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#2739937 - 06/09/09 03:22 AM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: JonC]
Ahmad Offline
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Registered: 09/05/07
Posts: 2031
Loc: Victoria, Australia
Yea it's only effected if you choose timescaled mechanical damage.
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#2740074 - 06/09/09 07:56 AM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: Ahmad]
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Right. Since the race details state "normal" mechanical failures, we will get 3 hours of engine wear for this three-hour race, regardless of the time scaling. If mechanical failures were set to "timescaled", then we would need to run a 24-hour engine.

Doug, can we get some word from the boss on permissible engine use during qualifying?

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#2740101 - 06/09/09 08:29 AM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: Joe]
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
I was on the server a bit yesterday and the FFB still was horrendous. I'm disabling RealFeel for this race (a real shame) and going with the standard FFB. That was horrendous, too, until I did some tweaking in my controller.ini file. Before that the wheel was jerking all over the place and I kept crashing randomly as the rear would go crazy.

In general the Audi is a serious handful in the mod with low wing settings, and it took me about 90 minutes to start putting in laps where I didn't go sliding into the Armco multiple times per circuit. Hopefully I will continue to tame the beast and three hours won't feel like twelve.

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#2740195 - 06/09/09 10:18 AM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: Joe]
NimRud Online   sleepy
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Registered: 12/30/00
Posts: 463
Loc: Germany
Originally Posted By: Joe
I was on the server a bit yesterday and the FFB still was horrendous. I'm disabling RealFeel for this race (a real shame) and going with the standard FFB. That was horrendous, too, until I did some tweaking in my controller.ini file. Before that the wheel was jerking all over the place and I kept crashing randomly as the rear would go crazy.



Same here!
I´m now down to low FF settings and it is still awful compared to my other sims.
Really thinking about running without any FF settings for this race as 3 h´s with a jerking wheel won´t be fun.

Joe, any chance you could share your controller.ini?
Won´t have much seat time before Saturday and any help would be greatly appreciated!
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#2740204 - 06/09/09 10:44 AM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: NimRud]
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Yep, will post the values tonight. I tried running with no FFB and just couldn't handle the floppy wheel, so I came up with something that gives me minimal jerkiness and tries to put some resistance in the wheel. I don't know how much it's helping me to feel the car, but I think it's something I can at least become consistent with.

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#2740362 - 06/09/09 02:47 PM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: Joe]
JonC Offline
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Registered: 11/23/08
Posts: 385
Loc: Coventry, UK
Having done a few laps with them now (I'm in a GT1) I think maybe that having AI LMP cars might not be a good idea. With their shorter braking zones, faster cornering speeds and complete disregard for you even being there it's not a pleasant experience. I would suggest just sticking to packing out the GT1 field with AI.
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#2740364 - 06/09/09 03:06 PM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: JonC]
NimRud Online   sleepy
Member

Registered: 12/30/00
Posts: 463
Loc: Germany
# 4 / NimRud / Corvette Racing / C6-R

for me plz .
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#2740382 - 06/09/09 03:34 PM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: NimRud]
Joe Offline
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Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Here are my FFB settings tweaked for this mod:
Code:
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="1" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.70000" // Strength of Force Feedback effects.  Range 0.0 to 1.0.
FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.03500" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force prediction="0.01000" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="10.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or so should reduce jerkiness, 100 disables)
FFB steer force neutral range="0.10000" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable), 0.04500 default
FFB steer force neutral function="1.00000" // Function to apply near neutral force location, in order to tune out FFB "deadzone" but keeping oscillations in check: 0.0=original, 1.0=new
FFB steer force exponent="0.80000" // Steering force output "sensitivity".  Range 0.0 to infinity.  0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
FFB steer force output max="1.00000" // Maximum force output of steering force, recommendation 0.8 to 2.0
FFB steer force grip function="0.55000" // Range 0.0 to 1.0 (previous hardcoded value was 1.0) - lower values will make steering force decrease LATER as front tire grip is lost - try 0.3
FFB steer force grip weight="0.60000" // Range 0.0 to 1.0, recommended: 0.4 to 0.9.  How much weight is given to tire grip when calculating steering force.
FFB steer force grip factor="0.40000" // Range 0.0 to 1.0, recommended: 0.2 to 0.6 (previously hardcoded to 0.4).  How much of a factor the front wheel grip is on the steering weight.
FFB steer front grip fract="0.00000" // Range 0.0 to 1.0 (previous hardcoded value was 0.0), additional effect of front grip loss on steering force
FFB steer update threshold="0.00000" // Amount of change required to update steer force/vibe (0.0 - 1.0). Lower values = steering force updated more frequently = lower frame rate.
FFB steer friction coefficient="0.17500" // Coefficient to use for steering friction.  Range: -1.0 to 1.0
FFB steer friction saturation="1.00000" // Saturation value to use for steering friction.  Range: 0 - 1.0
FFB steer damper coefficient="0.17500" // Coefficient to use for steering damper.  Range: -1.0 to 1.0
FFB steer damper saturation="1.00000" // Saturation value to use for steering damper.  Range: 0 - 1.0
FFB throttle vibe freq mult="0.17000" // Scales actual engine frequency to force FFB vibration frequency.  Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.09000" // Magnitude of engine vibration at 0rpm (reference point).
FFB throttle vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB throttle vibe zero magnitude).
FFB throttle vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB throttle vibe update thresh="0.08000" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.90000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.10000" // Magnitude of brake vibration at 0mph (reference point).
FFB brake vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB brake vibe zero magnitude).
FFB brake vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB brake vibe update thresh="0.05000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.25000" // How strong the rumble strip rumble is.  Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.60000" // Rumble stip frequency multiplier 1.0 = one rumble per wheel rev.
FFB rumble strip wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB rumble strip pull factor="-0.50000" // How strongly wheel pulls right/left when running over a rumble strip. Suggested range: -1.5 to 1.5.
FFB rumble strip update thresh="0.07500" // Amount of change required to update rumble strip effect (0.0 - 1.0)
FFB jolt magnitude="1.00000" // How strong jolts from other cars (or walls) are.  Suggested Range: -2.0 to 2.0.

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#2740436 - 06/09/09 06:02 PM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: Joe]
guod Offline
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Registered: 09/29/00
Posts: 19732
Loc: 11th floor, corner office
Use the 4 hour engine throughout practice, qualifying and the race.

Also, qualifying will be at 8 PM track time. IOWs, dark.
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#2740479 - 06/09/09 08:44 PM Re: STICKY: 2009 SimHQ "Le Mans" Announcement [Re: guod]
Joe Offline
Veteran

Registered: 04/05/02
Posts: 17731
Loc: Bridgewater, NJ
Finally starting to figure out this twitchy b@st@rd of an R8. PB is 3:19.5x. Needed some more rear wing to help keep it planted in the corners.

The server has been loaded with an AI setup for the R8s. I clicked the revs down a bit to make sure it doesn't outrun the humans on the straights. Top speed is about 195mph, and I imagine by raceday the AI C6s will be lapping in the low 3:30s.

Still not sure this is going to work with AI, though. Doug, how are we going to handle a manual formation lap with AI?

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