rec.autos.simulators

Guillemot Force Feedback Wheel Problems ?

Shum

Guillemot Force Feedback Wheel Problems ?

by Shum » Mon, 20 Dec 1999 04:00:00

Be careful..... some may have adjusted the Deadzone in the wheel through the
dinput.dll tweaker (Deadzone Utility).

The dinput.dll will affect the deadzone in the wheel, and gives Windows a
"place to start".

The more important thing to look at is:

After it moved the first time..... see how much more you have to turn the
wheel to make it hop over again. This will give you a better idea of the
precision.

Cheers,

Shumi


> 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

evente..

Guillemot Force Feedback Wheel Problems ?

by evente.. » Mon, 20 Dec 1999 04:00:00

Daaaamn :)!

Need any beta testers ;)?  That does it - I'm waiting until 2000 to
finally plunk down the cash for FF.  I've been watching the FF wheel
reviews and developments, and it's been looking like nothing would equal
the precision of a good standard wheel.  I would have a PDPI card too,
if it weren't for my MS digital joysticks.  The SB Live gameport seems
to be the next best thing, though.
Could you guys finally be the replacement for the late, great
Thrustmaster? (this is coming from someone who bought a T1 wheel back in
the ICR1 days, and steadily upgraded to T2 and then Nascar Pro)
And another thing - be sure to add a gearshift!  Who wants to shift in
GPL with a button ;)?

Keep us posted!
Kendt

In article <h3T64.57396$ri.168...@news1.rdc1.bc.home.com>,
  "Shumi" <coordina...@rs2league.com> wrote:

> 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
> ei...@home.com

> Andi Cole <andic...@globalnet.co.uk> wrote in message
> news:83fpgk$o8i$1@gxsn.com...
> > 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.

> > Shumi <coordina...@rs2league.com> wrote in message
> > news:Off64.50424$ri.107890@news1.rdc1.bc.home.com...
> > > 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

> > > Tim Haynes <t...@theisland.freeserve.co.uk> wrote in message
> > > news:38592F4B.C1BBDB45@theisland.freeserve.co.uk...
> > > > 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?

Sent via Deja.com http://www.deja.com/
Before you buy.
GTX_SlotCa

Guillemot Force Feedback Wheel Problems ?

by GTX_SlotCa » Mon, 20 Dec 1999 04:00:00

Shumi, what's a deadzone utility?  Guillemot software is pretty sparse. My
wheel was pulling to the right. Not at first, but after some use. It got
pretty bad. There is no included software to set this up. The iForce Lite
included would let me make an adjustment, but there's no way of putting it
in the games or using it for a default setup when you turn on the wheel. I
finally just took the cover off the wheel and adjusted the trim. The pot is
in plain site when the cover is removed. It works great now. Now, if only I
could get the configuration utility to let me assign the stick shift in
SCGT. I set it up for , and  .  but SCGT doesn't see it.
Actually, I thought it did when I first set it up, but it doesn't now. I've
uninstalled and reinstalled the software a few  times, but no luck.

Slot


> Be careful..... some may have adjusted the Deadzone in the wheel through
the
> dinput.dll tweaker (Deadzone Utility).

> The dinput.dll will affect the deadzone in the wheel, and gives Windows a
> "place to start".

> The more important thing to look at is:

> After it moved the first time..... see how much more you have to turn the
> wheel to make it hop over again. This will give you a better idea of the
> precision.

> Cheers,

> Shumi



> > 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

Andi Col

Guillemot Force Feedback Wheel Problems ?

by Andi Col » Tue, 21 Dec 1999 04:00:00

Shumi,

Do you think there will be an improvement if we used the serial port on the
Ferrari Wheel rather than USB?

Andi.


> 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?

GTX_SlotCa

Guillemot Force Feedback Wheel Problems ?

by GTX_SlotCa » Tue, 21 Dec 1999 04:00:00

Andi, the serial and USB ports seem to behave the same. Nonetheless, the
wheel is smooth and feels quite accurate throughout its turning arc.
Although lock to lock of the wheel is about 220 degrees, only 180 is
usuable. After that the arc is dead space.

Slot


>Shumi,

>Do you think there will be an improvement if we used the serial port on the
>Ferrari Wheel rather than USB?

>Andi.



>> 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?

Tim Hayne

Guillemot Force Feedback Wheel Problems ?

by Tim Hayne » Wed, 22 Dec 1999 04:00:00

Andi,

I thought the same thing initially and gave the serial port a try - no
difference whatsoever.

Tim.


> Shumi,

> Do you think there will be an improvement if we used the serial port on the
> Ferrari Wheel rather than USB?

> Andi.



> > 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?


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