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Feature: Sim Racing Tips
Getting the Most Out of Your Virtual
Racing Hobby
Part II: Optimizing the Controls
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Page 1
Classic GT Racing in the Shelby and
Grand Sport Vettes
Force Feedback Settings
A discussion of controller setup wouldn't
be complete without a few brief words on Force Feedback settings
in-game. As we've discussed, force feedback has matured and
been embraced by game developers as not only an immersion
feature but also as a tool to help compensate for and convey
to sim racers the physics in play during a driving session.
Most folks would therefore assume that maximum force feedback
strength would be desirable in every racing title or mod.
But they'd be wrong.
Some titles strike a very good balance
between force feedback effects strength and ease of driving.
But with the wide variety of wheels, games and mods in the
marketplace, there is some variance in how each hardware/software
cocktail will register force feedback effects out into your
hands. In the case of GT Legends, I found that 100% FF strength
gave me the proper level of wheel resistance. But in some
cases, it may be necessary to reduce the force feedback level
in a game or mod in order to strike the right balance between
physics cueing and steering precision. Such is the case with
the Porsche Carrera Challenge mod for rFactor. Here, owners
of Logitech MOMO Racing FF wheels may need to dial back the
strength of force feedback effects in order to achieve more
precise control of steering inputs, and reduce the wheel's
resistance to turning. Additionally, with ISI sims, MOMO users
will need to use a negative FF strength setting in order to
ensure that the amplitude of forces being applied to the wheel
are not inverted. Other titles, such as Papyrus' NASCAR Racing
2003 Season, work just fine with full FF strength applied.
See the screenshots below to see a graphic depiction of these
settings.
Sim Racing Basics - F1C FF
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Sim Racing Basics - GTL FF
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Sim Racing Basics - PCC FF
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Sim Racing Basics - rF F3
FF
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In addition, some force feedback wheels
have application interfaces that allow you to set general
characteristics for the wheel before you launch a game title.
Here, the settings are open to your experimentation and personal
preference, but there are some features you'll want to enable.
It's very important to have your brake
and throttle pedals operate on independent control axes, so
that you can fluidly move from braking to acceleration during
cornering. Ensure that you do not allow your wheel to report
the brake and throttle as a single axis, combined pedal to
DirectX. If you test your pedals and you can simultaneously
apply full brake and full throttle, then you have your pedals
on separate axes.
Centering spring effects are open
to personal preference. The centering spring effect attempts
to replicate the wheel's natural tendency to return to center
when released, and also provides some added resistance to
turning. Some sim racers prefer to turn this effect off, creating
a more "limp" steering effect that can improve control
precision. Indeed, in some racing sims (rFactor), there is
an inherent tendency for the wheel to center itself in the
physics engine. Other virtual drivers prefer the resistance
of the centering spring effect, and in some racing titles
(GTL) turning the centering spring effect off will require
the driver to manually pull the wheel back to center after
a turn, giving the wheel an unnatural feel. Whatever your
personal tastes or needs for a particular racing sim, if centering
spring effects are enabled try to keep the centering spring
effect minimized (I use around 20-25% with the MOMO), so as
to maximize your steering precision.
MOMO Settings
Latency is a holdover from the days
of slower PCs and still listed as a setting in some titles.
This feature is in place to assist in CPU processing of multiple
functions. As far as I can tell, modern PCs have no problem
handling force feedback, steering, and game calculations.
I always set latency at zero.
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