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Naviga in questa discussione:   1 Utenti anonimi



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Re: rFactor: Logitech Momo o G25?
Capitano di Corvetta
Iscritto il:
12/9/2007 16:58
Da Ponte in V.na
Gruppo:
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Nemesis Team
Messaggi: 882
Livello : 26; EXP : 55
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MP : 294 / 31053
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Piccola non offenderti lo sai che ti vogliamo bene però il CARCIOFO necessita di VENDETTA preparati!

MUCCAVENDICATIVA

Inviato: 22/1/2008 10:19
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Re: rFactor: Logitech Momo o G25?
Capitano di Corvetta
Iscritto il:
8/9/2007 10:33
Gruppo:
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Messaggi: 1490
Livello : 32; EXP : 95
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sempre pronto! ma usi muccapazza o muccapazzaSE al momento?

dimenticavo! SE significa Special Edition! ahahahahaha

Piuttosto, ho visto i risultati di ieri notte nella TrisBoat e mi volevo complimentare con il team! Vedete che è meglio la vela?

Inviato: 22/1/2008 11:30
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Re: rFactor: Logitech Momo o G25?
Sottocapo
Iscritto il:
5/2/2008 20:48
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Messaggi: 17
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HP : 0 / 46
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mmm ... chissa se qualcuno puo aiutarmi... magari un certo velapiano si trova a passare da qui :)...

allora io ho comprato da circa 8 mesi (sto per partorire) un volante momo, usato 5-6 volte, fino ad oggi non sono riuscito a capire come personalizzarlo... o meglio mi hanno passato una decina di file che metto in una cartella per settare il volante, ma non risolvo mai il vero problema l'angolo di sterzo... mi spiego meglio, giro lo sterzo e dopo circa meno di meta giro termino la corsa della sterzata ( sul gioco ) ma in realta il mio sterzo ha ancora molto prima di finire la sua corsa, in sostanza il movimento dello sterzo non corrisponde al reale rotazione del gioco ho una zona finale morta...
che posso fare ?

hai un setting da consigliarmi per il settagio del momo.. anche dentro al gioco ?

ciao stefano

Inviato: 21/2/2008 15:17
_________________
:cool: STEFANO sk badboys
www.vskipper.com
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Re: rFactor: Logitech Momo o G25?
Armatore
Iscritto il:
10/8/2007 17:07
Da Napoli
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Messaggi: 635
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Ciao Stefano. Devo dirti che con il mio "momo" non ho mai riscontrato questo difetto, anzi si muove in perfetta sincronia con il volante simulato nella guida del gioco. Ora non so se può essere un problema di settaggio. Comunque, se vuoi, posso inviarti il file di conf.ini che sta nella mia cartella di user data mikkos. Puoi provare a rinominare il tuo vecchio ed installarlo nella cartella del programma rFactor, user data/tuo nick. In basso inserisco il file di testo. Potrebbe funzionare.

mikkos

//[[gMa1.002f (c)2007 ]] [[ ]]
[CONTROLS]
[ Basic Controls ]
Basic Controls="0"

[ General Controls ]
Analog Control Filter="0" // 0 = off, 31 = on, or add which inputs you want filtered 1=throttle, 2=brake, 4=handbrake, 8=steering, 16=clutch
Filter Samples="3" // how many samples to use (3-10, lowest and highest are thrown out)
Reset FFB Time="0.00000" // reset force feedback every X seconds (0 to disable)
Fixed Rate Inputs="1" // whether to sample joystick/wheel inputs in a thread for better precision
Auto Reverse="0" // If auto-shifting and holding brakes, will shift into reverse and reverse throttle/brake temporarily
Steer Ratio Speed="20.00000" // Speed at which low speed steering lock override ends (for pit navigation, units are meters/sec, 0.0 to disable)
Speed Sensitive Steering="0.00000"
Keyboard Layout Override="0" // 0 = default, 1 = try Windows conversion, 2+ = attempt to use one of the existing supported keyboard layouts
Keyboard Weighted="0" // New force-based method for keyboard controls for more natural inputs
Keyboard Flags="1" // Try 5 if there are issues with multimedia keys. Add to include flag: 1=foreground, 2=exclusive, 4=allow windows key
Keyboard Damping="1.60000" // This is the damping factor for the weighted method (2.0 = critical, < 2.0 = underdamped, > 2.0 = overdamped
Keyboard Steering="0.10000"
Keyboard Throttle="0.10000"
Keyboard Brake="0.10000"
Keyboard Clutch="0.24897"
Mimic Steering="0" // Mimic AI or pitlane assistance with force feedback
Gear Select Button Hold="0" // Enable this option if using a gear select device that holds down a joystick button while in a gear and releases all buttons in neutral (such as the Act-Labs USB Shifter)
Alternate Neutral Activation="0" // whether to select neutral if shift up & shift down are pressed simultaneously
Alternate Rearlook Activation="1" // if left look and right look are both pressed, rearlook becomes activated
Steering Wheel Range="270" // Degrees of rotation of in-game steering wheel
Minimum Controller Buttons="2" // Increase if not enough buttons are being accepted (meaning we need to override a driver bug)
HMD Pitch Exponent="1.00000" // Exponent to apply to pitch tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
HMD Yaw Exponent="1.00000" // Exponent to apply to yaw tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
HMD Roll Exponent="1.00000" // Exponent to apply to roll tracking. > 1.0 makes tracking near-center slower, > 0 & < 1.0 makes tracking near-center faster.
HMD Left/Right Range="0.15000" // Range to apply to left/right tracking or camera controls (0.5 = max, -0.5 = reversed max)
HMD Up/Down Range="0.15000" // Range to apply to up/down tracking or camera controls (0.5 = max, -0.5 = reversed max)
HMD Fore/Aft Range="0.15000" // Range to apply to fore/aft tracking or camera controls (0.5 = max, -0.5 = reversed max)
Freelook Mouse Pitch Speed="0.00200" // Freelook pitch speed when using mouse.
Freelook Mouse Yaw Speed="0.00200" // Freelook yaw speed when using mouse.
Freelook Keyboard Pitch Speed="1.50000" // Freelook pitch speed when using keyboard.
Freelook Keyboard Pitch Accel="4.00000" // Freelook pitch acceleration when using keyboard.
Freelook Keyboard Pitch Decel="4.00000" // Freelook pitch deceleration when using keyboard.
Freelook Keyboard Yaw Speed="1.50000" // Freelook yaw speed when using keyboard.
Freelook Keyboard Yaw Accel="4.00000" // Freelook Yaw acceleration when using keyboard.
Freelook Keyboard Yaw Decel="4.00000" // Freelook Yaw deceleration when using keyboard.
Freemove Forward Speed="2.00000" // Freemove Forward speed.
Freemove Down Speed="2.00000" // Freemove Down speed.
Freemove Right Speed="2.00000" // Freemove Right speed.

[ Joystick ]
Axis [00, 00] Dead Zone="0.00000" // Controller 1 X
Axis [00, 00] Sensitivity="0.50345"
Axis [00, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
Axis [00, 01] Dead Zone="0.00000" // Controller 1 Y
Axis [00, 01] Sensitivity="0.50345"
Axis [00, 01] Center="1.00000"
Axis [00, 02] Dead Zone="0.00000" // Controller 1 Z
Axis [00, 02] Sensitivity="0.50345"
Axis [00, 02] Center="0.50000"
Axis [00, 03] Dead Zone="0.00000" // Controller 1 RX
Axis [00, 03] Sensitivity="0.50345"
Axis [00, 03] Center="0.50000"
Axis [00, 04] Dead Zone="0.00000" // Controller 1 RY
Axis [00, 04] Sensitivity="0.50345"
Axis [00, 04] Center="0.50000"
Axis [00, 05] Dead Zone="0.00000" // Controller 1 RZ
Axis [00, 05] Sensitivity="0.50345"
Axis [00, 05] Center="0.50000"
Axis [00, 06] Dead Zone="0.00000" // Controller 1 S0
Axis [00, 06] Sensitivity="0.50345"
Axis [00, 06] Center="0.50000"
Axis [00, 07] Dead Zone="0.00000" // Controller 1 S1
Axis [00, 07] Sensitivity="0.50345"
Axis [00, 07] Center="0.50000"
Axis [01, 00] Dead Zone="0.00000" // Controller 2 X
Axis [01, 00] Sensitivity="0.50345"
Axis [01, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
Axis [01, 01] Dead Zone="0.00000" // Controller 2 Y
Axis [01, 01] Sensitivity="0.29655"
Axis [01, 01] Center="1.00000"
Axis [01, 02] Dead Zone="0.00000" // Controller 2 Z
Axis [01, 02] Sensitivity="0.50345"
Axis [01, 02] Center="0.50000"
Axis [01, 03] Dead Zone="0.00000" // Controller 2 RX
Axis [01, 03] Sensitivity="0.50345"
Axis [01, 03] Center="0.50000"
Axis [01, 04] Dead Zone="0.00000" // Controller 2 RY
Axis [01, 04] Sensitivity="0.50345"
Axis [01, 04] Center="0.50000"
Axis [01, 05] Dead Zone="0.00000" // Controller 2 RZ
Axis [01, 05] Sensitivity="0.40000"
Axis [01, 05] Center="1.00000"
Axis [01, 06] Dead Zone="0.00000" // Controller 2 S0
Axis [01, 06] Sensitivity="0.50345"
Axis [01, 06] Center="0.50000"
Axis [01, 07] Dead Zone="0.00000" // Controller 2 S1
Axis [01, 07] Sensitivity="0.50345"
Axis [01, 07] Center="0.50000"
Axis [02, 00] Dead Zone="0.00000" // Controller 2 X
Axis [02, 00] Sensitivity="0.50000"
Axis [02, 00] Center="0.50000" // 0.0=min, 0.5=center, 1.0=max (use to correct centering or split-axis issues)
Axis [02, 01] Dead Zone="0.00000" // Controller 2 Y
Axis [02, 01] Sensitivity="0.50000"
Axis [02, 01] Center="0.50000"
Axis [02, 02] Dead Zone="0.00000" // Controller 2 Z
Axis [02, 02] Sensitivity="0.50000"
Axis [02, 02] Center="1.00000"
Axis [02, 03] Dead Zone="0.00000" // Controller 2 RX
Axis [02, 03] Sensitivity="0.50000"
Axis [02, 03] Center="1.00000"
Axis [02, 04] Dead Zone="0.00000" // Controller 2 RY
Axis [02, 04] Sensitivity="0.50000"
Axis [02, 04] Center="0.50000"
Axis [02, 05] Dead Zone="0.00000" // Controller 2 RZ
Axis [02, 05] Sensitivity="0.50000"
Axis [02, 05] Center="0.50000"
Axis [02, 06] Dead Zone="0.00000" // Controller 2 S0
Axis [02, 06] Sensitivity="0.50000"
Axis [02, 06] Center="0.00000"
Axis [02, 07] Dead Zone="0.00000" // Controller 2 S1
Axis [02, 07] Sensitivity="0.50000"
Axis [02, 07] Center="0.50000"

[ Input ]
Control - Accelerate="(1, 33)"
Control - Brake="(1, 41)"
Control - Steer Left="(1, 31)"
Control - Steer Right="(1, 30)"
Control - Shift Up="(1, 43)"
Control - Shift Down="(1, 42)"
Control - Neutral="(0, 89)"
Control - Reverse Gear="(0, 89)"
Control - First Gear="(0, 89)"
Control - Second Gear="(0, 89)"
Control - Third Gear="(0, 89)"
Control - Fourth Gear="(0, 89)"
Control - Fifth Gear="(0, 89)"
Control - Sixth Gear="(0, 89)"
Control - Seventh Gear="(0, 89)"
Control - Clutch In="(1, 154)"
Control - Toggle AI Control="(0, 23)"
Control - Driver Hot Swap="(0, 17)"
Control - Passenger Select="(0, 25)"
Control - Display Mode="(1, 49)"
Control - Pit Request="(0, 31)"
Control - Pit Menu Up="(0, 200)"
Control - Pit Menu Down="(0, 208)"
Control - Pit Menu Inc="(0, 205)"
Control - Pit Menu Dec="(0, 203)"
Control - TCOverride="(0, 24)"
Control - Launch Control="(0, 53)"
Control - Speed Limiter="(1, 44)"
Control - Bias Forward="(1, 51)"
Control - Bias Rearward="(1, 50)"
Control - Increment Boost="(1, 116)"
Control - Decrement Boost="(1, 117)"
Control - Temporary Boost="(0, 89)"
Control - Look Left="(1, 183)"
Control - Look Right="(1, 181)"
Control - Rear Look="(1, 180)"
Control - Instant Replay="(0, 19)"
Control - Pause="(0, 25)"
Control - Restart Race="(0, 21)"
Control - Toggle Free Move="(0, 89)"
Control - Zero Free Move="(0, 89)"
Control - Display Vehicle Labels="(0, 15)"
Control - Ignition="(0, 89)"
Control - Starter="(0, 30)"
Control - Horn="(0, 89)"
Control - Headlights="(1, 48)"
Control - Handbrake="(0, 50)"
Control - Look Up="(0, 89)"
Control - Look Down="(0, 89)"
Control - Look Roll Left="(0, 89)"
Control - Look Roll Right="(0, 89)"
Control - Adjust Seat Fore="(0, 33)"
Control - Adjust Seat Aft="(0, 86)"
Control - Adjust Seat Up="(0, 22)"
Control - Adjust Seat Down="(0, 32)"
Control - Screenshot="(0, 88)"
Control - Time Acceleration="(0, 89)"
Control - Steering Help="(0, 59)"
Control - Opposite Lock="(0, 60)"
Control - Braking Help="(0, 61)"
Control - Stability Control="(0, 62)"
Control - Spin Recovery="(0, 63)"
Control - Invulnerability="(0, 64)"
Control - Auto Shifting="(0, 65)"
Control - Traction Control="(0, 66)"
Control - Anti-lock Brakes="(0, 67)"
Control - Auto Pit Lane="(1, 47)"
Control - Auto Clutch="(0, 87)"
Control - Toggle Mirror="(0, 5)"
Control - Toggle HUD Stats Bar="(0, 6)"
Control - Toggle HUD Tachometer="(0, 7)"
Control - Cycle HUD MFDs="(0, 8)"
Control - Toggle Overlays="(0, 9)"
Control - Realtime Chat="(0, 20)"
Control - Quick Chat #1="(0, 89)"
Control - Quick Chat #2="(0, 89)"
Control - Quick Chat #3="(0, 89)"
Control - Quick Chat #4="(0, 89)"
Control - Quick Chat #5="(0, 89)"
Control - Quick Chat #6="(0, 89)"
Control - Quick Chat #7="(0, 89)"
Control - Quick Chat #8="(0, 89)"
Control - Quick Chat #9="(0, 89)"
Control - Quick Chat #10="(0, 2)"
Control - Quick Chat #11="(0, 3)"
Control - Quick Chat #12="(0, 4)"
Control - External Signal Up="(0, 89)"
Control - External Signal Down="(0, 89)"
Control - External Signal Left="(0, 89)"
Control - External Signal Right="(0, 89)"
Control - External Signal Select="(0, 89)"
Control - External Signal Cancel="(0, 89)"
Control - View Next Vehicle="(0, 78)"
Control - View Previous Vehicle="(0, 74)"
Control - View Original Vehicle="(0, 156)"
Control - Driving Cameras="(1, 46)"
Control - Onboard Cameras="(0, 89)"
Control - Swingman Camera="(0, 201)"
Control - Spectator Cameras="(0, 207)"
Control - Tracking Cameras="(0, 209)"
Control - Swingman Up="(0, 72)"
Control - Swingman Down="(0, 80)"
Control - Swingman Left="(0, 75)"
Control - Swingman Right="(0, 77)"
Control - Swingman Zoom In="(0, 73)"
Control - Swingman Zoom Out="(0, 71)"
Control - Swingman Reset="(0, 76)"
Control - Camera Slow Move="(0, 89)"
Control - Camera Move Forward="(0, 52)"
Control - Camera Move Backward="(0, 51)"
Control - Camera Move Left="(0, 89)"
Control - Camera Move Right="(0, 89)"
Control - Camera Move Up="(0, 89)"
Control - Camera Move Down="(0, 89)"
Control - Camera Tilt Up="(0, 89)"
Control - Camera Tilt Down="(0, 89)"
Control - Camera Tilt Left="(0, 89)"
Control - Camera Tilt Right="(0, 89)"
Control - Camera Turn Left="(0, 89)"
Control - Camera Turn Right="(0, 89)"
Control - Camera Zoom In="(0, 89)"
Control - Camera Zoom Out="(0, 89)"
Control - Toggle use of hardware plugins="(0, 89)"
Control - Push To Talk Control for Voice Chat="(0, 47)"
Control - Push To change camera view="(0, 89)"
Control - Reset Force Feedback="(0, 89)"
Control - Standard Display="(0, 89)"
Control - Pit Display="(0, 89)"
Control - Vehicle Status="(0, 89)"
Control - Driving Aids="(0, 89)"
Control - Extra Info="(0, 89)"
Control - Race Info="(0, 89)"
Control - Standings Display="(0, 89)"

[ Force Feedback ]
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="4" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="1.00000" // 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="0.50000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.04000" // 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="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="100.00000" // 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="0.03500" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)
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="0.50000" // 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="1.90000" // 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="1.00000" // 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="0.55000" // 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="0.0001600000" // 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="1.00000" // Coefficient to use for steering friction. Range: -1.0 to 1.0
FFB steer friction saturation="0.75000" // Saturation value to use for steering friction. Range: 0 - 1.0
FFB steer damper coefficient="1.00000" // Coefficient to use for steering damper. Range: -1.0 to 1.0
FFB steer damper saturation="0.75000" // Saturation value to use for steering damper. Range: 0 - 1.0
FFB throttle vibe freq mult="0.20000" // Scales actual engine frequency to force FFB vibration frequency. Suggested range: 0.10 to 0.50
FFB throttle vibe zero magnitude="0.08500" // 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="0.02800" // Amount of change required to update throttle vibe (0.0 - 1.0)
FFB brake vibe freq mult="0.50000" // Scales actual brake rotational frequency to force feedback vibration frequency.
FFB brake vibe zero magnitude="0.09500" // 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="0.02000" // Amount of change required to update brake vibe (0.0 to 1.0)
FFB rumble strip magnitude="0.70000" // How strong the rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.
FFB rumble strip freq mult="0.50000" // 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="-1.30000" // 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="2.00000" // How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.
FFB Joy[00] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[01] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[02] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[03] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[04] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[05] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[06] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Pos="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[00] Axis[07] Spring Saturation Neg="0.00000" // DirectInput Saturation to use for spring
FFB Joy[00] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[01] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[01] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[00] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[00] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[01] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[01] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[02] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[02] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[03] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[03] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[04] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[04] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[05] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[05] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[06] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[06] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Pos="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Pos="0.00000" // DirectInput Coefficient to use for spring
FFB Joy[02] Axis[07] Spring Saturation Neg="1.00000" // DirectInput Saturation to use for spring
FFB Joy[02] Axis[07] Spring Coefficient Neg="0.00000" // DirectInput Coefficient to use for spring

Inviato: 22/2/2008 12:07
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Re: rFactor: Logitech Momo o G25?
Capitano di Corvetta
Iscritto il:
8/9/2007 10:33
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Stefano, vedo che Mikkos ha già detto di come si è regolato.
Io posso dirti di leggere la seguente discussione (se non lo hai già fatto) e seguire le istruzioni incluse (compreso il file allegato).
Ti riporto un paio di chiarimenti rispetto alla discussione di cui sopra (ecco il link: http://www.virtualsailing.net/modules ... php?topic_id=182&forum=22
)

1. li parlavo di G25, ma l'unica differenza è (per il volante) che la sterzata è regolabile - ma in effewtti viene bloccata a meno di 300 gradi -, mentre nel momo è fissa (e va benissimo come è!!!) - il G25 ha in più l'asse della frizione, ma questa è un'altra questione...
2. il mod che state utilizzando ha un pessimo ffb, per cui, anche seguendo quanto riportato passo passo, servirà a ben poco; consiglio pertanto, per renderti conto di quanto sia importante un buon ffb per migliorare la guida, di provarlo su qualsiasi altro mod.
3. è sempre buona norma RICARICARE AD OGNI SESSIONE di rFactor il preset del volante (quello che ti farai con questo nuovo driver...)
4. per il mod LMS cala la forza del ffb a - 40% (questo ti aiuterà un pochino)
5. prendi quello che serve anche da questo documento:
http://www.virtualsailing.net/modules ... php?topic_id=181&forum=22
(qui ricorda che c'è anche l'asse pedale frizione attivo ed incrociato con il freno, per cui non tenerne conto)

Fammi sapere, perchè comunque non mi è chiaro quello che intendi quando dici che hai tanto sterzo non utilizzato... perchè qui non si guidano auto in strada e di sterzo se ne usa pochissimo!!! Io, ad esempio, non uso più di 30 gradi fra dx e sx altrimenti non si riesce ad essere reattivi quanto serve.. certo che è difficile avere lo sterzo così sensibile ma non c'è altro modo.

Inviato: 22/2/2008 13:57
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Re: rFactor: Logitech Momo o G25?
Sottocapo
Iscritto il:
5/2/2008 20:48
Gruppo:
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Messaggi: 17
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MP : 5 / 2209
Offline
mi spiego meglio esempio dividiamo la sterzata in 0 centro, -30 tutto a sx, +30 tutto a dx

adesso la sterzata tutta a sx nel gioco corrisponde a -15 del mio sterzo quindi al mio sterzo la corsa non è finita difatti io continuo a girare ma a vuoto, dato che sul gioco l'angolo di sterzo e finito da un pezzo

stessa cosa a dx chiaramente. Questo fa si che a me basta girare pochissimo per avere una sterzata brusca. La cosa si evince anche dalla schermata di setap del gioco dove si provano i comandi dove girando lo sterzi il gioco segnala la massima sterzata mentre io posso continuare a girare il volante a vuoto.... Forse ora mi sono spiegato meglio

nb
stessa cosa avviene nella finestra di windows per la prova e il settegio del volante

Inviato: 22/2/2008 15:50
_________________
:cool: STEFANO sk badboys
www.vskipper.com
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