Best realistic cars only in terms of physics and how to save lots of money fast ffb page 3 studio-397 forum

Click to expand…It is hard to explain. I had simxperiece seat mover motion kit since 2012 (2dof + rear traction loss). I enjoyed the rf2 cars, but not that special, works fine with AC too. Until last year, I upgraded the rig. Basically, I made a rig by combining both chassis mover and how to save lots of money fast seat mover. Using two actuators at front to move the whole chassis how to save lots of money fast and add a seat mover on the top. The chassis mover is using simtool SW and the seat how to save lots of money fast mover still uses simx SC4 SW. I thought that will give me the best of both how to save lots of money fast worlds. It does indeed for the cars I listed above, which came to live (feel much more realistic now). But, F1, F3, and all classical open wheelers are no longer good. The vertical motion cue just messes up and not coherent how to save lots of money fast with other motions. I cannot tune them to make work. My suspicion on this is because simtool uses vertical g how to save lots of money fast data only for heave motion. As a result, the chassis vibration mode freq is too low and feel how to save lots of money fast strong eruption (too volatile) on those classical open wheelers and F1 cars. I think may need to add vertical spatial data such how to save lots of money fast as rideheight data as heave motion, that will balance out and introduce higher freq motion to how to save lots of money fast yield more details of road and micro bumps, and smoothness . I am really not sure what is going wrong,,,,and how rf2 calculates an impact force (vertical g) on chassis from absorption of suspension deflection. Or also maybe to do with simtool tuning (simtool tuning center or so-called “dynamic compression”) as I used the same dynamic compression values that could how to save lots of money fast cause this, due to that fact that open wheelers and F1 cars how to save lots of money fast could have much higher dynamic range of chassis motion. I just don’t have chance to try all. SimTool has no option allowing me to set dynamic compression how to save lots of money fast values, a set of max/min values, per car (can set per game).

Click to expand…I wouldn’t say it’s off-topic at all; if anything I think we should welcome more different ways how to save lots of money fast to analyse the physics, because people driving cars and saying they’re good or bad based on basically nothing isn’t very illuminating. This entire thread started as some weird question about which how to save lots of money fast cars are fully realistic (none are, no simulation is the same as reality, let alone with our senses involved since we can’t simulate all the feelings) and which are based on less or no real data how to save lots of money fast (which is also none). Cars are interpretations of the real thing, the game is an interpretation of real life, our own experiences with the game are subjective and personal how to save lots of money fast interpretations of what the game presents to us.

Look at FFB – it’s basically a single force, some people like what rf2 does with it, others don’t, while back in rf1 it was easily editable via plugin how to save lots of money fast and lots of different theories came up. Realfeel isolated the steering arm force (basically the same theory as rf2) and was lauded, but lacked at low speed, but if you took the game’s complete FFB and just adjusted a few values here how to save lots of money fast and there you could feel what you intended to be how to save lots of money fast able to feel when you adjusted the values. I wouldn’t be surprised if someone else trying your rig liked how to save lots of money fast your bad cars and didn’t like your good cars, just because what they want and expect to feel is how to save lots of money fast different to your own ideas.

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