Speed dependent steering sensitivity

Discussion in 'Ideas and Suggestions' started by chameleon_h, Nov 11, 2017.

?

If you wanted to race in BeamNG (not just crash around), how effective would this be?

  1. 0%

    7 vote(s)
    33.3%
  2. 50%

    9 vote(s)
    42.9%
  3. 100%

    5 vote(s)
    23.8%
  1. chameleon_h

    chameleon_h
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    Racing games like Nascar 2003, Richard Burns Rally have option to reduce steering sensitivity at high speeds. Nascar 2003 does it with simple checkbox "Boost steering at low speeds". Richard Burns Rally has options that adjust:
    1) at what speed does the sensitivity decrease start,
    2) at what speed does the sensitivity decrease maxes out,
    3) what part of sensitivity is at the max speed (setting 2) and beyond.
    This allows for much better control of the car for those of us who do not have steering wheels. Without this, precise steering at high speed becomes difficult to achieve - even the smallest input causes high side acceleration. In other words, there should be a way to limit the maximum lock at higher speeds.

    For example, if settings are set to:
    1 = 0kph,
    2 = 100kph,
    3 = 0.5;
    then sensitivity for each given speed would be:
    0kph = 1.0,
    50kph = 0.75,
    100kph = 0.5,
    150kph = 0.5,
    200kph = 0.5 and so on.

    I will search the code for a workaround when I have time, but it would be nice to see either a mod or an official feature that would implement this.

    Bonus: each vehicle has different top speed. Most of the time it's engine_max_RPM*gear_max_ratio. The settings could have some scaling, though even the simplest checkbox approach would work well.
    Bonus2: detect when vehicle is sliding sideways and increase sensitivity for counter-steering, though on second thought, if you are gone on 200kph, you are gone no matter the lock angle.
     
    #1 chameleon_h, Nov 11, 2017
    Last edited: Nov 11, 2017
  2. Ytrewq

    Ytrewq
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    NO PLEASE. JUST NO. BeamNG is meant to be a realistic simulator, not an easy-to-play arcade game. One of its key features not found in most driving games is realistic steering at all speeds.
     
  3. stenyak

    stenyak
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    Eh, are you a spy? Still not sure if we will ship it or not, and if so, in what form, but tests are being done.

    (also, did you mod RBR to allow adjustment of parameter 1? I have never seen that one)
     
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  4. chameleon_h

    chameleon_h
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    Well then I made the first one up :)
    But I still think it is important to have all three in order to tick this as a finished feature. I mean it doesn't make any sense to lose maximum steering lock below ~30-60kph.
    No pressure, though. I bought a RigsNRods successor, not really a racing game, but having a blast around the track in Civetta (or custom Barstow) is pretty fun.

    And as for
    You are wrong:
    a) to think that having such feature would make BeamNG less skill-dependent. Such feature would make it less bad-hardware-dependent. See, I neither can afford a steering wheel, nor I have any time to make my own.
    b) Nascar 2003 and Richard Burns Rally are regarded, despite their age, as still one of the top racing sims in their categories - oval stock car racing and rallying.
     
    #4 chameleon_h, Nov 11, 2017
    Last edited: Nov 11, 2017
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  5. stenyak

    stenyak
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    Rest assured if this ends up in the simulation, it will be optional, just like the rest of similar options we provide :)

    Still, these filters are meant to increase realism, rather than decrease it. For example, pressing the right arrow key should create massive understeer instantly, by full locking the steering wheel to the right; instead we mimic a prediction of real life behaviour, which is gradual steering. It will not be perfect, because we work with very limited information, but being optional you can always switch or disable these filters.
     
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  6. BombBoy4

    BombBoy4
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    Would the filter apply to racing wheels too or just keyboard/controller?
     
  7. stenyak

    stenyak
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    It will be very useful for the lowest-end steering wheels that have extremely limited steering ranges. It would most probably be left disabled by default for Direct and Keyboard(drift) filters, and enabled for Pad and Keyboard(grip) filters.
    In all cases they would be optional, but this prevents forcing users to tweak the options each time they plug a differente device.
     
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  8. CaptanW

    CaptanW
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    exactly it would make it much better. Because driving on a keyboard is "realistic" so just make it easier for keyboard people. I love it!
     
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  9. Pervin.M

    Pervin.M
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    One of the best suggestions I have ever seen, this would really improve the game!
     
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  10. BowlerHatJack

    BowlerHatJack
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    What if an user encounters massive oversteer at high speed? Wouldn't an system like this limits the users ability to countersteer?
     
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  11. stenyak

    stenyak
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    This kind of stuff is why we are testing the possibilities and are not yet sure if it will be shipped or not. Things are never as simple as they seem ;-)
     
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  12. chameleon_h

    chameleon_h
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    There are two points here to counter this:
    a) massive oversteer at high speed means small chance of recovery. When racing, powersliding out of fast corners needs only a couple degrees of steering. Having too much lock to counter an oversteer could result in the rear end going back around, that's what you see in all those winter crash videos, because driver goes full lock. You never go full lock. :p
    b) drifting costs time. For those who want fast consistent laps - they won't ever need full lock at high speed. When you feel like drifting, just turn this system off and go. Though for example if the system kicks in above 60 kph and reaches max lock reduction at 200kph, then drifting won't be affected all that much.

    Pad and Keyboard(grip) would make my joystick have some delay or smoothing, right? Because I feel like smoothing makes me unable to respond fast enough to a twitchy car like Civetta Bolide 'Corse' or FR17.

    Also, if instead of official feature devs release half-assed mod, I'd be OK with that. If there's enough code so I can get an idea what the code "interface" looks like, I might be able to improve and release it as public domain or some alternative license in order to get it official.
     
    #12 chameleon_h, Nov 12, 2017
    Last edited: Nov 12, 2017
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