 50% (which is 30.0), or at 50.0.
I had enough of testing for now, so I didn't figure out yet. But now
that I've figured out this "cockpitLookDeadZone"/Centering Spring thing,
everything will be easier. I'll just use some tricky conditions, like
Dallara at Mid-Ohio, and this should show pretty clear what's going on.
--------------------------------------------------------------------------------

Now I am using 125/100/100/100, and in-game 30.0/50%. This is good
baseline setting. I'll see if there is something to change here.


Mario Petrinovic February 25th 13 03:47 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
"cockpitLookDeadZone" affects Centering Spring BADLY.
"cockpitLookDeadZone" should be at 0.000000. It looks like this is
another "invention" of iRacing/Papyrus that messes FFB big time, messes it
BADLY. Those people DON'T KNOW WHAT THEY ARE DOING *at all*. My god.
Well, this is the biggest thing that I've found out so far. Along
with the finding of the unlinearity, this is the most important, also. Those
two things mess out FFB BIG TIME.
I also figured out that Centering Spring slider should be at 100%.
Well, this leaves me with five other sliders.
Regarding driver's sliders, I am not sure. It could be that Spring
and Damper should be at 100%, or Spring/Damper times Overall should be 100%.
Regarding in-game sliders, I am pretty sure that Damping should be
at 50%. Strength should be either at 50% (which is 30.0), or at 50.0.
I had enough of testing for now, so I didn't figure out yet. But now
that I've figured out this "cockpitLookDeadZone"/Centering Spring thing,
everything will be easier. I'll just use some tricky conditions, like
Dallara at Mid-Ohio, and this should show pretty clear what's going on.
--------------------------------------------------------------------------------

Now I am using 125/100/100/100, and in-game 30.0/50%. This is good
baseline setting. I'll see if there is something to change here.
--------------------------------------------------------------------------------

Hm, it turned out that "cockpitLookDeadZone" works well if Centering
Spring is at the same value as Overall. So, I determined the
"cockpitLookDeadZone" for my system, and it is 0.022.


Mario Petrinovic February 28th 13 12:11 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
Mario Petrinovic:
"cockpitLookDeadZone" affects Centering Spring BADLY.
"cockpitLookDeadZone" should be at 0.000000. It looks like this is
another "invention" of iRacing/Papyrus that messes FFB big time, messes it
BADLY. Those people DON'T KNOW WHAT THEY ARE DOING *at all*. My god.
Well, this is the biggest thing that I've found out so far. Along
with the finding of the unlinearity, this is the most important, also. Those
two things mess out FFB BIG TIME.
I also figured out that Centering Spring slider should be at 100%.
Well, this leaves me with five other sliders.
Regarding driver's sliders, I am not sure. It could be that Spring
and Damper should be at 100%, or Spring/Damper times Overall should be 100%.
Regarding in-game sliders, I am pretty sure that Damping should be
at 50%. Strength should be either at 50% (which is 30.0), or at 50.0.
I had enough of testing for now, so I didn't figure out yet. But now
that I've figured out this "cockpitLookDeadZone"/Centering Spring thing,
everything will be easier. I'll just use some tricky conditions, like
Dallara at Mid-Ohio, and this should show pretty clear what's going on.
--------------------------------------------------------------------------------

Now I am using 125/100/100/100, and in-game 30.0/50%. This is good
baseline setting. I'll see if there is something to change here.
--------------------------------------------------------------------------------

Hm, it turned out that "cockpitLookDeadZone" works well if Centering
Spring is at the same value as Overall. So, I determined the
"cockpitLookDeadZone" for my system, and it is 0.022.
--------------------------------------------------------------------------------

Hm, interesting thing happened. I used 125/100/100/125, with
cockpitLookDeadZone = 0.0215, and realized that Centering Spring is too
high. So, I changed to 125/100/100/100, and realized that this needs
different cockpitLookDeadZone. IOW, each Cenetring Spring likes different
cockpiLookDeadZone. At Centering Spring at 100% I like 0.012. So, this would
say that, the lower the Centering Spring, the lower is cockpitLookDeadZone.
I'll test this some other day, but I presume that Centering Spring
that likes cockpitLookDeadZone of 0.000000 should be not far below 100%.
Maybe the goal actually is to find that Centering Spring that works with
cockpitLookDeadZone of 0.000000. I am looking forward to see how this works
(some other day).
Thankfully, I figured out what happens if cockpitLookDeadZone is too
high, so probably I will have no problems to find it. On Dallara it is easy
to see what happens. Actually, too high cockpitLookDeadZone (which probably
means too high screen latency) likes to spin the car. Probably too high
default cockpitLookDeadZone in iRacing (0.050000) is actually what spins the
car.


Mario Petrinovic March 2nd 13 12:09 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
Mario Petrinovic:
Mario Petrinovic:
"cockpitLookDeadZone" affects Centering Spring BADLY.
"cockpitLookDeadZone" should be at 0.000000. It looks like this is
another "invention" of iRacing/Papyrus that messes FFB big time, messes it
BADLY. Those people DON'T KNOW WHAT THEY ARE DOING *at all*. My god.
Well, this is the biggest thing that I've found out so far. Along
with the finding of the unlinearity, this is the most important, also. Those
two things mess out FFB BIG TIME.
I also figured out that Centering Spring slider should be at 100%.
Well, this leaves me with five other sliders.
Regarding driver's sliders, I am not sure. It could be that Spring
and Damper should be at 100%, or Spring/Damper times Overall should be 100%.
Regarding in-game sliders, I am pretty sure that Damping should be
at 50%. Strength should be either at 50% (which is 30.0), or at 50.0.
I had enough of testing for now, so I didn't figure out yet. But now
that I've figured out this "cockpitLookDeadZone"/Centering Spring thing,
everything will be easier. I'll just use some tricky conditions, like
Dallara at Mid-Ohio, and this should show pretty clear what's going on.
--------------------------------------------------------------------------------

Now I am using 125/100/100/100, and in-game 30.0/50%. This is good
baseline setting. I'll see if there is something to change here.
--------------------------------------------------------------------------------

Hm, it turned out that "cockpitLookDeadZone" works well if Centering
Spring is at the same value as Overall. So, I determined the
"cockpitLookDeadZone" for my system, and it is 0.022.
--------------------------------------------------------------------------------

Hm, interesting thing happened. I used 125/100/100/125, with
cockpitLookDeadZone = 0.0215, and realized that Centering Spring is too
high. So, I changed to 125/100/100/100, and realized that this needs
different cockpitLookDeadZone. IOW, each Cenetring Spring likes different
cockpiLookDeadZone. At Centering Spring at 100% I like 0.012. So, this would
say that, the lower the Centering Spring, the lower is cockpitLookDeadZone.
I'll test this some other day, but I presume that Centering Spring
that likes cockpitLookDeadZone of 0.000000 should be not far below 100%.
Maybe the goal actually is to find that Centering Spring that works with
cockpitLookDeadZone of 0.000000. I am looking forward to see how this works
(some other day).
Thankfully, I figured out what happens if cockpitLookDeadZone is too
high, so probably I will have no problems to find it. On Dallara it is easy
to see what happens. Actually, too high cockpitLookDeadZone (which probably
means too high screen latency) likes to spin the car. Probably too high
default cockpitLookDeadZone in iRacing (0.050000) is actually what spins the
car.
--------------------------------------------------------------------------------

I still didn't test all the options, but the more I test the more it
looks like Centering Spring should be 0%, and then you have to adjust
"cockpitLookDeadZone".
So, it looks like it should be -/100/100/0. iRacing's recommendation
is just the opposite, (100)/0/0/100.


Mario Petrinovic March 3rd 13 04:25 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
I still didn't test all the options, but the more I test the more it
looks like Centering Spring should be 0%, and then you have to adjust
"cockpitLookDeadZone".
So, it looks like it should be -/100/100/0. iRacing's recommendation
is just the opposite, (100)/0/0/100.
--------------------------------------------------------------------------------

It looks like this is a dead end, Centering Spring should be 100%.
Instead, it looks like cockpitLookDeadZone is much higher than I thought,
something like 0.16, or 0.17.


Mario Petrinovic March 5th 13 03:27 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
I still didn't test all the options, but the more I test the more it
looks like Centering Spring should be 0%, and then you have to adjust
"cockpitLookDeadZone".
So, it looks like it should be -/100/100/0. iRacing's recommendation
is just the opposite, (100)/0/0/100.
--------------------------------------------------------------------------------

It looks like this is a dead end, Centering Spring should be 100%.
Instead, it looks like cockpitLookDeadZone is much higher than I thought,
something like 0.16, or 0.17.
--------------------------------------------------------------------------------

Ok, major breakthrough.
First I roughly determined cockpitLookDeadZone with the Dallara, as
above. Dallara is good for this. For fine-tuning the cockpitLookDeadZone I
used the McLaren, and it turned out that roghly it is 0.176500.
Then I tried the DP car, and realized that Centering Spring is too
high. DP car is good for this, because it is sensible to Centering Spring
setting. I tried it at Laguna Seca, and it turned out that this is excellent
track to test this, because it has tricky entrance to the Corkscrew. Only
with Centering Spring at 50% you can take it safely. With Centering Spring
at 50%, even if car turns wrongly you can correct it.
Well, somebody should put Centering Spring to 50% a long time ago. I
don't know if it works like this because I have in-game sliders at 50% as
well, but I doubt it (I will check this some other day).
Well, this is the major breakthrough, because now I can clearly see
what is happening with FFB, without being messed up by wrong Centering
Spring setting.
This is big thing. I probably can see it so clearly because I set
the other things well, also.


Mario Petrinovic March 12th 13 01:05 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
Mario Petrinovic:
I still didn't test all the options, but the more I test the more it
looks like Centering Spring should be 0%, and then you have to adjust
"cockpitLookDeadZone".
So, it looks like it should be -/100/100/0. iRacing's recommendation
is just the opposite, (100)/0/0/100.
--------------------------------------------------------------------------------

It looks like this is a dead end, Centering Spring should be 100%.
Instead, it looks like cockpitLookDeadZone is much higher than I thought,
something like 0.16, or 0.17.
--------------------------------------------------------------------------------

Ok, major breakthrough.
First I roughly determined cockpitLookDeadZone with the Dallara, as
above. Dallara is good for this. For fine-tuning the cockpitLookDeadZone I
used the McLaren, and it turned out that roghly it is 0.176500.
Then I tried the DP car, and realized that Centering Spring is too
high. DP car is good for this, because it is sensible to Centering Spring
setting. I tried it at Laguna Seca, and it turned out that this is excellent
track to test this, because it has tricky entrance to the Corkscrew. Only
with Centering Spring at 50% you can take it safely. With Centering Spring
at 50%, even if car turns wrongly you can correct it.
Well, somebody should put Centering Spring to 50% a long time ago. I
don't know if it works like this because I have in-game sliders at 50% as
well, but I doubt it (I will check this some other day).
Well, this is the major breakthrough, because now I can clearly see
what is happening with FFB, without being messed up by wrong Centering
Spring setting.
This is big thing. I probably can see it so clearly because I set
the other things well, also.
--------------------------------------------------------------------------------

Latest development.
I am still researching all this, but it looks like, the bigger
Centering Spring, the higher you have to have cockpitLookDeadZone.
Now, I researched this all the way, and I realized that the most
natural FFB feels like when you have Centering Spring CHECKED. But this
DOESN'T work with the default cockpitLookDeadZone of 0.050000 (that's
iRacing's default, I presume that Logitech's default should be 1.000000).
Instead, this works pretty well with something like 0.800000 on my system.
It looks like, when unchecked it sends only something like 10% of
Centering Spring, which isn't enough.


Mario Petrinovic March 12th 13 10:18 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Latest development.
I am still researching all this, but it looks like, the bigger
Centering Spring, the higher you have to have cockpitLookDeadZone.
Now, I researched this all the way, and I realized that the most
natural FFB feels like when you have Centering Spring CHECKED. But this
DOESN'T work with the default cockpitLookDeadZone of 0.050000 (that's
iRacing's default, I presume that Logitech's default should be 1.000000).
Instead, this works pretty well with something like 0.800000 on my system.
It looks like, when unchecked it sends only something like 10% of
Centering Spring, which isn't enough.
--------------------------------------------------------------------------------

Well, now everything works like it should have worked from the day
1.
So, cokpitLookDeadZone should be 1.000000, and Centering Spring
should be checked.


Mario Petrinovic March 17th 13 12:12 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
Latest development.
I am still researching all this, but it looks like, the bigger
Centering Spring, the higher you have to have cockpitLookDeadZone.
Now, I researched this all the way, and I realized that the most
natural FFB feels like when you have Centering Spring CHECKED. But this
DOESN'T work with the default cockpitLookDeadZone of 0.050000 (that's
iRacing's default, I presume that Logitech's default should be 1.000000).
Instead, this works pretty well with something like 0.800000 on my system.
It looks like, when unchecked it sends only something like 10% of
Centering Spring, which isn't enough.
--------------------------------------------------------------------------------

Well, now everything works like it should have worked from the day
1.
So, cokpitLookDeadZone should be 1.000000, and Centering Spring
should be checked.
--------------------------------------------------------------------------------

No, Centering Spring should be unchecked (thanks good). This works
also with unchecked Centering Spring.
So, the trick actually is to put "cockpitLookDeadZone" to 1.000000.
It is as good as when iRacing allowed LINEAR FFB. This is again some
"smart" iRacing's invention, that messes everything up, just like
unlinearity.


Mario Petrinovic March 17th 13 03:51 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
No, Centering Spring should be unchecked (thanks good). This works
also with unchecked Centering Spring.
So, the trick actually is to put "cockpitLookDeadZone" to 1.000000.
It is as good as when iRacing allowed LINEAR FFB. This is again some
"smart" iRacing's invention, that messes everything up, just like
unlinearity.
--------------------------------------------------------------------------------

Ok, it looks like in-game sliders have to be exactly at the same
percentage. They both should be at 100%, but unfortunately I cannot put the
Strength slider to 100% (60.0) on my system, so I have it at 59.4/99%.
Also, it looks like Overall and Centering Spring should also be the
same.
Also, it looks like Damper and Spring should also be the same.
So, driver settings should look something like 90/65/65/90.


Mario Petrinovic March 18th 13 03:17 AM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
No, Centering Spring should be unchecked (thanks good). This works
also with unchecked Centering Spring.
So, the trick actually is to put "cockpitLookDeadZone" to 1.000000.
It is as good as when iRacing allowed LINEAR FFB. This is again some
"smart" iRacing's invention, that messes everything up, just like
unlinearity.
--------------------------------------------------------------------------------

Ok, it looks like in-game sliders have to be exactly at the same
percentage. They both should be at 100%, but unfortunately I cannot put the
Strength slider to 100% (60.0) on my system, so I have it at 59.4/99%.
Also, it looks like Overall and Centering Spring should also be the
same.
Also, it looks like Damper and Spring should also be the same.
So, driver settings should look something like 90/65/65/90.
--------------------------------------------------------------------------------

Hm, interestingly, after whole day of testing I managed to disprove
all of the above, and I am back where I was before.
Yes, again it showed that in-game should be at 30.0/50%. My driver
settings now are 85/100/100/50.
One interesting thing happened. I managed to find THE right Overall,
and this is 85. It loooks like cockpitLookDeadZone of 1 is very sensible to
Overall. When testing the Dallara I figured out that you CANNOT control this
car if Overall is set too high. Also, I was able to feel exactly when it is
set too low. Overall can be set exactly right, and in my case this is at 85.
Being able to set this right is very important, because this gives you just
the right control.
Well, there is not much left to do. Tomorow I'll reasses
Spring/Damper, and cockpitLookDeadZone. Now when I have set other things
rightly, it will be easier to see exactly what is going on with these
things.


Mario Petrinovic March 19th 13 09:42 PM

"cockpitLookDeadZone" affects Centering Spring
 
Mario Petrinovic:
Mario Petrinovic:
Mario Petrinovic:
No, Centering Spring should be unchecked (thanks good). This works
also with unchecked Centering Spring.
So, the trick actually is to put "cockpitLookDeadZone" to 1.000000.
It is as good as when iRacing allowed LINEAR FFB. This is again some
"smart" iRacing's invention, that messes everything up, just like
unlinearity.
--------------------------------------------------------------------------------

Ok, it looks like in-game sliders have to be exactly at the same
percentage. They both should be at 100%, but unfortunately I cannot put the
Strength slider to 100% (60.0) on my system, so I have it at 59.4/99%.
Also, it looks like Overall and Centering Spring should also be the
same.
Also, it looks like Damper and Spring should also be the same.
So, driver settings should look something like 90/65/65/90.
--------------------------------------------------------------------------------

Hm, interestingly, after whole day of testing I managed to disprove
all of the above, and I am back where I was before.
Yes, again it showed that in-game should be at 30.0/50%. My driver
settings now are 85/100/100/50.
One interesting thing happened. I managed to find THE right Overall,
and this is 85. It loooks like cockpitLookDeadZone of 1 is very sensible to
Overall. When testing the Dallara I figured out that you CANNOT control this
car if Overall is set too high. Also, I was able to feel exactly when it is
set too low. Overall can be set exactly right, and in my case this is at 85.
Being able to set this right is very important, because this gives you just
the right control.
Well, there is not much left to do. Tomorow I'll reasses
Spring/Damper, and cockpitLookDeadZone. Now when I have set other things
rightly, it will be easier to see exactly what is going on with these
things.
--------------------------------------------------------------------------------

Ok, I rafined a bit, and this pretty much looks like a final
setting.
Now I have 85/85/85/100. It looks like in-game you can put wherever
you like it, as long as those two (Strength and Damper) are at the same
percentage (at the same position on the scale).


Tony R March 22nd 13 12:27 AM

"cockpitLookDeadZone" affects Centering Spring
 
On 19/03/2013 20:42, Mario Petrinovic wrote:

> Hm, interestingly, after whole day of testing I managed to disprove
> all of the above, and I am back where I was before.


I just can't believe it to be true!


Mario Petrinovic March 22nd 13 02:12 AM

"cockpitLookDeadZone" affects Centering Spring
 
Tony R:
Mario Petrinovic:
> Hm, interestingly, after whole day of testing I managed to disprove
> all of the above, and I am back where I was before.


I just can't believe it to be true!
--------------------------------------------------------------------------------

Well Tony, I was in the same testing session that you were (you were
already gone by then), and I was faster than you, using only stock baseline
Skippy setup.
I am telling you, put this rocking chair into garbage, whenever I
see that somebody isn't fast, I know he is using that rocking chair. It
DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate wheel
forces, but, if that rocking chair simulates anything else but rolling in a
boat, then something is wrong with your middle ear, Tony.
While I am at that, it looks like I finaly finished THE thing. I
tested thoroughly, and it ended up that everything should be at 85% on my
system. This means 85/85/85/85, and in-game 51.0/85%. "cockpitLookDeadZone"
should be 0.000000.
For whoever wants to experiment, it looks like driver's Damper and
Spring should be the same, and in-game Strength and Damper should be at the
same percentage. Saying this driver's Damper and Spring work the best if
they are the same as Overall. OTOH, Centering Spring ISN't related to this,
but rather to in-game sliders, and Centering Spring should be the same as
in-game sliders. So, if in-game sliders are at 60% (for whoever wants to
experiment), Centering Spring should also be at 60%, no matter where
driver's sliders are.


Mario Petrinovic March 22nd 13 02:18 AM

"cockpitLookDeadZone" affects Centering Spring
 
Tony R:
Mario Petrinovic:
> Hm, interestingly, after whole day of testing I managed to disprove
> all of the above, and I am back where I was before.


I just can't believe it to be true!
--------------------------------------------------------------------------------

Well Tony, I was in the same testing session that you were (you were
already gone by then), and I was faster than you, using only stock baseline
Skippy setup.
I am telling you, put this rocking chair into garbage, whenever I
see that somebody isn't fast, I know he is using that rocking chair. It
DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate wheel
forces, but, if that rocking chair simulates anything else but rolling in a
boat, then something is wrong with your middle ear, Tony.


Tony R March 22nd 13 08:46 AM

"cockpitLookDeadZone" affects Centering Spring
 
On 22/03/2013 01:18, Mario Petrinovic wrote:
> Tony R:
> Mario Petrinovic:
>> Hm, interestingly, after whole day of testing I managed to disprove
>> all of the above, and I am back where I was before.

>
> I just can't believe it to be true!
> --------------------------------------------------------------------------------
>
>
> Well Tony, I was in the same testing session that you were (you were
> already gone by then), and I was faster than you, using only stock baseline
> Skippy setup.
> I am telling you, put this rocking chair into garbage, whenever I
> see that somebody isn't fast, I know he is using that rocking chair. It
> DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate
> wheel
> forces, but, if that rocking chair simulates anything else but rolling in a
> boat, then something is wrong with your middle ear, Tony.


lol, that was my first ever five laps at Mid-Ohio Short. I guess your
first session was in the rocking chair too, judging by the stats? :)

Mario Petrinovic March 23rd 13 12:22 AM

"cockpitLookDeadZone" affects Centering Spring
 
Tony R:
Mario Petrinovic:
> Tony R:
> Mario Petrinovic:
>> Hm, interestingly, after whole day of testing I managed to disprove
>> all of the above, and I am back where I was before.

>
> I just can't believe it to be true!
> --------------------------------------------------------------------------------
>
> Well Tony, I was in the same testing session that you were (you were
> already gone by then), and I was faster than you, using only stock
> baseline Skippy setup.
> I am telling you, put this rocking chair into garbage, whenever I
> see that somebody isn't fast, I know he is using that rocking chair. It
> DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate
> wheel
> forces, but, if that rocking chair simulates anything else but rolling in
> a
> boat, then something is wrong with your middle ear, Tony.


lol, that was my first ever five laps at Mid-Ohio Short. I guess your
first session was in the rocking chair too, judging by the stats? :)
--------------------------------------------------------------------------------

A lot of times I am just trying out some impossible FFB settings,
just to prove them being wrong. When I start, I usually start from too low,
or too high.


Tony R March 23rd 13 09:26 AM

"cockpitLookDeadZone" affects Centering Spring
 
On 22/03/2013 23:22, Mario Petrinovic wrote:
> Tony R:
> Mario Petrinovic:
>> Tony R:
>> Mario Petrinovic:
>>> Hm, interestingly, after whole day of testing I managed to disprove
>>> all of the above, and I am back where I was before.

>>
>> I just can't believe it to be true!
>> --------------------------------------------------------------------------------
>>
>>
>> Well Tony, I was in the same testing session that you were (you were
>> already gone by then), and I was faster than you, using only stock
>> baseline Skippy setup.
>> I am telling you, put this rocking chair into garbage, whenever I
>> see that somebody isn't fast, I know he is using that rocking chair. It
>> DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate
>> wheel
>> forces, but, if that rocking chair simulates anything else but rolling in
>> a
>> boat, then something is wrong with your middle ear, Tony.

>
> lol, that was my first ever five laps at Mid-Ohio Short. I guess your
> first session was in the rocking chair too, judging by the stats? :)
> --------------------------------------------------------------------------------
>
> A lot of times I am just trying out some impossible FFB settings,
> just to prove them being wrong. When I start, I usually start from too low,
> or too high.


So you are actually saying that making sweeping judgements on other
member's times in test sessions is pointless then? Glad we have
established that!

Mario Petrinovic March 23rd 13 09:45 AM

"cockpitLookDeadZone" affects Centering Spring
 
Tony R:
Mario Petrinovic:
> Tony R:
> Mario Petrinovic:
>> Tony R:
>> Mario Petrinovic:
>>> Hm, interestingly, after whole day of testing I managed to disprove
>>> all of the above, and I am back where I was before.

>>
>> I just can't believe it to be true!
>> --------------------------------------------------------------------------------
>>
>> Well Tony, I was in the same testing session that you were (you were
>> already gone by then), and I was faster than you, using only stock
>> baseline Skippy setup.
>> I am telling you, put this rocking chair into garbage, whenever I
>> see that somebody isn't fast, I know he is using that rocking chair. It
>> DOESN'T simulate middle ear racing sensations. FFB wheel DOES simulate
>> wheel
>> forces, but, if that rocking chair simulates anything else but rolling in
>> a
>> boat, then something is wrong with your middle ear, Tony.

>
> lol, that was my first ever five laps at Mid-Ohio Short. I guess your
> first session was in the rocking chair too, judging by the stats? :)
> --------------------------------------------------------------------------------
>
> A lot of times I am just trying out some impossible FFB settings,
> just to prove them being wrong. When I start, I usually start from too
> low,
> or too high.


So you are actually saying that making sweeping judgements on other
member's times in test sessions is pointless then? Glad we have
established that!
--------------------------------------------------------------------------------

Definitely isn't pointless. I just said what I noticed. Whoever
noticed something else, I'll be very glad to hear it. More knowledge, the
better.
I suppose, you are suggesting that we keep quiet about what we are
noticing, to "not distrub the gods", who will be very dissatisfied with us
for spreding "the word", and punish us to roll the rock up the hill whole
our lifes.



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