I saw this mention before and the new build says it has fixed it but
At any pitch range, set 1 deck to 0.0 (the lowest of its range) leave the other deck at 0.5 (aka quartz lock, intended speed) initiate pitch lock, now bring deck 1's pitch back to quartz lock, logic demands that deck 2 must be at the top of its range it isn't, it exceeds its range
A bit obscure I know but if it isn't right it needs looking at.
At any pitch range, set 1 deck to 0.0 (the lowest of its range) leave the other deck at 0.5 (aka quartz lock, intended speed) initiate pitch lock, now bring deck 1's pitch back to quartz lock, logic demands that deck 2 must be at the top of its range it isn't, it exceeds its range
A bit obscure I know but if it isn't right it needs looking at.
Posté Mon 30 Jun 14 @ 9:00 pm
No it doesn't.
If the pitch of deck 1 is at -8% and the pitch of deck 2 is at 0%, and you bring deck 1 pitch to 0%, you've actually increased the speed of deck 1 by 8.7% (100%/92%), so deck 2 will correctly be at +8.7%
If the pitch of deck 1 is at -8% and the pitch of deck 2 is at 0%, and you bring deck 1 pitch to 0%, you've actually increased the speed of deck 1 by 8.7% (100%/92%), so deck 2 will correctly be at +8.7%
Posté Tue 01 Jul 14 @ 1:45 am
Ah I see, that explains how I got to several million percent from absolute 0 rotations before VDJ crashed.
Posté Tue 01 Jul 14 @ 6:42 am