Newbie unhappy with PCA DEs
#256
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-Peter Krause
www.peterkrause.net
www.gofasternow.com
"Combining the Art and Science of Driving Fast!"
Specializing in Professional, Private Driver Performance Evaluation and Optimization
Consultation Available Remotely and at VIRginia International Raceway
#257
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This thread took a nice turn out of the initial topic. Thanks caymannyc! I've been dating these VR systems for a while since I did the sim at the PEC in Atlanta. But I thought VR was still not ready for prime time. When I was reading about it only a few months ago it seemed to only work with a lot of patches. I was not in the mood to be fighting with the computer and decided to give it some time. Now reading about the last version of iracing it looks like it is pretty much plug and play. Do you say buying oculus now would allow me to run iracing without much hassle?
#258
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#259
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I thought I was ok, because I buy pretty good stuff and update it regularly, but my Gen2 i7 failed and I needed native chipset support for two USB 3.0 ports.
So, I bought a new Z170 motherboard and a Gen6 i7-6700K and it's awesome! WAY better than the Development Kits 1 and 2.
#260
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Like driving sims, if you buy some $99 Mad Catz wheel and pedal set, the experience will suck. If you buy the minimum requirement Logitech G27 (or its successor) set, the experience is much better. I know people that poo-poo $1000 of Fanatec wheel base and pedals, but for many, they're just fine. I suppose it's the same for bike controls.
#261
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I was going to make a point... G-force and grip limit inputs to the body are so much more important on two wheels vs four that moto video sims/rigs would be all but useless for practicing or improving skills.
For cars, each of us depends on g-force (body), visual, and audio inputs differently. I've noticed that g-force (body) to me is more essential than average -- it's primary. I even seem to "memorize" laps/turns as 3-d g-force changes to the body and the four contact patches, rather than as visual films -- using visual inputs mostly for placement of the car on the track and confirmation of its position. Maybe this is similar to how Kimi drives, as well, which is why he shuns sims as I and others do.
For moto, due to the physics of it all, racers MUST depend on g-force (body) inputs more than car racers, which would render video sims less useful (or useless) to them. This is why I asked the question.
Just a hypothesis...
For cars, each of us depends on g-force (body), visual, and audio inputs differently. I've noticed that g-force (body) to me is more essential than average -- it's primary. I even seem to "memorize" laps/turns as 3-d g-force changes to the body and the four contact patches, rather than as visual films -- using visual inputs mostly for placement of the car on the track and confirmation of its position. Maybe this is similar to how Kimi drives, as well, which is why he shuns sims as I and others do.
For moto, due to the physics of it all, racers MUST depend on g-force (body) inputs more than car racers, which would render video sims less useful (or useless) to them. This is why I asked the question.
Just a hypothesis...