Mark...
The notchiness is something that should go away once the wheel is broken
in. I've never felt any notchiness with my red Momo, though. Maybe the
black one is different?
As for your less than stellar FF experience, my hunch is that your
settings need tweaking. It took me a lot of hunting around on the
newsgroups and message boards before I found helpful settings from other
racers for the sims I was playing, mainly N2003 at the time. I can tell
you that the right wheel settings can make all the difference as to
whether the FF feels realistic or not, and whether you can sense what
the car is doing well enough to achieve optimum lap times.
Do you have the Logitech Wingman software installed and running? Have
you got the latest version of it from www.wingmanteam.com?
For N2003, I found that the best settings for me were to have the
Overall Effects Strength set to 125% and everything else set to 0%
(Spring Effect, Damper Effect, Centering Spring) and also having the
"Enable Centering Spring..." checked (yes, even though it's value is set
to 0).
Those same settings seem to be working out very nicely in rfactor with
one caveat, and this is really important because most sims built around
the ISI engine will require the same change - you need to REVERSE the
force setting in the game in order for Logitech wheels to properly sense
the forces. In the rfactor demo, this is a change that needs to be made
in an INI file (changing a number to a negative value). In other sims,
like EA NASCAR Sim Racing, there should be a setting somewhere in the
game to reverse the forces. If your wheel is feeling dead on center and
completely wrong when you are steering it, chances are that the force
setting needs to be reversed.
Just that one setting change in rfactor turned the sim into one that I
thought had missed the boat on FF into one of the finest force feedback
experiences I have had.
Hope you get it dialed in to where you like it.
Steve G
> Okay, been out of the auto sim picture for quite a while, although I
> used to be really into it - bought one of the first Thrustmaster
> wheels, and played Microprose GP and Indycar a lot. I got out of it
> just as force feedback wheels started to appear.
> Recently I decided to buy a force feedback wheel as I was expecting
> the technology to have matured to the point that it would be a great
> experience. Checked the reviews and based on these, I got the Logitech
> momo force wheel.
> I have since tried it in a few games, and it is absolutely rubbish! I
> can't believe that people really think that force feedback is good, or
> is it just that my wheel is defective? Problems include:
> * When turning the wheel, it is notchy rather than smooth. I have
> never turned a wheel on a real car that feels like this.
> * The amount of force required to turn the wheel is the same or close
> to the same irrespective of wheel position, ie, the load to turn it a
> degree from dead centre is the same as the load to turn it from 90 to
> 91 degrees. How stupid is this. Anyone who has driven a race car will
> tell you that much more force is required when the wheel is at a high
> degree of lock as the tyres are exerting much more sideways force.
> This feel is critical to tell you what the car is doing.
> * Amazingly, force is required to actually turn the wheel, but very
> little force is required to keep it in a given position. This is again
> completely unrealistic. When driving a car, the load derives from the
> angle of the wheel - not changing the angle of the wheel.
> Again, I can't believe that people might think that this type of force
> feedback is at all realistic. Do people who are knowledgable about
> real car dynamics use the current force feedback wheels, or do they
> think they are a joke and just use a non-force feedback wheel?