rec.autos.simulators

Guillemot Force Feedback Wheel Problems ?

Tim Hayne

Guillemot Force Feedback Wheel Problems ?

by Tim Hayne » Fri, 17 Dec 1999 04:00:00

I have recently purchased one of the new Guillemot Ferrari Force
Feedback racing wheels.  I first noticed playing Rally Championship 2000
that I had much less control in a straight line than with my previous
wheels, and that I tended to zig-zag on straight road.  I found this to
be the same in other driving games such as TOCA2.  I used DXTweak to
remove the deadzone (which I thought was causing the problem) however
this had no effect.  I have done some testing using DXTweak and other
games and have found that the steering problem seems to be caused by a
lag between the input (my movement) to the output (down the USB port) of
the steering wheel, i.e. as you turn left or right from any stationary
wheel position it takes time for this to be registered as movement, in
fact it is possible to move the wheel very slowly and for it to take
ages for the movement to be registered.  This is obviously not good in a
racing game, as it prevents the fine control necessary to get fast
times.

This does not appear to be a problem with the guillemot driver - as it
does exactly the same using the thrustmaster force gt driver.  The
problem appears to be introduced by the wheel electronics which are
probably trying to smooth the output from the potentiometer.

Is anyone else experiencing this problem?

Andi Col

Guillemot Force Feedback Wheel Problems ?

by Andi Col » Fri, 17 Dec 1999 04:00:00

Wow, look at all those words, this guy must be some sort of clever***!

My Ferrari wheel has done absolutely nothing wrong since I bought it over a
week ago now.

Andi.

PS Yes it's me Tim.


Andi Col

Guillemot Force Feedback Wheel Problems ?

by Andi Col » Fri, 17 Dec 1999 04:00:00

Tim,

I mentioned this the other day, have you tried the Iforce reference drivers?
The standard TM drivers are not brilliant.

A comment from elsewhere in this news group:

I've been using the reference drivers with my TM Force GT since TOCA2. As
you know, Santa has my Guillemot wheel so I can't comment about it yet. From
the above, I would be very upset to lose split axis.

Andi.

PS Sorry about the sarcastic post just now. I'd be very interested in any
solution you come up with.
Gave up on the P3 733 can't get hold of one, I have the 677 on order with
supporting 820 M/B and PC133 memory.


Andi Col

Guillemot Force Feedback Wheel Problems ?

by Andi Col » Fri, 17 Dec 1999 04:00:00

'ere, where's my first post gone!!

Andi.


> Tim,

> I mentioned this the other day, have you tried the Iforce reference
drivers?
> The standard TM drivers are not brilliant.

> A comment from elsewhere in this news group:

> >Hi
> >You can download The I-FORCE reference drivers ,  supports "split axis"
> >(throttle and brake on separate axis) ,
> > I use them with my "Guillemot Race Leader FF" ,
> >http://www.force-feedback.com/iforce/main.html

> >P.Ivar

> I've been using the reference drivers with my TM Force GT since TOCA2. As
> you know, Santa has my Guillemot wheel so I can't comment about it yet.
From
> the above, I would be very upset to lose split axis.

> Andi.

> PS Sorry about the sarcastic post just now. I'd be very interested in any
> solution you come up with.
> Gave up on the P3 733 can't get hold of one, I have the 677 on order with
> supporting 820 M/B and PC133 memory.



> > I have recently purchased one of the new Guillemot Ferrari Force
> > Feedback racing wheels.  I first noticed playing Rally Championship 2000
> > that I had much less control in a straight line than with my previous
> > wheels, and that I tended to zig-zag on straight road.  I found this to
> > be the same in other driving games such as TOCA2.  I used DXTweak to
> > remove the deadzone (which I thought was causing the problem) however
> > this had no effect.  I have done some testing using DXTweak and other
> > games and have found that the steering problem seems to be caused by a
> > lag between the input (my movement) to the output (down the USB port) of
> > the steering wheel, i.e. as you turn left or right from any stationary
> > wheel position it takes time for this to be registered as movement, in
> > fact it is possible to move the wheel very slowly and for it to take
> > ages for the movement to be registered.  This is obviously not good in a
> > racing game, as it prevents the fine control necessary to get fast
> > times.

> > This does not appear to be a problem with the guillemot driver - as it
> > does exactly the same using the thrustmaster force gt driver.  The
> > problem appears to be introduced by the wheel electronics which are
> > probably trying to smooth the output from the potentiometer.

> > Is anyone else experiencing this problem?

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Sat, 18 Dec 1999 04:00:00

I do not have the Guillemot Wheel in my hands yet, but what you describe is
VERY familiar to me. In fact I can say with 90% certainty I know what the
problem is (only 90% because I haven't had the chance to determine the
positioning resolution of the wheel yet).

The problem is "Overshoot" in the positioning resolution. This anomaly
occurs VERY noticeably when you cut into the positioning resolution too far
to combat mechanical jitter that occurs in the axis. This algorithm to cut
into the positioning resolution is in the firmware of the USB chip itself
(programmed by the controller manufacturers individually), and using other
drivers will not solve it. Here's what's happening in this anomaly;

You have to understand first that you are trying to translate say: 270
degrees of turn into the game. However if you have cut into the positioning
resolution too much (Guillemots WingLeader USB Joystick is HORRIBLE for
this...... positioning resolution of 19!), you do not have enough
positioning resolution to translate every degree of turn. e.g. You have a
positioning resolution of 50 that must translate 270 degrees of turn.....
leaving you with only every fifth degree of turn that can be translated and
reported. The way they "hide" this is by registering a change in position
whenever the axis is deflected even slightly past the center (Microsoft was
BRUTAL for this). The problem is that you move the wheel perhaps a degree,
and it jumps 5 degrees of turn over (you don't have a high enough
positioning resolution to interpret 2,3,or 4th degree of turn). So it makes
the change..... but it "overshoots" the actual position bye 4 degrees. This
is why when you turn the wheel slowly through the 2nd, 3rd, 4th, and 5th
degree of turn..... nothing changes (the wheel position is just catching up
to the jump to the 5th degree). When you turn to the 6th degree of turn.....
the position will jump to the 10th degree of turn, and so on. The end result
in the experience is that you will have slow responses from the controller,
because the wheel is constantly trying to "catch-up" to the jumps in
positioning resolution.

I have had direct talks with the Head of R/D at Guillemot in person
regarding this issue, and they seem to think that you guys wouldn't notice
it.....  I am VERY pleased to see that you have, because PDPI have a
solution for it (USB) that is going to take this industry by storm. No
details to be released yet..... but it's going to BLOW every other
controller manufacturer away by a WIDE margin, BANK on it :)

Cheers,

Shumi


GTX_SlotCa

Guillemot Force Feedback Wheel Problems ?

by GTX_SlotCa » Sat, 18 Dec 1999 04:00:00

Shumi, why would he have this problem with that wheel and others not have
the problem with the same wheel? Doesn't the Guillemot Ferrari wheel use
pots instead of optical like the MS FF wheel uses? Should the rest of us who
are getting this wheel expect the same problem?

Thanks bud

Slot

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Sat, 18 Dec 1999 04:00:00

As stated in my post... I do not have the wheel to test yet, so it is
impossible for me to make an assessment 100%. However, the anomaly is
present in Guillemot's WingLeader Joystick (for the reasons mentioned in my
above post), and is concurrent with meetings held between myself and
Guillemot R/D on the very subject.

The fact that you do not notice it, is perhaps subjective as well. In
fact... Guillemot are banking on it in their WingLeader joystick (and
perhaps the FF Wheel if they have cut into the positioning resolution too
far).

As far as Pots or Optical..... makes no difference really... except that
optics are more precise, but that brings along more inherit mechanical
jitter, causing an increase of cutting into the positioning resolution being
required, which leaves us with MORE of the positioning resolution being
hacked, and a less precise controller overall. This is apparent in the MSFF
wheel, and BRUTAL in the Precision Pro USB joystick (25 positioning
resolution).

The best way to determine the anomaly is to do what the above gentleman

turn the wheel very slowly (degree by degree), and watch the positional
target. It will jump over as soon as you move the wheel..... but watch how
much further you have to turn it to make it move again....

Again...  I do not have the wheel yet, so it may very well be something
else.... it just sounds very familiar is all... and from the same company.

Cheers,

Shumi


Tim Hayne

Guillemot Force Feedback Wheel Problems ?

by Tim Hayne » Sat, 18 Dec 1999 04:00:00

Thanks for your reply Schumi,

What you say seems to make perfect sense to me.  I knew that the output from the
potentiometer is not what you are really getting as no jitter occurs when
calibrating with the new wheel, which was always the case with my old analogue
only wheel.  Obviously this is the trade-off they feel necessary, but in my
experience and opinion it makes for a less than perfect steering device.

Out of interest is the Logitech FF any better??


> As stated in my post... I do not have the wheel to test yet, so it is
> impossible for me to make an assessment 100%. However, the anomaly is
> present in Guillemot's WingLeader Joystick (for the reasons mentioned in my
> above post), and is concurrent with meetings held between myself and
> Guillemot R/D on the very subject.

> The fact that you do not notice it, is perhaps subjective as well. In
> fact... Guillemot are banking on it in their WingLeader joystick (and
> perhaps the FF Wheel if they have cut into the positioning resolution too
> far).

> As far as Pots or Optical..... makes no difference really... except that
> optics are more precise, but that brings along more inherit mechanical
> jitter, causing an increase of cutting into the positioning resolution being
> required, which leaves us with MORE of the positioning resolution being
> hacked, and a less precise controller overall. This is apparent in the MSFF
> wheel, and BRUTAL in the Precision Pro USB joystick (25 positioning
> resolution).

> The best way to determine the anomaly is to do what the above gentleman

> turn the wheel very slowly (degree by degree), and watch the positional
> target. It will jump over as soon as you move the wheel..... but watch how
> much further you have to turn it to make it move again....

> Again...  I do not have the wheel yet, so it may very well be something
> else.... it just sounds very familiar is all... and from the same company.

> Cheers,

> Shumi



> > Shumi, why would he have this problem with that wheel and others not have
> > the problem with the same wheel? Doesn't the Guillemot Ferrari wheel use
> > pots instead of optical like the MS FF wheel uses? Should the rest of us
> who
> > are getting this wheel expect the same problem?

> > Thanks bud

> > Slot

Andi Col

Guillemot Force Feedback Wheel Problems ?

by Andi Col » Sun, 19 Dec 1999 04:00:00

Shumi,

Maybe we should get a petition going, you can put me down for a start, and I
know Tim Haynes will also support a move that way (I work with him). If you
haven't done this already maybe we should focus the petition on 'simracings'
forum.

I was testing my old Thrustmaster Force GT last night and yes I go wandering
down straights zig zaging  somewhat. I assumed it was just knackered.

Regards.

Andi.


> I do not have the Guillemot Wheel in my hands yet, but what you describe
is
> VERY familiar to me. In fact I can say with 90% certainty I know what the
> problem is (only 90% because I haven't had the chance to determine the
> positioning resolution of the wheel yet).

> The problem is "Overshoot" in the positioning resolution. This anomaly
> occurs VERY noticeably when you cut into the positioning resolution too
far
> to combat mechanical jitter that occurs in the axis. This algorithm to cut
> into the positioning resolution is in the firmware of the USB chip itself
> (programmed by the controller manufacturers individually), and using other
> drivers will not solve it. Here's what's happening in this anomaly;

> You have to understand first that you are trying to translate say: 270
> degrees of turn into the game. However if you have cut into the
positioning
> resolution too much (Guillemots WingLeader USB Joystick is HORRIBLE for
> this...... positioning resolution of 19!), you do not have enough
> positioning resolution to translate every degree of turn. e.g. You have a
> positioning resolution of 50 that must translate 270 degrees of turn.....
> leaving you with only every fifth degree of turn that can be translated
and
> reported. The way they "hide" this is by registering a change in position
> whenever the axis is deflected even slightly past the center (Microsoft
was
> BRUTAL for this). The problem is that you move the wheel perhaps a degree,
> and it jumps 5 degrees of turn over (you don't have a high enough
> positioning resolution to interpret 2,3,or 4th degree of turn). So it
makes
> the change..... but it "overshoots" the actual position bye 4 degrees.
This
> is why when you turn the wheel slowly through the 2nd, 3rd, 4th, and 5th
> degree of turn..... nothing changes (the wheel position is just catching
up
> to the jump to the 5th degree). When you turn to the 6th degree of
turn.....
> the position will jump to the 10th degree of turn, and so on. The end
result
> in the experience is that you will have slow responses from the
controller,
> because the wheel is constantly trying to "catch-up" to the jumps in
> positioning resolution.

> I have had direct talks with the Head of R/D at Guillemot in person
> regarding this issue, and they seem to think that you guys wouldn't notice
> it.....  I am VERY pleased to see that you have, because PDPI have a
> solution for it (USB) that is going to take this industry by storm. No
> details to be released yet..... but it's going to BLOW every other
> controller manufacturer away by a WIDE margin, BANK on it :)

> Cheers,

> Shumi



> > I have recently purchased one of the new Guillemot Ferrari Force
> > Feedback racing wheels.  I first noticed playing Rally Championship 2000
> > that I had much less control in a straight line than with my previous
> > wheels, and that I tended to zig-zag on straight road.  I found this to
> > be the same in other driving games such as TOCA2.  I used DXTweak to
> > remove the deadzone (which I thought was causing the problem) however
> > this had no effect.  I have done some testing using DXTweak and other
> > games and have found that the steering problem seems to be caused by a
> > lag between the input (my movement) to the output (down the USB port) of
> > the steering wheel, i.e. as you turn left or right from any stationary
> > wheel position it takes time for this to be registered as movement, in
> > fact it is possible to move the wheel very slowly and for it to take
> > ages for the movement to be registered.  This is obviously not good in a
> > racing game, as it prevents the fine control necessary to get fast
> > times.

> > This does not appear to be a problem with the guillemot driver - as it
> > does exactly the same using the thrustmaster force gt driver.  The
> > problem appears to be introduced by the wheel electronics which are
> > probably trying to smooth the output from the potentiometer.

> > Is anyone else experiencing this problem?

David Er

Guillemot Force Feedback Wheel Problems ?

by David Er » Sun, 19 Dec 1999 04:00:00

Shumi : have you tried Directx 7a yet? It is supposed to have improved
control of force feedback effects. I am downloading it right now from
http://www.microsoft.com/directx/homeuser/downloads/default.asp . I'd be
interested in hearing if this fixes the problems you identified.

David


> I do not have the Guillemot Wheel in my hands yet, but what you describe
is
> VERY familiar to me. In fact I can say with 90% certainty I know what the
> problem is (only 90% because I haven't had the chance to determine the
> positioning resolution of the wheel yet).

> The problem is "Overshoot" in the positioning resolution. This anomaly
> occurs VERY noticeably when you cut into the positioning resolution too
far
> to combat mechanical jitter that occurs in the axis. This algorithm to cut
> into the positioning resolution is in the firmware of the USB chip itself
> (programmed by the controller manufacturers individually), and using other
> drivers will not solve it. Here's what's happening in this anomaly;

> You have to understand first that you are trying to translate say: 270
> degrees of turn into the game. However if you have cut into the
positioning
> resolution too much (Guillemots WingLeader USB Joystick is HORRIBLE for
> this...... positioning resolution of 19!), you do not have enough
> positioning resolution to translate every degree of turn. e.g. You have a
> positioning resolution of 50 that must translate 270 degrees of turn.....
> leaving you with only every fifth degree of turn that can be translated
and
> reported. The way they "hide" this is by registering a change in position
> whenever the axis is deflected even slightly past the center (Microsoft
was
> BRUTAL for this). The problem is that you move the wheel perhaps a degree,
> and it jumps 5 degrees of turn over (you don't have a high enough
> positioning resolution to interpret 2,3,or 4th degree of turn). So it
makes
> the change..... but it "overshoots" the actual position bye 4 degrees.
This
> is why when you turn the wheel slowly through the 2nd, 3rd, 4th, and 5th
> degree of turn..... nothing changes (the wheel position is just catching
up
> to the jump to the 5th degree). When you turn to the 6th degree of
turn.....
> the position will jump to the 10th degree of turn, and so on. The end
result
> in the experience is that you will have slow responses from the
controller,
> because the wheel is constantly trying to "catch-up" to the jumps in
> positioning resolution.

> I have had direct talks with the Head of R/D at Guillemot in person
> regarding this issue, and they seem to think that you guys wouldn't notice
> it.....  I am VERY pleased to see that you have, because PDPI have a
> solution for it (USB) that is going to take this industry by storm. No
> details to be released yet..... but it's going to BLOW every other
> controller manufacturer away by a WIDE margin, BANK on it :)

> Cheers,

> Shumi



> > I have recently purchased one of the new Guillemot Ferrari Force
> > Feedback racing wheels.  I first noticed playing Rally Championship 2000
> > that I had much less control in a straight line than with my previous
> > wheels, and that I tended to zig-zag on straight road.  I found this to
> > be the same in other driving games such as TOCA2.  I used DXTweak to
> > remove the deadzone (which I thought was causing the problem) however
> > this had no effect.  I have done some testing using DXTweak and other
> > games and have found that the steering problem seems to be caused by a
> > lag between the input (my movement) to the output (down the USB port) of
> > the steering wheel, i.e. as you turn left or right from any stationary
> > wheel position it takes time for this to be registered as movement, in
> > fact it is possible to move the wheel very slowly and for it to take
> > ages for the movement to be registered.  This is obviously not good in a
> > racing game, as it prevents the fine control necessary to get fast
> > times.

> > This does not appear to be a problem with the guillemot driver - as it
> > does exactly the same using the thrustmaster force gt driver.  The
> > problem appears to be introduced by the wheel electronics which are
> > probably trying to smooth the output from the potentiometer.

> > Is anyone else experiencing this problem?

GTX_SlotCa

Guillemot Force Feedback Wheel Problems ?

by GTX_SlotCa » Sun, 19 Dec 1999 04:00:00

My Ferrari wheel seems to give about 5 little clicks to a movement of the
crosshairs in the Controller setup panel in Win98. I just loaded DirectX 7a
and its the same. But, I don't have any problems going in a straight line.

Slot

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Sun, 19 Dec 1999 04:00:00

DirectX has nothing to do with this anomaly and cannot fix it. The problem
lies in the positioning algorithm in the USB chip itself. You can't solve it
with software, since it is in the Firmware (like a BIOS)... you are stuck
with it (if it's happening to you).

The only way to solve lies with the controller manufacturer. The program the
firmware, and they govern the positioning resolution.

Some companies feel that making an aesthetically pleasing wheel is enough. I
think otherwise... I want precision and performance, which is why I still
use analog wheels with the PDPI L4 gamecard for my steering devices (still
2X the precision of any USB wheel out there today).

Cheers,

Shumi


> Shumi : have you tried Directx 7a yet? It is supposed to have improved
> control of force feedback effects. I am downloading it right now from
> http://www.microsoft.com/directx/homeuser/downloads/default.asp . I'd be
> interested in hearing if this fixes the problems you identified.

> David



> > I do not have the Guillemot Wheel in my hands yet, but what you describe
> is
> > VERY familiar to me. In fact I can say with 90% certainty I know what
the
> > problem is (only 90% because I haven't had the chance to determine the
> > positioning resolution of the wheel yet).

> > The problem is "Overshoot" in the positioning resolution. This anomaly
> > occurs VERY noticeably when you cut into the positioning resolution too
> far
> > to combat mechanical jitter that occurs in the axis. This algorithm to
cut
> > into the positioning resolution is in the firmware of the USB chip
itself
> > (programmed by the controller manufacturers individually), and using
other
> > drivers will not solve it. Here's what's happening in this anomaly;

> > You have to understand first that you are trying to translate say: 270
> > degrees of turn into the game. However if you have cut into the
> positioning
> > resolution too much (Guillemots WingLeader USB Joystick is HORRIBLE for
> > this...... positioning resolution of 19!), you do not have enough
> > positioning resolution to translate every degree of turn. e.g. You have
a
> > positioning resolution of 50 that must translate 270 degrees of
turn.....
> > leaving you with only every fifth degree of turn that can be translated
> and
> > reported. The way they "hide" this is by registering a change in
position
> > whenever the axis is deflected even slightly past the center (Microsoft
> was
> > BRUTAL for this). The problem is that you move the wheel perhaps a
degree,
> > and it jumps 5 degrees of turn over (you don't have a high enough
> > positioning resolution to interpret 2,3,or 4th degree of turn). So it
> makes
> > the change..... but it "overshoots" the actual position bye 4 degrees.
> This
> > is why when you turn the wheel slowly through the 2nd, 3rd, 4th, and 5th
> > degree of turn..... nothing changes (the wheel position is just catching
> up
> > to the jump to the 5th degree). When you turn to the 6th degree of
> turn.....
> > the position will jump to the 10th degree of turn, and so on. The end
> result
> > in the experience is that you will have slow responses from the
> controller,
> > because the wheel is constantly trying to "catch-up" to the jumps in
> > positioning resolution.

> > I have had direct talks with the Head of R/D at Guillemot in person
> > regarding this issue, and they seem to think that you guys wouldn't
notice
> > it.....  I am VERY pleased to see that you have, because PDPI have a
> > solution for it (USB) that is going to take this industry by storm. No
> > details to be released yet..... but it's going to BLOW every other
> > controller manufacturer away by a WIDE margin, BANK on it :)

> > Cheers,

> > Shumi



> > > I have recently purchased one of the new Guillemot Ferrari Force
> > > Feedback racing wheels.  I first noticed playing Rally Championship
2000
> > > that I had much less control in a straight line than with my previous
> > > wheels, and that I tended to zig-zag on straight road.  I found this
to
> > > be the same in other driving games such as TOCA2.  I used DXTweak to
> > > remove the deadzone (which I thought was causing the problem) however
> > > this had no effect.  I have done some testing using DXTweak and other
> > > games and have found that the steering problem seems to be caused by a
> > > lag between the input (my movement) to the output (down the USB port)
of
> > > the steering wheel, i.e. as you turn left or right from any stationary
> > > wheel position it takes time for this to be registered as movement, in
> > > fact it is possible to move the wheel very slowly and for it to take
> > > ages for the movement to be registered.  This is obviously not good in
a
> > > racing game, as it prevents the fine control necessary to get fast
> > > times.

> > > This does not appear to be a problem with the guillemot driver - as it
> > > does exactly the same using the thrustmaster force gt driver.  The
> > > problem appears to be introduced by the wheel electronics which are
> > > probably trying to smooth the output from the potentiometer.

> > > Is anyone else experiencing this problem?

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Sun, 19 Dec 1999 04:00:00

Doing more than starting a petition..... we are making a wheel for y'all
that will kick ass over current USB implementations. We will be
EXPONENTIALLY more precise than the closest compare-sake, and the
performance will be lightning fast. The company is PDPI, and we have done
for USB what we did for the gameport.

We approached many of the major wheel manufacturers with licensing
opportunities for our technology, and the fact that it would cost literally
$1.00 more than their current implementations seemed to turn them off (even
though they would save that buck in R/D). They ALL admitted that our
technology was substantially superior, but they couldn't justify the price
since they didn't feel you guys would notice the pathetic positioning
resolutions currently employed.

Let it be known that PDPI (me particularly) have been listening to you guys
on RAS, and other forums, and we are paying very close attention to what you
want. We will be launching controllers that you yourselves have asked for,
and basically built for us with feedback on this NG. We WILL NOT ignore the
customer, and we will accept all suggestions/recommendations, as well as
providing unprecedented support for the individual and Sim Racing as a whole
(throughout all the genres).

So the way we see it... they dropped the ball repeatedly and we decided to
enter the controller market and build the best controllers available at a
very reasonable price, because you guys are asking for it....

You should start to see some of our controllers on store shelves by Q2 2000.
A lot of development is still under wraps since we have made further
advancements in the FF area that should also increase performance there 2
fold.

Please don't ask me details yet. I will be announcing some REALLY big things
in the coming month(s).

Cheers,

Jason "Shumi" Murray
Director of Marketing & Business Development
PDPI
2591 East Lee Street
Simi Valley, CA  93065


> Shumi,

> Maybe we should get a petition going, you can put me down for a start, and
I
> know Tim Haynes will also support a move that way (I work with him). If
you
> haven't done this already maybe we should focus the petition on
'simracings'
> forum.

> I was testing my old Thrustmaster Force GT last night and yes I go
wandering
> down straights zig zaging  somewhat. I assumed it was just knackered.

> Regards.

> Andi.



> > I do not have the Guillemot Wheel in my hands yet, but what you describe
> is
> > VERY familiar to me. In fact I can say with 90% certainty I know what
the
> > problem is (only 90% because I haven't had the chance to determine the
> > positioning resolution of the wheel yet).

> > The problem is "Overshoot" in the positioning resolution. This anomaly
> > occurs VERY noticeably when you cut into the positioning resolution too
> far
> > to combat mechanical jitter that occurs in the axis. This algorithm to
cut
> > into the positioning resolution is in the firmware of the USB chip
itself
> > (programmed by the controller manufacturers individually), and using
other
> > drivers will not solve it. Here's what's happening in this anomaly;

> > You have to understand first that you are trying to translate say: 270
> > degrees of turn into the game. However if you have cut into the
> positioning
> > resolution too much (Guillemots WingLeader USB Joystick is HORRIBLE for
> > this...... positioning resolution of 19!), you do not have enough
> > positioning resolution to translate every degree of turn. e.g. You have
a
> > positioning resolution of 50 that must translate 270 degrees of
turn.....
> > leaving you with only every fifth degree of turn that can be translated
> and
> > reported. The way they "hide" this is by registering a change in
position
> > whenever the axis is deflected even slightly past the center (Microsoft
> was
> > BRUTAL for this). The problem is that you move the wheel perhaps a
degree,
> > and it jumps 5 degrees of turn over (you don't have a high enough
> > positioning resolution to interpret 2,3,or 4th degree of turn). So it
> makes
> > the change..... but it "overshoots" the actual position bye 4 degrees.
> This
> > is why when you turn the wheel slowly through the 2nd, 3rd, 4th, and 5th
> > degree of turn..... nothing changes (the wheel position is just catching
> up
> > to the jump to the 5th degree). When you turn to the 6th degree of
> turn.....
> > the position will jump to the 10th degree of turn, and so on. The end
> result
> > in the experience is that you will have slow responses from the
> controller,
> > because the wheel is constantly trying to "catch-up" to the jumps in
> > positioning resolution.

> > I have had direct talks with the Head of R/D at Guillemot in person
> > regarding this issue, and they seem to think that you guys wouldn't
notice
> > it.....  I am VERY pleased to see that you have, because PDPI have a
> > solution for it (USB) that is going to take this industry by storm. No
> > details to be released yet..... but it's going to BLOW every other
> > controller manufacturer away by a WIDE margin, BANK on it :)

> > Cheers,

> > Shumi



> > > I have recently purchased one of the new Guillemot Ferrari Force
> > > Feedback racing wheels.  I first noticed playing Rally Championship
2000
> > > that I had much less control in a straight line than with my previous
> > > wheels, and that I tended to zig-zag on straight road.  I found this
to
> > > be the same in other driving games such as TOCA2.  I used DXTweak to
> > > remove the deadzone (which I thought was causing the problem) however
> > > this had no effect.  I have done some testing using DXTweak and other
> > > games and have found that the steering problem seems to be caused by a
> > > lag between the input (my movement) to the output (down the USB port)
of
> > > the steering wheel, i.e. as you turn left or right from any stationary
> > > wheel position it takes time for this to be registered as movement, in
> > > fact it is possible to move the wheel very slowly and for it to take
> > > ages for the movement to be registered.  This is obviously not good in
a
> > > racing game, as it prevents the fine control necessary to get fast
> > > times.

> > > This does not appear to be a problem with the guillemot driver - as it
> > > does exactly the same using the thrustmaster force gt driver.  The
> > > problem appears to be introduced by the wheel electronics which are
> > > probably trying to smooth the output from the potentiometer.

> > > Is anyone else experiencing this problem?

Tim Hayne

Guillemot Force Feedback Wheel Problems ?

by Tim Hayne » Sun, 19 Dec 1999 04:00:00

From any stationary position I have to move the wheel 15-20 "notches" of the
motor before any movement is registered.  If you are only having to move it 5
notches then this would explain why you probably don't notice it as much.

I am wondering if I have a very early version of the wheel as mine has only one
clamp underneath.  The Guillemot UK web page shows a model having 2 clamps
underneath - could I have an early model that exhibits a few "bugs" which they
have ironed out a bit in later models?

Tim.


> My Ferrari wheel seems to give about 5 little clicks to a movement of the
> crosshairs in the Controller setup panel in Win98. I just loaded DirectX 7a
> and its the same. But, I don't have any problems going in a straight line.

> Slot

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Mon, 20 Dec 1999 04:00:00

Currently..... the Logitech is the most precise USB controller (wheel). They
have a positioning resolution just below 128 on each axis, which is a bit
better than any other wheel that I have tested. It's not precise.... but
it's the best you'll get in a USB implementation.

You can just compare it to a positioning resolution of 256 on all axis with
an analogue wheel, and the PDPI L4 card. That will give you something to
compare it to...

Cheers,

Shumi


> Thanks for your reply Schumi,

> What you say seems to make perfect sense to me.  I knew that the output
from the
> potentiometer is not what you are really getting as no jitter occurs when
> calibrating with the new wheel, which was always the case with my old
analogue
> only wheel.  Obviously this is the trade-off they feel necessary, but in
my
> experience and opinion it makes for a less than perfect steering device.

> Out of interest is the Logitech FF any better??


> > As stated in my post... I do not have the wheel to test yet, so it is
> > impossible for me to make an assessment 100%. However, the anomaly is
> > present in Guillemot's WingLeader Joystick (for the reasons mentioned in
my
> > above post), and is concurrent with meetings held between myself and
> > Guillemot R/D on the very subject.

> > The fact that you do not notice it, is perhaps subjective as well. In
> > fact... Guillemot are banking on it in their WingLeader joystick (and
> > perhaps the FF Wheel if they have cut into the positioning resolution
too
> > far).

> > As far as Pots or Optical..... makes no difference really... except that
> > optics are more precise, but that brings along more inherit mechanical
> > jitter, causing an increase of cutting into the positioning resolution
being
> > required, which leaves us with MORE of the positioning resolution being
> > hacked, and a less precise controller overall. This is apparent in the
MSFF
> > wheel, and BRUTAL in the Precision Pro USB joystick (25 positioning
> > resolution).

> > The best way to determine the anomaly is to do what the above gentleman

> > turn the wheel very slowly (degree by degree), and watch the positional
> > target. It will jump over as soon as you move the wheel..... but watch
how
> > much further you have to turn it to make it move again....

> > Again...  I do not have the wheel yet, so it may very well be something
> > else.... it just sounds very familiar is all... and from the same
company.

> > Cheers,

> > Shumi



> > > Shumi, why would he have this problem with that wheel and others not
have
> > > the problem with the same wheel? Doesn't the Guillemot Ferrari wheel
use
> > > pots instead of optical like the MS FF wheel uses? Should the rest of
us
> > who
> > > are getting this wheel expect the same problem?

> > > Thanks bud

> > > Slot


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