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  #15  
Old March 22nd 13, 02:12 AM posted to rec.autos.simulators
Mario Petrinovic
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Posts: 253
Default "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!
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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.

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