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the 5 choices of touch compensiveness are far from beeing enough

a choice from 0% to 100% would be already much better, and we should be able to set it up separatly for at least throttle, brake, and steering
the same for the deadzone

this is really needed, along with a car setup menu

much, much further, the way a button or analog axis behave for an axis-dependant command (throttle, ...) should be configurable (ex. like in Richard Burns Rally). This has already been noted here http://vdrift.net/Forum/viewtopic.php?t=235 . I know this is very low priority

:wink:
Nigo Wrote:the 5 choices of touch compensiveness are far from beeing enough

a choice from 0% to 100% would be already much better,
The different choices for the most part represent different algorithms for making the input less touchy. What it seems like you are suggesting is adding a separate "sensitivity" option, that would allow the player to adjust a multiplier on the input, the multiplier maybe ranging from 0.0 to 1.0. If we added this it would need to apply to any of the "touchiness compensation" algorithms.

Nigo Wrote:and we should be able to set it up separatly for at least throttle, brake, and steering
the same for the deadzone

this is really needed, along with a car setup menu
I'd hate to make the user choose all of these things every time. Maybe we could set up an "Advanced Sensitivity Adjustment" menu that allows this kind of adjustments on each control.

Nigo Wrote:much, much further, the way a button or analog axis behave for an axis-dependant command (throttle, ...) should be configurable (ex. like in Richard Burns Rally). This has already been noted here http://vdrift.net/Forum/viewtopic.php?t=235 . I know this is very low priority

:wink:
Actually I fixed this! Smile Please test it out. Set your gas or brake controls to buttons, and then look in Options -> Controls menu, set "Button Control Delay" to long, medium or short. Turn on Options -> Display -> Input Graph and you can see how much gas/brake it gives when you press the buttons. Play around with this and tell me what you think about the different settings...
I like the idea of adding a sensitivity (gain) and deadzone to each control... TODO!
Quote:The different choices for the most part represent different algorithms for making the input less touchy. What it seems like you are suggesting is adding a separate "sensitivity" option, that would allow the player to adjust a multiplier on the input, the multiplier maybe ranging from 0.0 to 1.0
hum... sorry I don't get what is the difference between sensitivity and "touchiveness" :?: we're probably talking about the same thing

in my mind sensitivity is not a multiplier, having the direction axis two times more sensible does not mean that you can turn the front wheels two times as much (which is the steer lock btw), but it looks like that :

let's say the direction axis value X goes from 0 to 1
direction_sensitivity from 0 to 1, default 0.5

=> Y = X power (direction_sensitivity + 0.5)

so you have a curbe from X**0.5 (looks logarithmic) to X**1.5 (looks exponential), but still the result is bounded between 0 and 1
that's not enough and need some setup but that's the idea

a axis-multiplier would be... pointless. Beeing able to set a maximum steer lock is, however, part of the car setup

Quote:I'd hate to make the user choose all of these things every time
keep in mind that all kinds of user could use vDrift, so "avanced" buttons might be a good idea

Quote:Actually I fixed this!
nice, I'll try it out Smile
Take a look at the steer_to in vamosworld.cc:1927. This is where the different steering adjustments are made for touchiness compensation. Your idea for an algorithm makes sense to me and I'd like to try it out. We have something like this and it's not as adjustable as what you propose. The Touchiness Compensation settings Low, Medium and High are all exponential (for low, steering value is squared, for medium, the values is cubed, and for high, the value is raised to the 4th power). If you'd like to try adding this go ahead, I may try it also but not right away.
I think we should have gain, offset, and exponent settings for each analog control
Joe do you mean each analog control on the car? Or every analog control in the game? Like, for instance, this would also in clude analog clutch, handbrake, and camera panning controls?
Might as well make it generic and apply to all analog controls in the game, although the interface to change those settings might only be exposed for ones that make sense (brake, gas, clutch).