Like Bose said (and you could read in the tooltip
) the threshold is a sensitivity setting. Our implementation can't be compared to the Fanatec's built in ABS feature. That only uses the brake angle, we're using the telemetry info.
quote from the Games supported PDF:
Virtual Lock Rumble:
Based on RPM and Speed of the car to detect Locking, this works pretty good, but is no where near as accurate as the
Real Lock Rumble. For instance, clutch wearing could affect this accuracy.
Real Lock Rumble:
Based on the Speed of the front wheels of the cars, relative to the speed of the vehicle. This works always, in any
scenario.
So there are in fact two methods in our little plugin. First the virtual method, which keeps track of the Speed/RPM ratio. If you ignore gearratios and would link the engine directly to the wheels the RPM would represent the tire-rotation-speed, and the speed is just, well the speed... So when the wheels turn slower (or stop alltogether) and the speed keeps constant. It means where locking up the tires. This ratio is checked for each individual gear, because of the different ratios.
The second method is easier, because it is based on games which have individual rotation output for wheels.
Unfortunately not all games are supported, because the lack of some of the games telemetry output. E.g. all Simbin games lack Virtual support because the telemetry for simbin doesn't provide the brake pedal value. We use the brake pedal value only to verify that the racer is in-fact braking. It rumbles far too often if you leave that out of the equation. Also another problem with virtual detection, what happens if the racer decides to push his Clutch, this would mean the engine can freely rotate at any speed, making it impossible to detect if the wheels are (almost) locking. So when the clutch pedal is engaged the rumble stops because we just can't be sure anymore.
So this in addition to Bose's explenation should help you I think.