View Full Version : 50% is linear imo - Heres why- Also sorts animation
Did some tests will the old Corvette
set profiler to 900 degrees with allow game change settings ticked
(as game can put soft locks on by itself)
(1)
IN Game
Set steering sensitivity at 50%
Set rotation at 900 degrees
start quick race but don't drive as this is looking at animation of wheel
turn your wheel slowly at in game wheel matches perfectly with hands also having to move and wheel will complete 900 degrees
(2)
IN Game
Set steering sensitivity at 0%
Set rotation at 900 degrees
start quick race but don't drive as this is looking at animation of wheel
turn your wheel slowly to 90 degrees,the in game wheel will only have done about 5 degrees , so 0 degrees turns very slowly at the start and speeds up until it matches at the end of 900 degrees
(3)
IN Game
Set steering sensitivity at 100%
Set rotation at 900 degrees
start quick race but don't drive as this is looking at animation of wheel
turn your wheel slowly to 45 degrees,the in game wheel will have gone to 90 degrees , so in game wheel turns very fast at the start and slows until it matches at the end of 900 degrees
So that would definitely point at 50% being linear as its the only setting that matched my wheel to in game wheel.
Problem
The problem with this is you want to have 900 degree animation is you need rotation in game set to 900 but you cant access (front wheel of car to steering wheel of car ratio) in career races.
Agree with others that it looks like they set up all the cars for low rotation of wheels ie 270 thats in all the wheels profiles
However if i set my rotation in game to 270 with 50% sensitivity the wheel in game will still match the wheel in my hand but the soft locks will stop me going over the 180 degrees to one side to see the animated hand movement.
PS
twice when testing steering sensitivity at 0% i got the disappearing hands bug, reseting the steering sensitivity to something else and saving and then going back to 0 and saving again cured it.
Edit
sorry steering lock doesn't change animation , had forgotten to reset it to 50%
animation matches no matter the steering ratio as long as you maintain 50%
in sensitivity but you can get more turning or less turning for input
If you dont use 50% you will get either to fast or too slow steering at the start and the end of what ever degrees of rotation you use, and it can make it imo very hard to judge from car to car(if at different steering angles) how much input you need for a particular corner.
No matter what degrees of rotation and steer ratio you use
0% = very fast car front wheel movement at start of input
50% = linear movement
100% = very slow car front wheel movement at start of input
Might help drifters
i would also assume it is the same for each of the other sliders in the settings
Very good information if correct! I had mine set at 75% thinking 100% was its sensitivity and not its linearity. Seems deceiving for them to call it sensitivity (thought it basically smoothed out your movements) when in reality its a linearity setting (input curve).
I have a fanatec wheel and can set all sorts of things on the wheel itself including linearity so I'll definitely be setting my "sensitivity" to 50%.
2fast2drive
5 April 11, 01:10
yup 50% is linear
tested on my DFGT
I was running 540 and 80%, but ill try this.
Edit: Changed to 50%, cars feel more predictable now, so much better ty n.n;
mroussev
8 April 11, 13:31
This thread shoul be sticky!!This option change whole game control.Thank you @doggod.
0% = very fast car front wheel movement at start of input
50% = linear movement
100% = very slow car front wheel movement at start of input
Correct: it was the same in Shift 1 and it's something SMS brought in Shift from their previous title on gMotor 2 (where full linearity is at 50% too).
F1 2010 works the same. :)
EagleJohn
8 April 11, 13:41
I am surprised that so many people didn't know about this, I thought it is pretty obvious that anything but 50% will skew the steering linearity. :?:
Vaselkov
8 April 11, 14:46
In all games middle point of steering sensitivity means linear wheel rotation. And linear rotation is really good for those high rotation degree wheels. But for 180, 240 degrees wheels is really hard to control car at high speeds (even with speed sensitivity 100%), so you have to use steering sensitivity about 20-40%. :-)
@ Vaselkov
word. steering sensitivity at 25% pretty much does the job on my 180° wingman formula force gp (almost 10 years old :D)
mroussev
8 April 11, 16:40
I am surprised that so many people didn't know about this
Where did i know from?I dont know for other simulator games because i didnt play that games but in arcade games that have this options logic is that sensitivity on max gives more precision moves.Lower the sensitivity,the little is precisions.
That explain whay in this game (S1/S2)can set deadzone to higher value than sensivity.That cant happened in GRID or dirt2.Because in that games sensitivity means something like steering lock from whole part of steer movement and setting deadzone higher(or equal) mean that you wont be able to steer.In these games you can set deadzone no more than value of steering sensivivity.Try that if you want and for equal value of both you wont be able to steer :laugh:.Same was in TDU1 and other arcade games.
In Shift1/2 is completely different and i think that dev must have been change steering % to something else not to confuse people like now...Because % of setting deadzone means one thing but % of setting sensitivity mean comlpletely different thing.
We're getting a lot of stickies this way but at least for a while this is essential information :)
helloworld
8 April 11, 19:35
We're getting a lot of stickies this way but at least for a while this is essential information :)Why not to make a single sticky with a title : "Useful guides" or something what contains all of these links (and more in the future)?
Actually this info is already in the controller set-up thread, but not everyone reads everything ;)
helloworld
8 April 11, 19:50
Actually this info is already in the controller set-up thread, but not everyone reads everything ;)Isn't this why there's the post number? I.e. ( http://www.nogripracing.com/forum/showpost.php?p=1336343&postcount=1 ). So, if you make a list you could do something like:
Linearity explained (http://www.nogripracing.com/forum/showpost.php?p=1336343&postcount=1) | Original topic (http://www.nogripracing.com/forum/showthread.php?p=1336343)
Basically pulling out the useful info and spoon-feeding people. :P
Well I always use 50% steering and pedals sensitivity in all the games/sims I play.. Seems like common sense in you want linearity:-)
I guess it would be easier if they just labeled 50% (full linearity) as "0" in the options and then used negative and positive values around that.
Brainbug
16 April 11, 13:11
i guess it would be easier if they just labeled 50% (full linearity) as "0" in the options and then used negative and positive values around that.
+1
can you explain here for the dumb bells or for the people who aren't familiar with the terminologies like me what is linearity?
thanks :)
helloworld
16 April 11, 20:34
Basically if you have a wheel then linearity means 1:1 movement. You move wheel 10%, it will be moved 10% in the game. If there's steering lock then the in-game wheel won't turn as much, but wheels do.
So, depending on how you play your racing games you may want to change it in case you for example feel that you need to turn too much in order to negotiate a turn. A lot also depends on your wheel, but I believe most race game developers test and set up several wheels to ensure that linearity remains.
Steering linearity is also useful for gamepads/joysticks, because generally 1:1 is way too twitchy. So, you'd obviously reduce it.
ah I see, and tested. So this whole issue is how the wheel match the animation and the feel of cornering? Just by curiosity, why would someone go under 50% and over it? There's already a tuning option for wheel lock, it so confusing to clarify which one supersede the other. I might think the tuning is bad when in reality it the wheel setup and vice versa.
helloworld
17 April 11, 06:19
Well, some people have used to turning their wheel about a quarter to get around medium turns for example. In rFactor everything's working, but in Shift 2 they may need to turn the wheel by half or more to make the same turn with 1:1 steering. This is when you'd play around with sensitivity. Basically 1:1 may feel too loose or too tight. It probably happens with wheels that are not supported or are less "popular."
For the most part it isn't necessary to change anything and you can adjust to the changes, but some people can't and it's there in case you're one of them.
Agree with helloworld on having to turn more,
rfactor is basically all race cars and linearity 1:1 is fine as you get to adjust every cars steering angle before a race
shift 2 contains mainly road cars starting out that in a lot of career races that you dont get a chance to tune and they have been setup to suit 360 degrees of wheel turn and not 900
I found its just handier if you want to play career to set the wheel rotation to 360 in game with sensitivity at 50% to give 1:1.
If you want to just race with the cars you like on the track you like grab a 100% save and unlock all the cars (details elsewhere on the forum) now you can choose 900 degrees and tune the steering angle to what suits you, but the greater the steering angle the less degrees of rotation you are going to use
Personally i dislike linearity to be set to anything other that 1:1 as 5 degrees to turn of your wheel at the start of rotation will turn the front wheels more or less that 5 degrees of turn of your wheel at the end of rotation will turn the front wheels.
Where as with 1:1, 5 degrees of turn of your wheel anywhere in its rotation (20-25 or 465-470) will turn the front wheels by exactly the same amount making its easier to judge the amount of input your require
The two picks show how it works
the straight line is linearity, each degree of input anywhere in the rotation equals same amount of output
the other pic shows 0% and 100% sensitivity values
0% even with half of the available input there is very little output
100% is exactly the opposite half the available input puts out a lot more than half the output
The only place all 3 input to outputs are the same is at no input and full input
Graphs taken from RBR , had to manually add the 100% curve ( yes its crap but you get the idea)
PS If anyone can do proper graphs ill add them to the first post in the thread to make it easier for people to grasp the concept
sgtskid
17 April 11, 14:42
well I have tried several set ups and I will tell you that none of them worked. still swaying in races and still spinning in drift
helloworld
17 April 11, 15:03
Swaying fix = just keep the wheel straight. :P It may sway just a little bit after that, but clams down quickly. Also when you turn back to neutral position do it delicately.
sgtskid
17 April 11, 16:26
Swaying fix = just keep the wheel straight. :P It may sway just a little bit after that, but clams down quickly. Also when you turn back to neutral position do it delicately.
yeah it sways for a bit then stops then sways again after a corner....lol. there is a deffinate programming problem there
I reduced the FFB to 100% and up the damper and spring to 50% to reduce the sway effects. Plus some cars have to be tuned to tone it down. I up the Caster angle a bit to reduce it.
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