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Feature
April 6, 2006
Sim Racing Tips
Getting the Most Out of Your Virtual
Racing Hobby
Part II: Optimizing the Controls
by Chunx
Close Racing in PCC
Introduction
In Part I we discussed how to set
up your PC workstation for sim racing. In Part II we'll look
at how to tweak your racing wheel, the game's controller options
and driving aids for a good session of sim racing.
Controller Calibration & Linearity
Ensure your pedals and wheel are calibrated
properly before each driving session. You can do that with
the calibration test tool in Windows (Control Panel/Game
Controllers/Properties/Test), or with the calibration check
tool in the games. There's no guarantee
that your wheel and pedals will be properly calibrated for
a race session. And without the proper calibration, any cal
problems could be masked, making you think you're just having
a bad day. No sense in needlessly adding frustration to your
hobby, so always calibrate before you race, and verify that
calibration's accuracy before taking to the track.
Sometimes the controller may have
a built-in calibration problem in the software or hardware.
Back in 2003, Logitech MOMO Racing FF owners were having all
sorts of problems with mis-calibration of their accelerator
pedals, which resulted in full throttle input giving as little
as 80% throttle in-game. Many at the time thought the problem
was bad potentiometers (RSC's "is it a lemon?" forum
thread) and many a MOMO was returned under warranty for replacement,
only to have the problem return in the replacement item. Others
dared to void their warranty, crack open their pedals and
manually clean the pots, often only to do permanent harm to
them.
After only a few months of regular
but gentle use, I too started having accelerator calibration
problems. The throttle would work fine for the first half
hour of driving, and then my lap times would substantially
slow. A recheck of throttle calibration showed I was getting
less than full throttle response with full throttle input.
I did some troubleshooting on my rig, and some research online,
as well as contacting Logitech. I didn't believe it was an
issue of bad pots because of the way the problem manifested
itself. Suspecting something more, in the short term I simply
elected to "short calibrate" my pedals in Papyrus
game controller GUI (telling the game that 80% pedal travel
= 100% in-game throttle) while I awaited an 'official' cure
from Logitech.
As it turned out, the problem was
one of the auto-calibration software in the Wingman GUI, not
hardware. A simple beta fix from the Logitech Wingman Team,
when applied to the Wingman controller software was all that
was needed to address the problem, and provide a permanent
fix.
Controller Rates
One of our members also had a problem
with his ACT Labs pedals. Over time, he saw his racing performance
slowly deteriorate. Was he getting "un-good" at
racing? : No, but his pedal springs were going bad, causing
bad inputs as he drove. As he puts it:
"When I first started sim racing,
right away I went out and order some Act-Labs pedals. They
seemed fine at first, but as I kept getting more seat time
I notice that I could never quite get the same max speeds
I was seeing with the replays and telemetry files I studied.
"I always (seemed to have) problems
with my accelerator at 100% throttle input the calibration
indicator would flutter. I could dial the flutter out but
it was a sign of something deeper. My brake pedal was the
opposite: it would mysteriously register a 10% in-game input
with no physical input by me. When I blipped the pedal the
brake pressure would go down to zero, but sometimes when I
checked the calibration indicator I would see a touch of red
(so, this driver was "dragging the brake" without
even knowing it).
"When the PCC mod (for rFactor)
came out (a friend of mine and I) decided we were going to
focus on one mod and one track to get to the same level as
the AI at 100%. To make a long story short, I opened my Act-Lab
pedals and found out that both the brake and accelerator springs
attached to the potentiometer were soft. Nothing I could do
then and there would resolve the problem. So, I pulled out
my cheap pedals (I have a Logitech Driving Force Pro now)
and wow I can really push hard except I now have to unlearn
my "muscle memory" as I can now brake later and
steer far better with the accelerator, feathering the gas
around corners".
So the moral to these two tales is
to always check the calibration and response of your controller
before you race, and perhaps even after a driving session.
If you start to see problems, investigate them thoroughly
and work with the manufacturer's tech support staff on possible
remedies. Don't be surprised if they don't know what to do
at first you might be the first one to report the problem.
And always do your research and troubleshooting before working
on a solution. The "obvious" answer isn't always
the right one.
With modern race sims and race controllers,
there's more to good controller input and response than just
calibrating. There's also the question of axis linearity,
also referred to as "digital steering rate" in ISI
sims. Since the total rotation angle on FF racing wheels and
throw of the pedals varies by product, and sim drivers have
varied tastes, there are an infinite number of "optimum"
linearity settings for wheels and pedals. Therefore, most
hard core racing sims offer the ability to adjust the linearity
or response curve of their controllers. The same is true of
flight simulations and joystick axis sensitivity.
In basic terms, linearity refers to
how a given angular input to the racing wheel produces an
angular response to the virtual steering system in the game.
A totally linear wheel setup will result in a 1 for 1 matching
of angles i.e., turn the FF wheel 5 degrees and get a 5
degree response on the virtual wheel in the 'car'. As you
raise the linearity setting, angular changes in the virtual
car will lag behind what's being done to the wheel at first.
But as the angle of the FF wheel increases, the virtual steering
system responds with ever-increasing inputs until, at the
steering lock, both angles again match. Increased linearity
can improve straight line stability as you make minor corrections
to your racing line, but as you enter corners the results
can be counterintuitive, with the car suddenly starting to
overturn in a corner, or spin out even though you only moved
the wheel a fraction of an inch in the turn. That's because
while a minor movement off top-dead-center on the wheel might
make for a 1 degrees steering input in the game, as you approach
the steering lock a minor movement of the wheel might cause
a 7 degree change in the steering input in-game.
So, you might think that the answer
is to set all games' linearity settings to 100% or total linearity,
right? Well, not really. The real answer is "it depends."
It depends on the game, and your tastes. I always suggest
that you start with the default level of linearity in a game/wheel
combo, and try it out. If things aren't working for you, try
a different setting until you find one that works for you.
But keep in mind that over time, your tastes and driving style
may change. As an example, when I first entered into the sim
racing hobby with GPL, I had a Saitek R100 wheel. Cheap and
simple, I liked how it reacted especially for $29. But in
GPL I needed to severely scale back the linearity on that
wheel to get the proper response from the cars. Three years
later I purchased a Logitech MOMO Racing FF, and found that
that wheel needed almost 100% linearity to drive GPL properly.
My style hadn't changed, but the wheel's input to the game
had. And while 100% linearity worked for me in GPL and NR2003,
it doesn't work for me in GTR or rFactor. There I need just
a touch of nonlinear response to get the right 'feel' for
my tastes.
Controller Linearity in NASCAR Racing 2003 Season
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