View Full Version : Spinoff : Limiting car wheel turn
X-Ter
6th July 2006, 15:16
Suggestion:
My wheel (my physical, on the desk wheel) can turn max 240 degrees from lock to lock. I'd like an option to set the corresponding (spelling) ammount of visible turn of the graphical wheel in the car (I hope this explanation makes sence).
It's not a high priority request, just a suggestion, and I'm sorry if it's allready possible and I've missed it :duck:
Suggestion:
My wheel (my physical, on the desk wheel) can turn max 240 degrees from lock to lock. I'd like an option to set the corresponding (spelling) ammount of visible turn of the graphical wheel in the car (I hope this explanation makes sence).
It's not a high priority request, just a suggestion, and I'm sorry if it's allready possible and I've missed it :duck:
It is already possible - called wheel rotation. :)
X-Ter
6th July 2006, 15:33
hmm.. I find "wheel turn" and "wheel turn compensation", none which do exactly that what I was looking for. The vitual wheel still turns a lot more in the end.
Where is this option "Wheel Rotation" hidden, cause I've been trough the menues a lot :)
hmm.. I find "wheel turn" and "wheel turn compensation", none which do exactly that what I was looking for. The vitual wheel still turns a lot more in the end.
Where is this option "Wheel Rotation" hidden, cause I've been trough the menues a lot :)
I'm sorry, its called wheel turn - go into LFS, park a car with the wheel turned and change this setting. :)
X-Ter
6th July 2006, 15:49
Still doesn't do exactly what I was looking for, sorry :shrug:
I was looking for a function that locks the virtual wheel to the same ammount of rotation as my desktop wheel. 240 degrees from lock to lock.
That's what Wheel turn is meant to do, what do you think wheel turn does?
I was just about to suggest the exact same thing!
I quit using the cockpit view because it's very bothersome to see the virtual wheel turning so much more rapidly than my wheel.
That's what Wheel turn is meant to do, what do you think wheel turn does?
It may be a bug, but changing the "Wheel Turn" value doesn't seem to have any effect whatsoever visually
X-Ter
6th July 2006, 16:12
I did two quick short movies to explain this better.
Right click and save as if you got trouble viewing them.
How it is (http://www.scoreracing.de/temp/howitis.wmv)
What I want (http://www.scoreracing.de/temp/iwantthis.wmv)
sin[nk]
6th July 2006, 16:15
Wheel turn is the value that determines dependence of car's wheels angle from controller's wheel angle (you can adjust this also with steering lock and wheel turn compensation). What you see in cockpit view - is the graphical representation of your actions. You can affect only smoothnes or nonlinearity of this, but car's steering wheel lock-to-lock angle is constant. (for example: mrt has 270 degrees and lx6 - 720)
sgt.flippy
6th July 2006, 16:17
It may be a bug, but changing the "Wheel Turn" value doesn't seem to have any effect whatsoever visually
With me neither...
Wheel turn compensation just makes it so, that when you turn your wheel IRL further than the wheel can go in LFS, it slows the wheel in LFS down... So when you keep turning your real wheel, it will keep turning in LFS too, just in a slower rate. Otherwise, you could turn your real wheel, but the reading in lfs stops when the car in the game has its max lock.
AndroidXP
6th July 2006, 17:08
Each car in LFS has a fixed wheel turn rate (which is what you want changed). If you set the "Wheel turn" option in controllers correctly to your wheels turn rate, then full lock on your wheel will always mean full lock in game, iirc. The wheel turn compensation will not alter this, but only the steering curve, which is linear at 0% wtc and gets more non linear the closer you move it to 100% (1.0). What wtc tries to accomplish is to make the steering around the center as close as possible to the one in the car.
Example:
Wheel turn 270°
LFS car turn 540°
Without wtc, 1° rotated on wheel is 2° rotated ingame, everywhere.
With full wtc, 1° rotated on wheel is 1° rotated ingame around the center of steering, but closer to 3-4° on the edges.
Basically, wheel turn compensation gives you more precision on the center and less on the extreme steering angles.
I don't know exactly what happens if you have more wheel turn available then the car in LFS (which is likely with a DFP). My guess is that the steering will always be fully linear, and on a MRT for example you'd need to turn your wheel more than 3° to turn it 1° ingame (hence the preferred method to catch a slide is "flailing arms of doom").
tristancliffe
6th July 2006, 17:24
If you have your DFP set to 900, and WTC set to 0 then your in game wheel will always turn the same amount - i.e. 1 degree of wheel turn = 1 degree of in game wheel turn. If you drive a car with a limited lock (say 540°) then the steering in game just stops at that lock on the DFP, and steering further will cause no change to LFS's steering.
Hope that makes sense.
P.S. I don't have a DFP, this is just something I've picked up on the years
sgt.flippy
6th July 2006, 17:35
^^ I'm not sure and don't feel like testing it right this moment, but I think it's the other way around... What you describe there happens when WTC is at 100%
TiJay
6th July 2006, 17:40
Yeah, it's WTC at 100%. Best way to setup your DFP if you can't be bothered to dive into the configurator everythime you change cars.
-wes-
7th July 2006, 17:24
he wants 1° rotated on wheel is 1° rotated in game- for the whole wheel range right?
I've just been testing this with my dfp, setting it to lower locks via its control panel then messing around in lfs.
And.. You can't do it when your real life wheel has a LOWER lock than than the lfs car.
Heres how to test if you have a dfp or other wheel that can have its lock altered;
set the dfp to 360 degrees in the control panel, go into lfs and set the wheel turn to the same.
Also set wheel turn compensation to 1.00.(has to be this to get corect 1 to 1 rotation)
now load up the mrt(has a wheel lock of 270; our dfp is at 360) use a setup that has FULL lock( ie 30 deg)
Fine; now watch incar as you move your dfp the rotation will match perfect for the full range of the lfs wheel.
The ingame wheel stops rotating at its limit and your dfp will be at the EXACT same angle.
Now load up the xrgt(lock of 720; our dfp is at 360) use a set that uses FULL lock(36 deg)
Watch incar again and you can see the wheel rotations DON'T match! Nor do the angles match at full ingame lock.
This is wrong and is the complant of x-ter, his wheel has a lower lock and the inputs get scaled up too much in lfs.
He wants 1 to 1 lock evan though his real life wheel will reach max lock before the lfs cars wheel.
He wants 240 degrees on his wheel to only ever reach 240 degrees in the lfs cars wheel. No matter which car it is.
The 1 to 1 matching works perfectly when your real life wheel out-rotates the lfs car wheel but not the other way round.
This is the bit that needs fixing perhaps.
I'm guessing that the Scawen wants all wheels to be able to match 1 to 1, it would give greater( and more realistic) control to low lock wheels.
Does anyone use more than 200 when you get it right?
x-ter has a 240 degree lock to lock wheel(bet its a logitech) so, x-ter try setting the wheel turn to 240 with wheel turn compensation set to 1.0.
because of the above problem you still won't have a lock matching wheels just yet.
Can some other people test this please, There is always a chance I'm talking gibberish. I kept wanting to spell wheel as whell no no don't ask.:pillepall
X-Ter
7th July 2006, 20:21
I got it set to 240 and compensaton to 1.00.
And since all the cars in LFS has more loch than my physical 240 degrees it's going to as you described above, yes. That's why I have turned off the graphical wheel and hands, cause they just get confusing after a little while. Wish I could have full on 1 to 1 all the 240 degrees :)
And yes, it's a logitech :D
sgt.flippy
7th July 2006, 20:24
I have wheel and hands shown, because it just feels weird with nothing... But I have wheel compensation to 0, and my dfp to 900°, I never drive a car that isn't drivable with that lock (BF1). And I don't know what you're on about, but I don't really look at the wheel... I can't understand why it would become confusing, you have your wheel in your hands, how can it become confusing? You start thinking you're holding the virtual one?
Well it would definately be nice to have the option to change the maximum wheel turns in the LFS cars to match that of our game wheels. Non-linear or not, when comparing 270-degrees or rotation of a game wheel to 720-degrees in the game, at some point, the in-game wheel is turnig much more rapidly than the game wheel, and that can be very distracting. But it feels strange driving in the cockpit view without the wheel and hands visible, so I've resorted to a sort of over-the-hood view.
Shotglass
7th July 2006, 20:56
Non-linear or not, when comparing 270-degrees or rotation of a game wheel to 720-degrees in the game, at some point, the in-game wheel is turnig much more rapidly than the game wheel, and that can be very distracting.
not at all ... its the only indication you have on a sub 720 wheel how far the wheels are actually turned (except ffb)
-wes-
7th July 2006, 22:54
The problem is not how it looks. But how your control of the car is affected by these settings.
Its also about making lfs feel consistent to its users.
With correct wheel lock matching a car will handle and feel the same on any computer with any wheel.
Without it you could run into problems. It might cause you issues when creating setups or when using someone elses.
comparing real life to lfs handling, the xrgt turbo has been labled as an oversteering pig. Part of that could be because your real wheel inputs are being scaled up too much in lfs.
Does it matter if it works for you? Yes this IS real life man! realism counts! :razz:
BWX232
19th July 2006, 14:39
http://www.lfsforum.net/showthread.php?p=886#post886
Yeah If the lock to lock on your controller (wheel) is too low, you cannot get the one on screen linear and also stop at the same time.
Even for us DFP (and future G25) users.. it would be easier to just input the settings such as "720 degrees" or "240 degrees" or whatever.. and then on a completely separate control LFS setting change the linearity. (it would always be completely linear for me)
Of course it would always be good to be able to set this up so that the cars real lock to lock could be easily achieved by the game telling you what it is on that same screen by default.
Then of course having the game keep those controls seperate for each set of cars that use that same default rotation.
I guess there would be 4 separate steering wheel rotation control profiles.
Steering wheel rotation Profile 720)
- affects all cars that have a default of 720 degrees default steering wheel lock to lock
Steering wheel rotation Profile 540)
- for all cars that have a default 540 degrees default steering wheel lock to lock.
Steering wheel rotation Profile 450)
-for all cars that have a default 450 degrees default steering wheel lock to lock.
Steering wheel rotation Profile 270)
for all car(s) that have a default 270 degrees default steering wheel lock to lock.
Not sure what the new F1 car is.. I need to check... maybe it needs it's own profile?
If this was already or partially covered in the latest set of patches, maybe it's not needed now.. Not sure how in depth that went for this. I see a couple things that could affect this, but I'll have to test it to see if profiles like above would still make sense.
dadge
19th July 2006, 16:13
i think it is the animation (not the steering)of the wheel in the cockpit he wants to match with his real life wheel...i think
Cue-Ball
19th July 2006, 17:38
I can't believe this is actually a request.
The cars in the game should not change their wheel rotation to match the users PC wheel. The FZ has 720* rotation as it should. Just because you use a controller with 270* rotation, that's no reason that the in-game car should change one bit.
It works exactly as it should right now, and should not be changed.
BWX232
19th July 2006, 19:29
If it's just graphical, what's the big deal? It's not like it's changing the physics or mechanics of the car.
If that's the argument the game shouldn't allow people to drive with a keyboard, gamepad, joystick, or mouse either..
I don't see the logic not allowing for players to sync of the wheel they are using with the wheel they see on the screen just because they don't have the latest and greatest wheel- as long as it lets you know in the game what the default steering wheel rotation is.. because I do think it is important. I had to figure it out for myself by trial and error back in the day, it wasn't listed anywhere that I could find.
Cars that use 720 degrees of rotation:
XF GTI, XR GT, XR GT Turbo, RB4 GT, XFO Turbo, LX4, LX6, UF1000, UF GTR, XF GTR, FZ50, Raceabout..
Cars that use 540 degrees of rotation:
XR GTR, XFO GTR, FZ50 GTR
Cars that use 450 degrees of rotation:
Formula XR, Formula V8
Car that uses 270 degrees of rotation:
MRT5
Plus it would allow for easy profiles that you could "set and forget" for ALL cars so people wouldn't have to constantly adjust their settings, making for a better overall experience, especially for people with older low rotation wheels.. (or new ones for that matter).
Jakg
19th July 2006, 19:49
you forgot the BF1...
BWX232
19th July 2006, 20:31
you forgot the BF1...
http://www.lfsforum.net/showthread.php?p=172275#post172275
Not sure what the new F1 car is.. I need to check... maybe it needs it's own profile?
:scratchch
Yeah I know.. I made that list a looong time ago..
Reed
20th July 2006, 00:22
I can't believe this is actually a request.
The cars in the game should not change their wheel rotation to match the users PC wheel. The FZ has 720* rotation as it should. Just because you use a controller with 270* rotation, that's no reason that the in-game car should change one bit.
It works exactly as it should right now, and should not be changed.
I can't believe you state opinion as if it's fact.
Jakg
20th July 2006, 00:26
i'll save you the trouble, its 400 degrees, so your list should be...
Cars that use 720 degrees of rotation:
XF GTI, XR GT, XR GT Turbo, RB4 GT, XFO Turbo, LX4, LX6, UF1000, UF GTR, XF GTR, FZ50, Raceabout..
Cars that use 540 degrees of rotation:
XR GTR, XFO GTR, FZ50 GTR
Cars that use 450 degrees of rotation:
Formula XR, Formula V8
Cars that use 400 degrees of rotation:
BMW Sauber
Car that uses 270 degrees of rotation:
MRT5
CSU1
24th July 2006, 19:25
Still doesn't do exactly what I was looking for, sorry :shrug:
I was looking for a function that locks the virtual wheel to the same ammount of rotation as my desktop wheel. 240 degrees from lock to lock.
It seems to me this guy is happy enough with the way his car turns,
and that he is simply wants the graphical representanion of his wheel
to match that of the one in his hands.There are a lot of different types of hardware
Cue-Ball
24th July 2006, 23:02
I can't believe you state opinion as if it's fact.I'm stating my opinion (it's fine the way it is) AND i'm stating fact (a cars wheel doesn't magically change the number of degrees it rotates). Each car is setup to have a specific lock-to-lock and that's that. The only way it should ever change is if we, in the future, are able to change the steering ratios on the cars.
Making the wheel turn less so that it matches the users external wheel just makes no damn sense at all. If having the "real" wheel and the "game" wheel not match is so bothersome there's a nice little option to turn the game wheel off. Or, he can just buy a wheel with at least 720* rotation and then it's a moot point since both wheels will always match up.
ddmak
25th July 2006, 05:06
I'm stating my opinion (it's fine the way it is) AND i'm stating fact (a cars wheel doesn't magically change the number of degrees it rotates). Each car is setup to have a specific lock-to-lock and that's that. The only way it should ever change is if we, in the future, are able to change the steering ratios on the cars.
Making the wheel turn less so that it matches the users external wheel just makes no damn sense at all. If having the "real" wheel and the "game" wheel not match is so bothersome there's a nice little option to turn the game wheel off. Or, he can just buy a wheel with at least 720* rotation and then it's a moot point since both wheels will always match up.
I believe he wanted the graphical thing, not actually changing the car steering ratio or lock to lock. I think everyone agrees not to change the lock to lock or the steering ratio.
In rFactor, you can change the graphic of the ingame steering wheel to match the rotation of your desk wheel, and the steering ratio or lock to lock stays the same.
BWX232
25th July 2006, 16:33
I believe he wanted the graphical thing, not actually changing the car steering ratio or lock to lock. I think everyone agrees not to change the lock to lock or the steering ratio.
In rFactor, you can change the graphic of the ingame steering wheel to match the rotation of your desk wheel, and the steering ratio or lock to lock stays the same.
Yeah tht's what I was thinking too. it is just a graphical thing.
isamoretto
12th August 2006, 02:37
retired
CSU1
18th August 2006, 21:53
I'm stating my opinion (it's fine the way it is) AND i'm stating fact (a cars wheel doesn't magically change the number of degrees it rotates). Each car is setup to have a specific lock-to-lock and that's that. The only way it should ever change is if we, in the future, are able to change the steering ratios on the cars.
Making the wheel turn less so that it matches the users external wheel just makes no damn sense at all. If having the "real" wheel and the "game" wheel not match is so bothersome there's a nice little option to turn the game wheel off. Or, he can just buy a wheel with at least 720* rotation and then it's a moot point since both wheels will always match up.
Let's play the imagine game...
Imagine ...
close your eye's..:)
Imagine you are in the car sitting in pit lane....
Now you are in the car holding the wheel in your hands,
you begin to turn the wheel....
you feel it in your hands turning normally.The first thing you notice is that the wheel is not turning in sequence with the one in your clasp."Making your hardware specific/synchronised to the one on da screen yo'
BruTaLysT
30th April 2007, 17:47
I totally understand the TS his request. But i also agree with Cue-Ball. When i still had my Logitech formula force which only had 180 degrees of steering i encounterd the same visual appearence as TS discribes. Only i never had such big problems with it.
Ain't it much more important to feel your own wheel and its feedback, and not use the graphical representation (which is actually correct, and should be that way) as your guide? A car with only 180 degrees of steering is insane imho.
Also, u look at the track, at a far distance, not at your graphical in-game wheel i hope! So it does not make that much sense to me.
If u are such an enthousiast, buy a wheel with adjustable lock. It will drive much better, have linear graphics and u gain lots of precision by doing so. This IS the advantage serious drivers have over unexperienced ones with no real hart for racing. A good FF wheel with these functionalities aint cost that much, everyone could afford one. Its just matter of priorities. If its not your priority to have linear response in a racesim, don't complain about it.
Some ppl still want LFS to be more user friendly, but it would take away its karma when doing so. The point described in this topic is just one of those. Also, 'this may sound a bit harsh', is that i don't really care about such suggestions because its nothing a pro-racer would ever complain about. To me, this is what makes LFS special. And i don't like LFS to get filled with unexperienced 'wreckin' guys who never get any better. Not that this particulair suggestion is THAT bad, it's just that i really care about this game and i like how it is the way it is.
srdsprinter
30th April 2007, 18:55
I totally understand the TS his request. But i also agree with Cue-Ball. When i still had my Logitech formula force which only had 180 degrees of steering i encounterd the same visual appearence as TS discribes. Only i never had such big problems with it.
Ain't it much more important to feel your own wheel and its feedback, and not use the graphical representation (which is actually correct, and should be that way) as your guide? A car with only 180 degrees of steering is insane imho.
Also, u look at the track, at a far distance, not at your graphical in-game wheel i hope! So it does not make that much sense to me.
If u are such an enthousiast, buy a wheel with adjustable lock. It will drive much better, have linear graphics and u gain lots of precision by doing so. This IS the advantage serious drivers have over unexperienced ones with no real hart for racing. A good FF wheel with these functionalities aint cost that much, everyone could afford one. Its just matter of priorities. If its not your priority to have linear response in a racesim, don't complain about it.
Some ppl still want LFS to be more user friendly, but it would take away its karma when doing so. The point described in this topic is just one of those. Also, 'this may sound a bit harsh', is that i don't really care about such suggestions because its nothing a pro-racer would ever complain about. To me, this is what makes LFS special. And i don't like LFS to get filled with unexperienced 'wreckin' guys who never get any better. Not that this particulair suggestion is THAT bad, it's just that i really care about this game and i like how it is the way it is.
I agree its better to have 1:1 steering, for realism, but there are Mouse 'drivers' out there setting WR's for goodness sake. I have to question the advantage of 900 degree steering.
col
30th April 2007, 19:46
Let's play the imagine game...
Imagine ...
close your eye's..:)
Imagine you are in the car sitting in pit lane....
Now you are in the car holding the wheel in your hands,
you begin to turn the wheel....
you feel it in your hands turning normally.The first thing you notice is that the wheel is not turning in sequence with the one in your clasp."Making your hardware specific/synchronised to the one on da screen yo'
Lets play a different imagine game:
Imagine you are in a race car, your hands are on the wheel. As you turn the wheel you notice in astonishment that just infront of the wheel you are grasping, between you and the windscreen of the car, there is another wheel !? yes ANOTHER WHEEL !!! What's more, there seem to be two odd looking arms floating ghostlike with their hands grasping this second wheel.....
I don't know why the OP is worried about the second 'ghost' wheel matching the rotations of his 'primary' wheel - the idea of having a second 'ghost' wheel at all seems faintly rediculous to me - one of the first things I did when I started playing LFS back in 2002 was switch off the silly wheel and arms visuals - I have my own wheel and My own arms TYVM
Col
srdsprinter
30th April 2007, 19:59
unfortunately right now my wheel is setup on my pc table. As such it is a bit lower than i would like. As my monitor is eye level to me, the 'virtual' wheel is in a more accurate level than my G25.
so yes, it is reassuring to see the virtual hands acting as mine do.
Almadiel
3rd June 2008, 02:50
If you are only concerned with the visual appearance, it is possible to make the steering wheel invisible in cockpit mode is it not? You would lose the LCD info, though you could get that back using virtual displays or tools like SimView on a second display.
As a semi-related question: I'm getting a G25, and if I set the locks to and ingame wheel rotation to 900 degrees, what happens if I rotate the wheel past the car's maximum wheel turn? Will the ingame wheel rotate at the same rate as the physical one until it hits the "virtual" lock and then just ignore the additional input (maybe apply force to try and push the wheel to simulate the lock)? Or would it scale the rotation so that 900 degrees on the physical wheel equals 720 on the virtual one, etc? I would really like to not have to mess around with the profiler settings every time I change cars.
BWX232
3rd June 2008, 06:27
LOL
http://img527.imageshack.us/img527/2125/batmanthreadkz1.jpg
RocksGt
3rd June 2008, 08:33
Why not simply don't display in game wheel nor racer arms? :shrug:
You have your own realistic arms (I hope :x) and your real wheel attached to your racing table (or cockpit) so why do you want to see it in LFS too? :scratchch
Whiskey
3rd June 2008, 10:16
Maybe he has not his wheel just over the sreen, I have my wheel below the monitor, so I need to see the virtual wheel
BWX232
3rd June 2008, 13:24
Maybe he has not his wheel just over the sreen, I have my wheel below the monitor, so I need to see the virtual wheel
In most cars the steering wheel is below the windshield.
gohfeld23
3rd June 2008, 20:09
In most cars the steering wheel is below the windshield.
Thats generally not true.
All cars that I've ever owned and most small cars in todays market have a steering wheel possitioned fairly high.
Larger cars like SUV's and Minivans dont.
I guess it depends where you live and what type of cars you drive but as a standard, most European small and sports cars have a steering wheel above the bottom part of the windshield.
BWX232
3rd June 2008, 20:32
Thats generally not true.
All cars that I've ever owned and most small cars in todays market have a steering wheel possitioned fairly high.
Larger cars like SUV's and Minivans dont.
I guess it depends where you live and what type of cars you drive but as a standard, most European small and sports cars have a steering wheel above the bottom part of the windshield.
Then I guess lower the seat.
gohfeld23
6th June 2008, 22:10
Then I guess lower the seat.
Seriously!?
I really hope your wheel doesn't move when you move the seat.
BWX232
7th June 2008, 10:08
Seriously!?
I really hope your wheel doesn't move when you move the seat.
No I meant so he could see the wheel from his PERSPECTIVE.. :scratchch
Gills4life
7th June 2008, 11:44
If your wheel is not below the windscreen then where is it ? ON the windscreen ? On the ceiling ? :really: The dashboard is surely below the windscreen which is where you would usually find the wheel :scratchch
BWX232
7th June 2008, 12:06
If your wheel is not below the windscreen then where is it ? ON the windscreen ? On the ceiling ? :really: The dashboard is surely below the windscreen which is where you would usually find the wheel :scratchch
http://www.lfsforum.net/showthread.php?p=816909#post816909
The real wheel, not the one on the screen... - Lower you REAL seat.. the real wheel will appear higher up on the monitor. Or mount the wheel higher on the desk with some scrap MDF or something..
I think you LFS'ers are insane sometimes. :really:
I guess I need to take a picture for you guys to understand what I mean.--- in answer to Whiskey's post.
gezmoor
7th June 2008, 13:22
If your wheel is not below the windscreen then where is it ? ON the windscreen ? On the ceiling ? :really: The dashboard is surely below the windscreen which is where you would usually find the wheel :scratchch
Err yeah but... Then the seat in a car is much lower than any office chair you would use to play LFS, especially in anything except a van !
Get in your car and look at exactly where the wheel is in relation to your body. I'm betting it's around chest height. Unless, like I said you drive a van or are really tall. :scratchch
Forbin
7th June 2008, 21:04
If it bothers you so much that your wheel and the ingame wheel don't match up, why not just turn the ingame wheel off?
akiskev
16th June 2008, 00:18
Wow! That's a funny thread! The "answers" and the "suggestions" from some people are unbeleivable!
Gills4life
16th June 2008, 00:56
Err yeah but... Then the seat in a car is much lower than any office chair you would use to play LFS, especially in anything except a van !
Get in your car and look at exactly where the wheel is in relation to your body. I'm betting it's around chest height. Unless, like I said you drive a van or are really tall. :scratchch
Purchase a lower seat :shrug: :razz:
gezmoor
16th June 2008, 17:52
Purchase a lower seat :shrug: :razz:
The height of my wheel in LFS isn't of concern to me, I never look at it (or the one on screen) anyway. I was merely stating the difference between the positioning of steering wheels/dash/seat in a real car compared to a normal pc screen/desk/office seat set up.
Gills4life
16th June 2008, 21:21
fair enough :D
Hockquan
16th June 2008, 21:22
I think it's a fine idea myself. Hardware varies a lot and I don't see why it would matter if there was an option to allow a virtual steering wheel match the actions of a real steering wheel. It's such a small cosmetic change that would be easy to implement and I am not sure that I can see a reason why it should not happen.
I'm not bothered by it not matching up to my real wheel myself (which has 270 degrees of rotation I think) but I would like it ever so slightly better if it did.
+1
TomShanK
17th June 2008, 01:55
Still doesn't do exactly what I was looking for, sorry :shrug:
I was looking for a function that locks the virtual wheel to the same ammount of rotation as my desktop wheel. 240 degrees from lock to lock.
If you did that, then your wheels would not go from lock to lock, handicapping you.
Zen321
19th June 2008, 14:16
This suggestion hasn't got anything to do with car handling or maximum lock or anything else.
What the OP means is :
- The Ingame 3D model of the (steering) wheels of XRG (for instance) has a lock of 720° (360° in each side).
- His hardware steering wheel has got a maximum lock of 270° (135° in each side).
- When he turns his hardware wheel by (let's say) 90° to the left, the ingame 3D steering wheel models turns by more than 90°. The ratio is, for instance, 90°/135° (2/3), which means, the ingame 3D model will turn 2/3 of 360 to the left, so 240°.
- Then, what he wants is to allow the model to have the same rotation angle as his hardware one (meaning that when he turns 90° to the left, the wheel will turn 90° and have the same maximum lock of 135°), but keeping the same wheels' (the one with tires) lock.
So, as a "résumé", when he turns 135° to the left, the XRG wheels (front ones) will keep their lock of 36°, but the 3D steering wheel will turn 135° instead of 360° (which will change by no means the handling of the car, it will just change how does your cockpit steering wheel model turns).
Spils
19th June 2008, 15:27
Yeah, it's WTC at 100%. Best way to setup your DFP if you can't be bothered to dive into the configurator everythime you change cars.
I guess this is same for g25, do i need to set 900 degree inside and outside lfs.
Im sure in logitech software i have it at 720 and wtc at 1.0 i thought this was the correct way. am i wrong ?:shrug:
BWX232
20th June 2008, 19:16
This suggestion hasn't got anything to do with car handling or maximum lock or anything else.
What the OP means is :
- The Ingame 3D model of the (steering) wheels of XRG (for instance) has a lock of 720° (360° in each side).
- His hardware steering wheel has got a maximum lock of 270° (135° in each side).
- When he turns his hardware wheel by (let's say) 90° to the left, the ingame 3D steering wheel models turns by more than 90°. The ratio is, for instance, 90°/135° (2/3), which means, the ingame 3D model will turn 2/3 of 360 to the left, so 240°.
- Then, what he wants is to allow the model to have the same rotation angle as his hardware one (meaning that when he turns 90° to the left, the wheel will turn 90° and have the same maximum lock of 135°), but keeping the same wheels' (the one with tires) lock.
So, as a "résumé", when he turns 135° to the left, the XRG wheels (front ones) will keep their lock of 36°, but the 3D steering wheel will turn 135° instead of 360° (which will change by no means the handling of the car, it will just change how does your cockpit steering wheel model turns).
I knew that
Feffe85
26th June 2008, 08:35
This suggestion hasn't got anything to do with car handling or maximum lock or anything else.
What the OP means is :
- The Ingame 3D model of the (steering) wheels of XRG (for instance) has a lock of 720° (360° in each side).
- His hardware steering wheel has got a maximum lock of 270° (135° in each side).
- When he turns his hardware wheel by (let's say) 90° to the left, the ingame 3D steering wheel models turns by more than 90°. The ratio is, for instance, 90°/135° (2/3), which means, the ingame 3D model will turn 2/3 of 360 to the left, so 240°.
- Then, what he wants is to allow the model to have the same rotation angle as his hardware one (meaning that when he turns 90° to the left, the wheel will turn 90° and have the same maximum lock of 135°), but keeping the same wheels' (the one with tires) lock.
So, as a "résumé", when he turns 135° to the left, the XRG wheels (front ones) will keep their lock of 36°, but the 3D steering wheel will turn 135° instead of 360° (which will change by no means the handling of the car, it will just change how does your cockpit steering wheel model turns).
+200 for that explanation(spelling) :)
Alistair
28th June 2008, 23:34
just turn the weel and arms off and place your weel on your desk in the corosponding position
labtec99
5th October 2009, 19:17
you do realise you can turn off the graphical wheel in the game? if you want cockpit view but no graphical wheel just turn it off :thumb:
Gekkibi
5th October 2009, 19:37
you do realise you can turn off the graphical wheel in the game?
you do realise you can bump old threads for no reason?
March Hare
5th October 2009, 20:06
LOL
http://img527.imageshack.us/img527/2125/batmanthreadkz1.jpg
:really:
BWX232
6th October 2009, 15:07
:really:
:really::really::really::really:
Who is the one resurrecting threads? Not me, at least not here. Look at the dates dude.
Inouva
6th October 2009, 15:17
Allways the same with you lads. at least he dont create a new th asking for the same as other th hass asked.
And stop make spam ,jesus , grow up
BWX232
11th October 2009, 01:00
Allways the same with you lads. at least he dont create a new th asking for the same as other th hass asked.
And stop make spam ,jesus , grow up
WTF are you talking about?
"Always the same"? How's that? :rolleyes2
Gekkibi
11th October 2009, 08:57
WTF are you talking about?
"Always the same"? How's that? :rolleyes2
Meaning that usually someone makes a new thread even if there is an existing one.
For example: Improvement suggestion thread "Night racing" when there are n+1 thread discussing that subject already.
March Hare
11th October 2009, 09:11
Who is the one resurrecting threads? Not me, at least not here. Look at the dates dude.
Nope. You are not resurrecting it but are sure as hell keeping it alive.
I was just quoting your post to demostrate that this thread had been resurrected before and that your comment was applicable to this resurrection too. Clearly you missed that, dude.
Maybe I should start adding detailed explanations about what I mean to my posts so that everyone, regardless of their intellectual level, will understand them.
mathew4445
14th October 2009, 10:26
Nope. You are not resurrecting it but are sure as hell keeping it alive.
I was just quoting your post to demostrate that this thread had been resurrected before and that your comment was applicable to this resurrection too. Clearly you missed that, dude.
Maybe I should start adding detailed explanations about what I mean to my posts so that everyone, regardless of their intellectual level, will understand them.
Contributing:
Just for the record, I knew exactly what you mean't when you quoted his post, You were only quoting BMW at the time because he had posted the image some months earlier, When it was first bumped. In no way were you accusing BMW of bumping it.. lol.
Heh, What? I was bored and wanted to post something.
BWX232
14th October 2009, 22:30
.......
CodieMorgan
11th May 2011, 12:54
I pointlessly revived this thread
What the hell.....
/thread FFS.
Edit: correction - above user is a spambot and requires a permaban!
Senninha25
11th May 2011, 13:18
What the hell.....
/thread FFS.
Edit: correction - above user is a spambot and requires a permaban!
LOL! I've reported him already though.
BWX232
11th May 2011, 23:35
LOL! I've reported him already though.
I reported him at about 2am EDT. I got the email update with the spam post. He's gone now.:thumb:
CodieMorgan
15th May 2011, 16:31
I reported him at about 2am EDT. I got the email update with the spam post. He's gone now.:thumb:
Good
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