Hi guys, the past while I was trying to find good comparisons between these two models of dd's. Has anyone tested both ? I understand that the software for these aren't complete yet but is there any clear winner here ? thanks.
So I guess your thumbs are made out of forged steel? lol.
I'm not worried about USB cables when I use an E-stop.
I use coiled cables with DIM connector on the wheel but a loose USB on the hub, so if the wheel goes nuts, the cable will just slide out of the USB port.
I'm more worried about my hands than I am a $20 cable.
I don’t get this. The SC2 website outlines that Ultimate has differences besides max force, and that there are more controls in software. That’s what $1400 more over Pro gets you besides a extra 7 Nm. Consumer makes a choice. Nothing seems underhanded there as you imply.
Do I wish Sport and Pro had same controls. Sure, but I don’t think I’m missing them and they are not worth the extra $1400 to me.
Why doesn’t DD1 come with e-stop? That’s an odd one to me for a 20Nm base.
@klm, you sound like a guy who really appreciate tunability aspect of the wheelbase.
Have you looked at AF, there is nothing on the market that allows level of control over FFB/telemetry signal that SimCommander does. But it is a stepper motor and a bit down on power, so not all is peachy.
I think each and every response to your post here or on GD from me or other users was genuinely constructive.
If it was something you didn't want to hear is different matter.
I place it where I can hit it with my knee. And with my OSW I had a situation where I needed to hit it fast.If the button saves your hands in case the steering wheel has a life of its own then congratulations reflex! . In that case you do not need this button any more ;-)
I did bring it up, but no idea if it's something they will do(the input scale).
Reg downgrade, would it be?
I don't think I understand what the issue is and how the Ultimate's software solves that.The issue is that the output quality from the motor drops as I lower the NM on it, since this is by scaling the current. You specially feel this at the lower forces.
I don't think I understand what the issue is and how the Ultimate's software solves that.
Does anyone here confirm it and if so explain it better?
Thanks. If it's only that then it's really not an issue for me. I don't want something to artificially boost low forces. It's something similar to a feature in Automoblilista 1 that I used with T300. But that was a needed compromise, because it outputs 3.5-3.9Nm max. In real life you don't get "normalized" forces where everything feels similar, but rather high dynamic range.I presume that the gamma filter allows you to "boost" the low end — making smaller forces more noticeable.
But was the problem even confirmed?
I don't think I understand what the issue is and how the Ultimate's software solves that.
Does anyone here confirm it and if so explain it better?
Thanks. If it's only that then it's really not an issue for me. I don't want something to artificially boost low forces. It's something similar to a feature in Automoblilista 1 that I used with T300. But that was a needed compromise, because it outputs 3.5-3.9Nm max. In real life you don't get "normalized" forces where everything feels similar, but rather high dynamic range.
If anything I would rather have some filter that could prevent/limit very strong spikes that cause fast wheel spin with say more than 300 degrees rotation. This would be useful to avoid injuries when run high torque and e.g. someone hits you form behind, but at that moment you didn't expect that.
But I believe it would be really hard to implement without significantly disturbing other (valid) strong forces.
Perhaps it would eventually require some game dev support to detect impacts and limit such violent spikes for DD wheels.
You can scale iRacing output which is the same as scaling TD input in this case. Those two would be back to back. Increasing Max Force in iRacing scales its output down effectively (as well as increases the clipping threshold). I don’t see what adding TD input scaling does for you in this case.
Gamma sounds like what you want so that scaling down big things does not cause you to lose the small things.
Otherwise, maybe you want to separate out scaling from clipping in TD? Not sure how feasible that is. The two are really intertwined (like iRacing max force).
It seems like what you need is independent gain control over different effects, but not possible with iRacing because it is just a single FFB signal (0-100%).
The current implementation is exactly maximum limit (Motor Continuous Current parameter)The "issue" is that the overall strength slider scales the output — rather than acts as a maximum limit. So if you turn down the slider it lowers the smaller forces linearly with the large ones.
I don't understand this. Input signal I understand as something that comes from a game/Microsoft FFB API. And if a wheel driver wants to scale up/boost low forces it always needs to increase current to the motor.1) It has been confirmed that there was a discussion if the force should be scaled on the input signal or by current to the motor, I have been told. The latter was picked & I am sure there are some ok reasons that way as well. I simply personally would prefer had it been the other way or that it was added as an advanced feature.
If you lower max force to, say 10Nm in the TD, does it scale down all the forces as if you'd set it to 25Nm in TD and then limit to 40% in game(other than iRacing)? I don't think that's how it works in wheel drivers, so in order to avoid clipping people lower max force/gain in game (I think scaling all forces down) but leave It high/max in the driver.I am not sure how to explain the problem in other words. I feel that the low forces are not nearly as detailed/quick/great when:
* Lowering the output on the wheel base and keeping output low from the sims
as when
* Lowering output in the sims and keeping the wheel base output at 100% force.
I don't understand this. Input signal I understand as something that comes from a game/Microsoft FFB API. And if a wheel driver wants to scale up/boost low forces it always needs to increase current to the motor.
Can you please give a link to this discussion?
If you lower max force to, say 10Nm in the TD, does it scale down all the forces as if you'd set it to 25Nm in TD and then limit to 40% in game(other than iRacing)? I don't think that's how it works in wheel drivers, so in order to avoid clipping people lower max force/gain in game (I think scaling all forces down) but leave It high/max in the driver.
I think if you set max force in game, but limit in the driver to say 9Nm or set it to 32Nm (on the Ultimate), then low forces should feel exactly the same.
If I understand correctly the reason is that lowering max force in TD scales down all the forces, but should just limit max force and if needed cause hard clipping as in other wheels.2) Setting Max force in iceracing works different from how all other sims do these things. The short story is that Sc2 does not provide the required settings to keep maximum performance while also be able to adjust it to strength and limit that you are comfortable using. I would like that from any software that sits on top of a wheel base that is purchased to provide high fidelity and strong output. I would not buy an expensive, top end amplifier that sounds best when the instruments are low if I set it at 100% output if I could not buy a pre-amp.
The current implementation is exactly maximum limit (Motor Continuous Current parameter)