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  #14  
Old March 24th 10, 09:21 PM posted to rec.autos.simulators
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Default Need for Speed mmo

"rcgldr" > wrote in
:


Sorry for the delay. I sometimes delay my more involved posts a few days
for a break in my other postings/replies.

>>> 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.
>

So it's a key repeater you're saying?


>>> 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.
>

Now that's just plain cheating. Like the recent addition of speed
proportional steering that has appeared in high end cars. If you
mean the amount of steering lock is determined by the maximum lateral
g's at the apex speed.

>>> 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.
>

I much preferred it when such things were limited to separate background
programs. Is that the case still or is it actually built into the
software?

I'd much prefer it if you would use plain language and detailed explanations
than the marketing terms you've been using. I still am unsure enough about
your meaning that I'm not at all sure my reply is even relevant to what you
replied with.

Are there league restrictions placed on these cheats at all? or is it just a
free-for-all?
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