PRoblems with bek feed. (Shift 2: Unleashed)
The whole Internet has been cleaned, nowhere has found a solution. I can't even cut off the feedback stupidly to go on an empty steering wheel. Can anyone come across? Worth a patch.DemianTh
First, answer my question from the pre-post. Although by your logic should. And at 16 percent, as again according to your logic, the click should be equal to the click of a full-degree steering wheel, the machine turns hardly! and I eat every day at work to twist a full steering wheel, here in the game my 270 degree steering wheel behaves identically at the early corners, at a position of 38 percent. at 50% too fast cooks.
By the way, cut the game lfs, put 270 degrees on the axis, and look how to spin the virtual steering wheel, there animation is visual.
Eugene Main
the question why they did not make the scale in 200% not to me)), but what to put sensitivity to the steering of momo corresponded to the steering wheel of a civilian car in the near-zero zones, I do not know, besides the steering wheel at all different center can be empty or sharp it is a feature of cars, suspension and other things. you need to try experimentally yourself
Eugene Main
lfs and shift different games, and different animation in them is not an indicator, in the lfs there is a parameter of nonlineaivity in gtr sensitivity (as in shift)
the essence is the same, but the name and scale are different
DemianTh
You don't want to make a scale in the steering setup, but you've made scales in the setting of the car, when you're tuning it, and you're setting it up. you just do not understand how to calculate because what you count using common sense will not work as you have calculated, well, not a linear steering wheel 270 degrees, in the position 50 fact!. In position 50, it is just twice as slow to twist the wheels, and should be tender at full linearity.
Eugene Main
the fact that I play on the steering wheel G25, but not with the full range, and limit on 360 breasts, if you put more supercars will be impossible to manage at a frenzied speed in sharp turns. I didn't count anything)) just here with 50% sensitivity animation corresponds to the real position of the steering wheel in front of me
Eugene Main
to feel like driving a car at work, you need a computer steering wheel with 900 degrees))
DemianTh
That's right, if you have 360 degrees, you need 360 divided into 9 (since it's 1 percent) and we get 40, so you have a sense of linearity. and if you leave the linearity of 50, and turn on the full 900 degrees, the steering wheel will twist the wheels slowly at the early corners. Give it a shot.
Eugene Main
Of course, but I think you're confusing the angle of the steering wheel, the angle of the wheels in tuning, and the linearity (sensitivity) in the menu.
or rather you want to bring the feeling of driving a real car to driving on the steering wheel momo in the game
DemianTh
Does it look like I'm confusing something? I explained the whole math of the process to you, I didn't write anything about tuning.
You used the word SNAMEN, so if it's natural that at 50% the steering wheel will twist the wheels more slowly, so where is the complete linearity?
DemianTh
I wrote this in the first post, one percent of the steering wheel twist, equal to one percent of the turn of the wheels in the game, although in the early degrees at least late, it's complete linearity! And it doesn't matter how many degrees the steering wheel has.
Eugene Main
that's right, it's a scale from 0 to 100 this value determines the divergence of the virtual and real steering wheel.
Here is an explanation from the first shift, fully corresponds to the second:
The sensitivity of the steering wheel.
This is commonly referred to as "linearity," but in this game it was called "sensitivity." Determines whether the angle of the steering wheel on the screen and how you spin your own steering wheel is matched.
At 0% - the game will slowly turn the steering wheel at small corners and quickly - on large (nonlineary and smoother control). Easier at speed, but more difficult on sharp turns - get tired of the steering wheel twist.
At 100% - faster at small corners and slower on large (nonlinean and sharper control). Easier in sharp turns, but more difficult at speed - the car is more nervous (given the decrease in sensitivity at speed - see more).
At a value of 50% - everywhere the same (linear). The car steers exactly the way you drive.
DemianTh
Is that what it says? word for word? right in the sensitivity settings menu?
Eugene Main
it's from faq on shift from another forum, whether you agree with it or not, your case. but that's a fact
DemianTh
Who is the fak that is written? On another forum, maybe the same person wrote as you))) as understood and wrote.If this is an official explanation then another conversation, give a link or a screen from the game with an explanation.
Eugene Main
laziness already something to look for)), if you do not like such an explanation, for God's sake, experiment yourself and write your fak, open your eyes to the misguided
DemianTh
Look how the conversation started! you mislead people, you don't accept logic, facts and common sense.
And I don't even want to discuss the fact, if it's not official.
Nesferatus
in 25 gear transmission, in g 27 - worm (screw). There are no belts. I don't know from hearsay. My settings in g 27: in the profile - 100, 0, 0, 360, 0. I agree with the changes in the game. In the game: feedback 70, sensitivity 100, dead zones 0, angle also 360, sensitivity to speed 0. PS feedback sometimes disappears, sometimes spontaneously turns on the centering. Bugs, what are you going to do? It is treated either through esc or restarting the game.
put a tick in the checkbox "Enable centering spring in FFB games" and there was feedback. and without it, too, the steering wheel was spinning with one little finger and remained in the position in which direction he turned. I didn't come back. Now normal)