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scott wrote:
>> calibrating and everything. It was the two combined that was a mess. The
>> feedback for resistance was enough to push the wheel about 5 to 10
>> degrees the other direction. Which was enough to trigger the resistance
>> to turning, and so push the wheel back the other direction. Letting go
>> of the wheel at low speed and just touching the throttle caused the car
>> to just zig-zag down the track.
>
> This is due to the small time delay between the game signalling some
> force feedback and it actually happening on the wheel. It's classic
> Pilot Induced Oscillation, only in this case the game software is the
> "pilot". Most serious sims have a variable to inform the game of this
> time delay, the sim then "predicts" the FF this far ahead and feeds that
> to the wheel instead of what it thinks it should do at that exact
> moment. If you look on the forums of serious racing sims you will see
> loads of threads related to the best settings for particular wheels.
>
>
>
Oh, I know that situation well. Too many hours spent on flight-sims,
where a little spike in CPU usage would result in some very wild
maneuvers. Since it isn't my PS3, or wheel, I have no idea if the system
offered any of the settings I would expect. The NFS:Shift demo offered
just dead-zone and FF strength. I assume that my friend, being a gear
head, would have checked other calibration options if there were any on
the system.
Mike and I have been talking cross point since the start, I fear. Me
about the PS3 demo I played for 5 minutes, and him about the finished PC
version he has been enjoying. I suspect they are completely different
games, at this point.
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