"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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. |
"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). |
"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! |
"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. |
"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. |
"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? :) |
"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. |
"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! |
"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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