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  #13  
Old March 21st 10, 06:15 AM posted to rec.autos.simulators
rcgldr[_2_]
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Posts: 42
Default Need for Speed mmo

>> I should have stated that digital control inputs are simplified, not
>> the physics.


>> The way this is done is to modulate control inputs based the frequency
>> and duration of button presses. Some games implement the equivalent of
>> a steering assist when a digital controller is used. Note that Live
>> For Speed, a sim-oriented racing game, still supports keyboard play
>> although a wheel and pedals are recommended. At one time, Live For
>> Speed keyboard players had an advantage because the game's steering
>> assist was too close to perfect.


> So there are keyboard cheats in other words?


In the case of Live For Speed keyboard players had an advantage before
they detuned the steering assist.

> If it involves > anything more complex than <- for left -> for right
> up for accelerate, down for brake


Think of it as the equivalent of pulse width modulation as used for
brushless DC motors, or fuel injectors on a car. The current or fuel
is pulsed out in tiny bursts at some frequency to result in some
average rate of flow. The duration of each burst and the frequency
determines the amount of input the player is trying to achieve.

>> For most games, this is a front end process. Digital control inputs
>> are filtered and "enhanced" via the equivalent of a steering assist,
>> similar to the one in Nascar Racing Season 2003,


> No idea what you're talking about there - I don't *do* NASCAR period.
> define what you mean by "enhanced" please.


Think of it as the equivalent of a semi "auto-pilot".

As an example of an "enhancement", a players actual steering inputs would
only have to be somewhat close to ideal, and then the game would modify
these inputs to make them very close to ideal. Somewhat like having
steering speed sensitivity set to 100%, where holding down left arrow
or holding the steering wheel left at some fixed position would end
up targeting some rate of cornering load in a turn as opposed to
targeting a radius. Sort of like the pressure senstive stick on a F-16
fighter, where the pilot's control input is to request a rate of roll
or pitch (g force), and the onboard electronics translate this into
actual surface defelection based on airspeed.

>> before being fed into the physics engine, which is shared by both
>> digital and analog control inputs.


> Did you get this from their website itself or is this your own wording?


My own wording, although braking and steering assists, where the game
brakes and steers for the player can be found in a few sim-oriented games,
as options for a player new to racing games.


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