rec.autos.simulators

Biggest Problem with Ferrari Wheel (ACT Labs and Logi owners please reply)

GTX_SlotCa

Biggest Problem with Ferrari Wheel (ACT Labs and Logi owners please reply)

by GTX_SlotCa » Tue, 21 Mar 2000 04:00:00

Hi Mats,

I think you may find that it feels notchy too. Some people have said so on
here. I'm not talking about the zipper feeling of the Ferrari belt, but the
notchiness that you feel turning the wheel under a load. Also, it has quite
a bit of friction because the steel cords are so tight. That's why Gmot and
Act went with the belts. I went to Best Buy this afternoon and gave a couple
cranks on the wheel of a  LWFF. Of course it was new and didn't have power
on, but there was drag and it was not as smooth as the Ferrari wheel.

Right, I didn't map my y-axis to my x-axis so I had to set the direction to
90. I should have just said this instead. Sorry.

I don't think I (didn't mean to) implied that a loudness control compensated
for a lousy frequency response. Bass Boost usually does just what it says,
and Loudness generally boosts both low and high frequencies where our
hearing range drops off.

Actually, they do Mats. Your whole body tissue does, not just your ear
drums.

Of course I don't mean it's good. It happens, that's all.  And I think we'd
all like to have a FF wheel without friction or notchiness. I don't know how
we could get rid of the friction, Mats, except maybe use as few pulleys as
possible, or stronger, thinner belts and spring loaded tension. Maybe even
gears, like the MSFF, only a much higher pitch. The motor could be made
smoother with more poles in the armature. I can feel the difference between
the Force RS motor with 7 poles and the Ferrari with 5. Maybe if we could
get up into the 20s it might hardly be noticable. More poles would also help
in feeling subtle FF at low amplitudes without turning the wheel. With fewer
poles, the small voltage from subtle feedback applied to the motor isn't
enough to start the armature. I suppose you could also use a form of
'momentum' control like the MRC model railroad transformers have, emitting
small pulses to start the motor.
 We can hope!

Slot

Marc Collin

Biggest Problem with Ferrari Wheel (ACT Labs and Logi owners please reply)

by Marc Collin » Wed, 22 Mar 2000 04:00:00

Of course your points are all excellent Mats.  I, too, would have bought the
Logitech if it had pedals suitable for GPL and a proper shifter.  Do you
know for sure that it does not suffer from this problem?  Someone mentioned
another IForce wheel that acts like the Ferrari and Slot claims the ActLabs
works that way too.  Would it just be the lower friction in the Logi (which
it certainly has!!!) that would make the difference?

Marc.



> > P.S., Mats tests just illustrated to me that the wheel had decent
response
> > to low-level forces, but that they there was a big difference between
the
> > smallest force you could feel with the wheel still compared to if it was
> > turning.  This seems to precisely mirror the situation in GPL.  I
believe
> > that if you could implement such a test on a MS-based wheel, you would
not
> > experience the disparity--the smallest forces can be felt equally
(although
> > maybe not so smoothly) whether the wheel is turning or stationary.  I
have
> > no idea why IForce would intentionally design things this way????  Any
> > ideas?

> It is not by design as in 'desired behaviour', it is just an effect
> from having to design with a tolerable price in mind combined with
> the fact that most consumers believe that stronger forces are
> equivalent to better forces. A cheap and strong engine is likely
> to be very notchy and a very notchy engine implies high static
> friction in the wheel. High static friction in turn hides subtle
> forces when the wheel is stationary.

> If it were not for the pedals I would have bought the logitech wheel
> to begin with since it seems to be a lot smoother. I.e. its forces are
> weaker, but the internal friction is even smaller so when you add
> things up it is capable of sending more information to the driver.
> (Kind of like it being easier to hear what someone is whispering in
> a quite room than it is to hear what someone is screaming in a bar.
> It is not signal strength that counts but signal to noise ratio.)



> > > Ya, I tried the tests. Had to turn the Direction to 90 first at any
> > > magnitude to feel anything.

> Not very suprising since most ff wheels are not capable of
> generating forwards - aft forces :-)

> > > Also, I wasn't convinced that the test actually
> > > proved dynamic range at all. He used a very low frequency which of
course
> > > doesn't transmit well at lower magnitudes or volumes (which is what
this
> > > really is). That's why you have a Bass Boost (Loudness on some) on
your
> > > stereo amplifier that kicks off at higher volume settings.

> The frequency has not much to do with it, use whatever frequency(s) that
> match the signals you want to percieve in the game. Few of the signals
> I want from the game are high frequency, hence I used 10Hz for the tests.

> (Of course for the complete test you have to test the ratio between the
> strongest force available and the weakest force you can feel at
> 1/ a large number of frequencies and
> 2/ both with a moving wheel and with a stationary wheel.)

> And loudness isn't there to compensate for a lousy frequency curve
> in your amplifier, it is there to compensate for variation sensitivity
> of the human ear at different sound levels and frequencies. Afaik, my
hands
> don't have that kind of non linear sensitivy to force input at different
> force levels and frequencies.

> > > [snip]
> > > Still, I don't see dynamic range in this at all (no offense to Mats).
When
> > > you turn the wheel (motor) you collide with the wave pulses as each
> > > armature pole passes by the magnets, so the force is stronger.
> > > [snip]

> You don't mean this is a good thing I hope? I'd rather have a ff wheel
> that is transmitting the force programmed by the game to my hands instead
> of adding friction, notches and other kinds of distorsions that makes
> it feel much less like the wheel of a real life car.

>       _
> Mats Lofkvist



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