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Old Dec 14, 2019, 03:28 PM   #6
Mahjik
Motoring Goodness
 
Join Date: Nov 2001
Location: United States Kansas City, MO
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Quote:
Originally Posted by metroidfox View Post
I'm using a TS-PC racer + the rest of the Thrustmaster accessories. Wheel-wise, this should be equivalent to the Fanatec belt-driven stuff.
The TS-PC racer is a good place to start. In the Thrustmaster Control panel, try starting with these Gain settings:

Overall: 100
Constant: 100
Periodic: 100
Spring: 65
Damper 65

Make sure to enable "By the game" for Auto-Center settings.

Quote:
Originally Posted by metroidfox View Post
As far as I understand, even the more serious sims like Assetto/iRacing don't have dedicated signals for motion or even brakes. So even if I theoretically had a direct-drive wheel + hydraulic pedals + a shaker + a head clamp, their input signals would be tied to sound, or steering output. Other than maybe direct drive, seems pointless to me at this stage.
This is not the case. Just about every PC sim has a dedicated API to share with external devices. Sim Commander is one of many apps that read these API's for use with external devices (whether that's driving a motion sim, tactile devices, Direct Drive wheel, etc). Here's a quick screenshot which you can see those settings don't come from just "bass":



What you thought was true about 9-10 year ago but the sim racing landscape has changed. I current run two tactile devices on my sim rig. One simulates the front of the car, and one in the rear. Doesn't move the rig, but the vibrations (with the FFB) are enough to get an idea what's happening.

Quote:
Originally Posted by metroidfox View Post
In fact, I know I have the same problem in Assetto. Was using worse gear though.

I guess I'm asking for strategies on adding these hints within my existing setup prior to hitting F1, there must be more that I should be able to tune-in. I know a bunch of you race on here, so figured it was worth asking.

The answer to all of this may end up being that I simply need to get better--which is fine. I just want to make sure I'm not missing some of the easier calibration steps.
I'm combining all those comments into one quote even though they are from different messages.

The first thing is FOV. If you don't have this right, it will make judging everything hard in sim racing. Here's a video to get started with:



i.e. don't have the Burnout Paradise FOV for sim racing.


Quote:
Originally Posted by metroidfox View Post
As a side note, if various drivers like Lando Norris could get away with a relatively basic setup, there must be more calibration work I'm missing. Unfortunately I don't know any of these people. You guys are my first step.
Keep in mind that Lando spun out driving F1 2019. He doesn't do that when in a real car. That was likely to him being used to having other sensations when driving in real life... To some extent, it's just getting used to "sim racing". You have to use other cues when sim racing since you don't have the "seat of the pants" feeling that we rely on as real life drivers. For example, one cue is how fast the horizon is moving. If the horizon starts moving quicker than it normally does for you in a corner, the rear is likely coming around. You won't hear anything and maybe not feel anything in the wheel but there is a visual cue... That particular visual cue is used in real life as well (I've had it happen where the rear started coming around but I didn't sense it but noticed the horizon moving much faster and I counter-steered to slow the rear). These are all things that happen in a split second, but it just take seat time.

Quote:
Originally Posted by metroidfox View Post
EDIT: why regular Assetto over Competizione?
Competizione is GT3 cars only, nothing else. Honestly, it's marginally better than the PC2 GT3 content. Definitely not really enough to warrant an entire game price for the differences. It's more geared to be an eSports title than anything else...
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