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- GTP_Spag69
- spagetti69
I thought that button combo just manually centred the wheel.
I may be wrong though.
I may be wrong though.
This is good for ISI based PC sims, but probably not interesting for GT5.
And the DFP's 200 degree wheel lock.
thanks!
this is good news and at least better than no rotation angle adjustment at all in GT5 (if it works)!
A) The SDK includes the ability to adjust the wheel rotation angle from 40 to 1080°. Individual development teams are therefore able to adjust and define wheel rotation angles according to their own preference. The wheel automatically adjusts to choices made by development teams.
B) When a game supports the Force Feedback mode (currently, only GT5), the wheel will calibrate itself when the game starts. Apart from this, there is no other way to set the rotation angle to another value.[/B]
C) Regarding GRAN TURISMO 5, as an official racing wheel, the T500 RS is fully suited to the game's configuration and settings, that way no modification to the rotation angle is needed.
Well at least that's cleared that up
If anyone can make sense of that, please let me know. Here's a guess?
a) They are saying the wheel can be set anywhere between 40 and 1080 degrees of rotation, if driver implemented properly
b) Applied in combination with the above? It can be set, but only on game initialization?
c) Really? I guess they mean *except absolute stop, ie the go kart only has 180 practical degrees (despite being able to turn it 1080)?
Maybe ask them a direct question along the lines of:
'Does the SDK give developers the ability to set various degrees of rotation including not allowing the wheel to turn beyond that setting, in game?
Ie Is there a possibly of an update to GT5 (or implementation in any other game) so you could only physically turn the wheel, say 180 degrees for a go-kart, but more for a road car?
If this is currently unavailable, could it be added to the SDK to allow this feature to be implemented on PS3 in the future?'
Also, I'd love to see a video of you drifting (even if it's poor) to see how the wheel spins.
I sent them an email a few days ago asking about adjusting the rotational degrees on the PS3 in GT5, but I am still waiting for an answer from them. Luckily some members in this forum could give me an answer before them 👍. I read somewhere on GTPlanet that customer service from Thrustmaster is not the best So I am not awaiting any response from them to be honest 👎
Well at least that's cleared that up
If anyone can make sense of that, please let me know. Here's a guess?
a) They are saying the wheel can be set anywhere between 40 and 1080 degrees of rotation, if driver implemented properly
b) Applied in combination with the above? It can be set, but only on game initialization?
c) Really? I guess they mean *except absolute stop, ie the go kart only has 180 practical degrees (despite being able to turn it 1080)?
Maybe ask them a direct question along the lines of:
'Does the SDK give developers the ability to set various degrees of rotation including not allowing the wheel to turn beyond that setting, in game?
Ie Is there a possibly of an update to GT5 (or implementation in any other game) so you could only physically turn the wheel, say 180 degrees for a go-kart, but more for a road car?
If this is currently unavailable, could it be added to the SDK to allow this feature to be implemented on PS3 in the future?'
Also, I'd love to see a video of you drifting (even if it's poor) to see how the wheel spins.
Well at least that's cleared that up
If anyone can make sense of that, please let me know. Here's a guess?
a) They are saying the wheel can be set anywhere between 40 and 1080 degrees of rotation, if driver implemented properly
b) Applied in combination with the above? It can be set, but only on game initialization?
c) Really? I guess they mean *except absolute stop, ie the go kart only has 180 practical degrees (despite being able to turn it 1080)?
Maybe ask them a direct question along the lines of:
'Does the SDK give developers the ability to set various degrees of rotation including not allowing the wheel to turn beyond that setting, in game?
Ie Is there a possibly of an update to GT5 (or implementation in any other game) so you could only physically turn the wheel, say 180 degrees for a go-kart, but more for a road car?
If this is currently unavailable, could it be added to the SDK to allow this feature to be implemented on PS3 in the future?'
Also, I'd love to see a video of you drifting (even if it's poor) to see how the wheel spins.
Oh oh oh, I think Thrustmaster has a great customer service!
I contacted the service now 14 times and every time I got an answer max 24 hours later!
And they are very helpful when you have problems.. I had some more problems.. First wheel was broken at transportation and had to be replaced by the retailer after telling Thrustmaster my problem.. My second wheel now is broken inside.. Little plastic thing moves around when ffb effects are on and when I shake the wheel a little bit.. Contaced the support team yesterday again and got an answer today and wrote them my adress back and now I will get a new wheel - my third one.
So the support team is absolutely fantastic!
They are basically saying it's up to the game developer. You can't blame the wheel, really. On the PC, you can install a set of drivers that are completely independant from the PC software you choose to use the wheel with, from whithin this Driver suite, you can modify FFB strenght, rotation degrees, and more.
On the PS3 this isn't possible, so wheel manufacturers leave the degree of rotation up to the game software which determine whether or not 270 degrees will be used, 275, 900 or 1080 since there is no driver intervention whatsoever.
If anything, you could blame GT5 and the PS3 for not supporting T500RS drivers, not Thrustmaster or the wheel itself.
They are basically saying it's up to the game developer. You can't blame the wheel, really. On the PC, you can install a set of drivers that are completely independant from the PC software you choose to use the wheel with, from whithin this Driver suite, you can modify FFB strenght, rotation degrees, and more.
On the PS3 this isn't possible, so wheel manufacturers leave the degree of rotation up to the game software which determine whether or not 270 degrees will be used, 275, 900 or 1080 since there is no driver intervention whatsoever.
If anything, you could blame GT5 and the PS3 for not supporting T500RS drivers, not Thrustmaster or the wheel itself.
No one was blaming anyone for anything. I just want them to clarify the situation. I can blame folks if you like?
If the sdk allows developers to do this then it is the developers' fault. If it's not, it's Thrustmaster's. If either is true, then it could also change in the future through sdk/firmware/driver/game updates.
danvodkaThanks alot mate for answering:tup:👍, in your opinion, do you think that PD will add such a function in future updates?
No one was blaming anyone for anything. I just want them to clarify the situation. I can blame folks if you like?
I wasn't attacking you, no need to be sarcastic.
Tests are being conducted using spring scales.araI am trying to make sense of this myself, everybody has different ideas of what is "better," we only have vauge and subjective ways to communicate with each other on the forum about the wheel characteristics, but this is just the nature of the beast. We generally don't have the means to say things like "oh the FFB at setting 10 imparts a force of x newtons under this condition" etc.
Some reports are unreliable or incorrect, I have been guilty of this too but I'm doing my best to communicate an accurate picture of what is going on with the wheel and hopefully figure out the reasons why some reports are so different. It's definitely NOT helping when people chime in and frame their words as authoritative when they don't even have this particular wheel.
For example, somebody said there is FFB variation between standard and premium cars? Sounds crazy, but OK i'll bite in the interest of science. I tried the nurburgring with a premium AMG and the standard nuvolari quattro last night, both with Hard Sport tires, and I couldn't tell any difference between FFB characteristics.
I also re-tested both FFB extremes with the above cars and I still do not notice any FFB strength variation when I adjust the "strength" from 1 to 10.
As for whether it's reasonable to consider that these wheels have a "break-in" period, I have no idea.
The force required to initiate a turn of the steering wheel as measured at the wheel rim is 6N when the wheel is power off. 25N+ when the wheel is powered on.
For GT5 the force required to initiate a turn of the steering wheel as measured at the wheel rim in game is the same for all cars, Premium/Standard, on all tyres on all tracks and at all in-game FFB settings - FFB1 through FFB10.
16N to initiate a turn of the steering wheel from a static position on straight flat road.
19N to initiate a turn of the steering wheel from a 50mph rolling position on straight flat road.
6N to initiate a turn of the steering wheel from a static position on grass/runoff.
6N to initiate a turn of the steering wheel from a rolling position on grass/runoff.
Forces generated by the wheel as FFB is applied will be provided as they are collected.
p.s. I don't discuss things anymore, just provide facts and step away.
hi,
mine do calibrate, but in a different way then before.
it rotates all the way to left ,then right and it remain that position for 1 or 2 secends.
After that time it goes to the center.
This way of calibration is not like i was used to with v31 and v32.
Now when i stop playing and turning the ps3 off with the steering wheel it will recalibrate it self endlessly without returning to the center.
Im in contact with thrustmaster already and hope they will answer soon.
bryan
Well at least that's cleared that up
If anyone can make sense of that, please let me know. Here's a guess?
a) They are saying the wheel can be set anywhere between 40 and 1080 degrees of rotation, if driver implemented properly
b) Applied in combination with the above? It can be set, but only on game initialization?
c) Really? I guess they mean *except absolute stop, ie the go kart only has 180 practical degrees (despite being able to turn it 1080)?
Maybe ask them a direct question along the lines of:
'Does the SDK give developers the ability to set various degrees of rotation including not allowing the wheel to turn beyond that setting, in game?
Ie Is there a possibly of an update to GT5 (or implementation in any other game) so you could only physically turn the wheel, say 180 degrees for a go-kart, but more for a road car?
If this is currently unavailable, could it be added to the SDK to allow this feature to be implemented on PS3 in the future?'
Also, I'd love to see a video of you drifting (even if it's poor) to see how the wheel spins.
Here's the reply from Thrustmaster to your questions:
We confirm that the SDK gives developers the possibility to set different degrees of rotation including not allowing the wheel to turn beyond that setting.
Regarding the possibility to physically turn the wheel (your second question), yes this may be possible too (technically speaking) and this must be discussed also with the publishers of the games.
This feature is possible as the implementation was already made in SDK (answering your last question).
My rig with the T500RS. No problems after the Firmware update. Working smooth as silk and mighty sexy if I may add. Thank you Lunarwolf for the push.
http://i116.photobucket.com/albums/o29/rmvtheman/HPIM3442.jpg
The only reason a vendor rushes firmware updates to market is to fix past bugs. /me predicts a v34 update pretty soon to address all the dying T500's.
If hardware is 100% functional, only fools rushes headlong into firmware updates.
Do not fix what aint broke.
My T500 stated in the box the version was 32. Thrustmaster said to upgrade before using it. So is that being a fool?