converter IP Address

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Re: converter IP Address

Postby daliawest » Fri 2. Nov 2012, 20:38

ok so i decide to try something else.

to add force what I did was instead of line 25 for lateral force i used line 41 which is feed by the g27. well I have movement the reaction is pretty good. my question is this ok to do this? and to use this settings?

is there any harm in using this setting?

Thanks for the feedback
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Re: converter IP Address

Postby motiondave » Sat 3. Nov 2012, 11:28

daliawest wrote:ok so i decide to try something else.

to add force what I did was instead of line 25 for lateral force i used line 41 which is feed by the g27. well I have movement the reaction is pretty good. my question is this ok to do this? and to use this settings?

is there any harm in using this setting?

Thanks for the feedback



ummmm.......dunno......
has anything gone up in smoke?
Yes - change it
No - seems ok.... :lol:
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Re: converter IP Address

Postby daliawest » Sat 3. Nov 2012, 13:43

good one!!! :lol:

I am going to try to play with it some more to try to get a faster response but if not it's much better then not moving at all.

One question if I change the value to get a faster response do i need to change the value upwards or downwards?

Thanks
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Re: converter IP Address

Postby motiondave » Sun 4. Nov 2012, 00:34

daliawest wrote:good one!!! :lol:

I am going to try to play with it some more to try to get a faster response but if not it's much better then not moving at all.

One question if I change the value to get a faster response do i need to change the value upwards or downwards?

Thanks


I see you are running wipers on the jrks. What is the PID setting in jrk utility. This can effect speed of motors.
However.
Faster response, in forces, changing the number down to a smaller number, eg, 400000 - 320000 will shorten the force and move the sim more on that force.
This can work with dirt games as you tend to be tossing the car around a lot.
Increasing the number can soften the tossing around, usually better with road race cars , eg. 400000- 530000.
But then again, that really only works with lateral longitudinal . Pitch and roll could be a small number depending on what x-sim finds.
Vertical - bumps, will take some working. A big number may soften the effect completely. So with vertical, experiment and also put a collision effect on the force to soften the WHAM when you hit something.
My race07 profile has a 971 vertical number with 1071 in collision effect and I am running 5% force. Very small number, but it gives me the right vibration I like.
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