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I went to EBX today and they had a setup for a Microsoft force feedback
joystick... they had it set up so you could push buttons to feel
the different situations. One was a magnetic force, a gun, helicopter,
sword (light saber), and boxing. It was cool.. but its not to the
point where I would want it in my sim steering wheel...
The most impressive of them was the sord... because as you hit swords...
it forced your hand in the corresponding direction... which was pretty
cool. Again.... this is "neat" and a bit gimmicky...
I would use the joystick in games like dark forces, or the sequel now out
Jedi Knight... but I wouldnt want it for N2 until they can get the
"physics" of the response down better. I dont want just some random
jolt when i go over the curb or pull when I slide... I went
specific and realistic response if thats what the wheel would be intended
to do. Also... heres a "dream wish" for N3... how
about blowing tires ???? especially when you run over debris
from wrecked cars... you could then add that into the force
feedback wheel to feel you running over the debris =)
Just a thought
<P>Scott B. Husted
<BR><A HREF="http://www.racesimcentral.net/~sbhusted">http://www.racesimcentral.net/~sbhusted</A>
<BR>
<BLOCKQUOTE TYPE=CITE>Trevor et al. Force feedback is getting a ton of
press right now because
<BR>to the uninformed it seems pretty cool. For the *** driving
<BR>simulation guys right now force feedback doesn't have much to
<BR>offer...but not because of the hardware. Hardware is important, but
the
<BR>greater part of the equation is the software. Current games that
<BR>implement force feedback are mostly arcade games. I don't think that
you
<BR>really feel much from your steering wheel in terms of bumps and
<BR>collisions. Sure if you hit a curb or a wall the wheel may jerk out
of
<BR>your hands. But overall the current implementations are arcade tricks,
<BR>not immersive additions to a simulation. My personal philosophy is
as
<BR>follows. I drive a sports car and race it in Solo II competition. Games
<BR>are cool, but not the real thing. But lets look at what they can do.
The
<BR>graphics are great, the sounds are great. Assuming horsepower is equal
<BR>then traction becomes the most important factor. Where do we get
<BR>traction input? From the steering wheel for the front wheels. We use
<BR>several different inputs for the rear wheels. (assuming a rear wheel
<BR>drive car). The sound of the engine (wheel slip = higher revs) and
the
<BR>feel of the car kicking the tail end out. Ok. What can we simulate
to
<BR>create an immersive experience. You can do a wheel and put the data
in
<BR>the program so that the force you get back is traction data, not just
<BR>collision data. You can build a full motion simulator and emulate the
<BR>rear end sliding out. (not very likely) They already have the capability
<BR>to partially give you cues for rear end traction. (the sound of the
<BR>engine). With proper programming they could make a force feedback wheel
<BR>give you VERY good cues for front end traction. That is when force
<BR>feedback will allow faster times in SIMULATIONS. For arcade games it
<BR>will always just be a cool toy. Blah blah blah..I ramble on.
<BR>I think force feedback will become a part of *** and simulation,
but
<BR>not how it is currently being implemented.
<P>Thanks
<P>Steve Carter
<BR>ThrustMaster, Inc.
<BR>> >
<BR>> > (snip)
<BR>> > i.e. help lap times?
<BR>> > (unsnip)
<BR>> >
<BR>> > I fail to see why FF should help lap times! If the intent
is to
<BR>> > simulate realism then the advent off wheel shake, effort needed
to
<BR>> turn
<BR>> > etc. should make fast lap times harder to attain, not easier!
<BR>> >
<BR>> > Bruce.
<BR>>
<BR>> Bruce I agree with you on FF, there just isnt any good way to make
it
<BR>> totally applicable to driving sims because it lacks the most important
<BR>>
<BR>> feel of all, seat of the pants :(.
<BR>>
<BR>>
<BR>> Trev</BLOCKQUOTE>
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