Nikdd said:
Isamu try that solution and see if it works for you....
OMFG NIK YOU ARE THE FUCKING MAN!!!!!!!!!!!!!!!!!!!!!!!!!
DUDE IT WORKED! YOU ARE A GENIUS AND MY HERO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The brake pedal is now recognized properly as a slider, and all I had to do was calibrate and map it accordingly!
AWESOME!!!!!
NO MORE SLOWDOWNS in Scud Race!!!!!!!!!!!!!!!!!!!!!!!!
I put that command DirectInputFeedbackThrottle = 1 and you're right it went away!!!! The game doesn't slowdown during the advance and expert courses anymore, WOOHOO!!!!!!!!!!!!!!!!!!!!! There is still just the
*tiniest* amount of frame drops when exiting the Aztec cave with the sharp turn in the advance course, and a slight dip in a few other places on the track, but I'm thinking it's probably just the emu not being optimized as well as it could be, and has nothing to do with the FFB. Can't wait til Bart gets his hands even dirtier and optimizes this emu even further lol!
As far as that command reducing the quality of the FFB, I can't say I've noticed a reduction in FFB "quality" with this command. Feels about the same to me. I'll play around with different throttle numbers and see how they make it feel.
But with that having been said, I must say in all honesty(and this by no means has anything to do with you or the great work you've done on the ffb code) Scud Race's FFB overall leaves a lot to be desired. I am now remembering my days when I used to play the real machine in the arcade and remember feeling the same way. I really wish they would have coded some sort of vibration effect upon colliding with other vehicles. That to me is one of the main ingredients to giving ffb that immerse driving experience. Wall and fence collisions are somewhat weak as well, but perhaps I can tweak the ini file to make those a bit stronger. My settings right now are
DirectInputConstForceMax = 150
DirectInputSelfCenterMax = 200
DirectInputVibrateMax = 175
DirectInputFrictionMax = 100
....feels OK with these settings. I'll play around with them some more but for some reason even with DirectInputSelfCenterMax set to 200, the centering spring force is not that strong. Is this parameter supposed to make the wheel return to center after turning it left or right? I'll play around with this some more. Vibrations are nice and strong. Friction max = not sure what effect that's supposed to deliver.
Anyway getting back to my point, Daytona 2's FFB is indeed head and shoulders above Scud Race's, and I'm guessing Sega Rally 2's is as well. I mentioned this in the forum but the analog steering in Scud Race is also not that impressive and if I'm honest, downright strange. When you steer left or right, the car *ALMOST* feels as if it's being controlled by digital key presses and doesn't seem to have a good analog steering "range" before it snaps and loses its back end for a spin. Don't get me wrong, I *AM* getting analog steering control out of the game, and I've set my wheel saturation in the ini file to about 40, giving it an *EXACT* 1:1 steering ratio as the real arcade machine(which is around 270 degrees). I've tested this in the Test Menu's input test section as well and it's accurate. It's just that for some reason Sega gave Scud Race this weird ice skating overly sensitive feeling to it.
I think because this was Sega's very first Model 3 racer, the designers focused a bit too much on the graphics and not enough on the car control. I can *somewhat* manage slides, but often times I have to fight the car to get it back on the straight due to the overly sensitive feeling. The word "slippery" definitely comes to mind.
OK, now onto this magnificent solution you've magically pulled out of your hat....I have to say I'm extremely impressed!! Not only have you resolved the brake pedal issue, but you've taken the output.log file and only after ONE day, managed to decipher the FFB problem like a
FUCKING BOSS!!!!!!!!!! Simply incredible Nik.
But here's what I don't understand mate.... why would this problem be exclusive to Scud Race? What do you suspect Scud Race's FFB does that causes this, while Daytona 2 doesn't? Also, I do not experience this problem in ANY of Sega's Model 2 games via El Semi's emulator. Daytona USA, Sega Rally Championship, Indy 500, Sega Touring Car, etc etc. And like I said yesterday, Sega Rally 2 didn't appear to exhibit this behavior either. Nor do I get it from any of my normal PC driving games. The *only* other game that does this.....and yes, I DID fail to mention this to you earlier so I apologize, is F-Zero GX for the Game Cube, via the Dolphin Emulator. I can play the game with my wheel with *certain* FFB parameter effects, but if I have one of them turned on(forgot which one atm), I experience the SAME slowdown I do(I mean did) in Scud Race! When using any other vibration controller in F-ZeroGX I don't get the slowdown at all. Only with my wheel. So I'm guessing there is a good chance this is most definitely related to that throttle issue. Hmm, I wonder if I can put that throttle command line into the Xinput ini file for the Dolphin emu and see if it resolves the lag in F-ZeroGX?
Speaking of F-ZeroGX and my wheel, this guy I know named "Racer_S" from the Toca Edit forums, came up with a few cool custom DirectInput.dll files, you can check out the thread here.
http://www.tocaedit.com/IB/index.php?showtopic=768
This guy is a genius. He made some custom DirectInput files for me, one of which delivers a centering spring effect to my wheel in ANY game, even if it doesn't have FFB! He also made a dll file that allows any game with Xinput FFB support to deliver FFB to my wheel, AND allows me to tweak the effect parameters via an ini file. It's crazy!
Anyway I'm just rambling now, but you've made my day with this solution!!! Thanks so much Nik you
ROCK MATE!!!!!!!!!!!
Cheers!!