3/24/2024 0 Comments Thrustmaster t gt control panelThe CONSTANT and PERIODIC effects are what we call Static Effects. The Dynamic Effects are those effects which benefit the most from hardware force-feedback implementation (compare to software) - like in the T500RS - because you want a fast response based on how the player will turn his wheel. The SPRING and DAMPER effects are what we call Dynamic Effects, because they rely on information which depends on the wheel (position for spring or speed for damper). A game will usually use the damper force in order to make it harder for the player to turn the wheel while in other circumstance make it feel like if it's very smooth and easy.Įxample: Controlling the force you need to apply on the wheel to rotate it. It is usually used as a (dynamic) friction or if you use it while the wheel gets back to its center position (spring effect), then it will behave like controlling the damping on a spring-mass system. But the force can be set to negative, which will make the wheel go further away from the center position.Įxample: Basic spring force where the wheel goes back to its center position.Ī damper force controls how the wheel will react when it's moving. The basic spring force we could think of is a default spring center where the wheel goes back to its center position when you release it. Of course, that depends on what the game developers decide.Ī spring force is a force that increases according to how far you are from a specific position on the wheel. but in some cases very low frequency are used to create crash effects where the wheel first turns fully to the left, then to the right and then to the left again, before stopping. At high frequency, you will feel it rumble. Because a periodic force includes an offset that has the same behavior as a constant force, some games will create a periodic force and merge an effect they would render for a constant force (like the G-Force) and a periodic effect (bumping road).Įxample: A periodic effect gives the shaking effect on the wheel. It will create a constant force at 0% but, depending on the speed and the wheel angle, the force will be increased accordingly.Ī periodic force will vary in time according to the type of periodic effect, amplitude and frequency. When a game decides to apply a force of x% of what the wheel can do, the "Constant" will keep that force at the same level.Įxample: A driving simulator game will usually use the constant force to simulate the G-Force. Thrustmaster made some description in their FAQ:Ī constant force will keep the same level in time. Then I realized some sliders just don't make any change. Also Aris in one of videos mentioned "damper" and triggered me (I never had oscillations with T500RS or T-GT2) but I wanted to go opposite and see these oscilations when letting wheel free. I just wanted to play a bit with FFB to try how can it be adjusted, as there are long conversations, which triggered me. I wonder how is that at other Thrustmaster users. "Gain" and "road effects" make difference as expected. In ACC when I change "damper" or "dynamic damping" I also don't feel any difference. Periodic, spring or damper don't make any change in my case. I only feel difference when chaging "overall strength" or "constant" (and both seem to be make exactly the same result after identical change). I just need general feedback from other users do you observe any difference of feeling of FFB when changing these parameters in Thrustmaster drivers? It seems that different wheels they have the same set of sliders. Thus I wanted to slightly minimize some "periodic" force, or just whatever setting it could be, just to make it more friendly. Also on straigt at Monza I feel it to some extend. At the moment it slightly irritates me, as this high freq micro vibration moves over my arms, also propagates througt cocpit a bit. This makes me mixed feeling, if it shlould be like that or not. In TGT its not like that: I feel high frequency "add-on" on top of constant resistance. In T500RS I just felt strong, constant, very "uniform" resistance, just wheel being turned at some angle, at high spped. I noticed differences, obviously, and one "bad" of them was feeling of wheel during long curve after first chicane of Monza.
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