"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. |
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