rec.autos.simulators

ForceFeedback in sims

Ronald Stoe

ForceFeedback in sims

by Ronald Stoe » Thu, 05 Nov 1998 04:00:00

Hi!

Most guys including me reading this ng are/were very suspicious about
the
value of FF in racing sims. Well, to say it right away, I'm no longer...

Using the MS FF wheel I was quite disappointed by MGPR which implements
some
nice effects, but for example ignores hitting the curbes and has only
some
more or less realistic effects when crossing bumps in the track.

Then I tried the ViperRacing demo. The FF implementation in this sim is
simply
amazing. Beyond the usual stuff like locked brakes, on grass or dirt,
you can
even feel the wheight transfer. Accelerate hard and the front wheels
turn easy,
hit the brakes without locking up, they turn harder. During little jumps
they
turn easy as well.

I'm having a hard time describing it accurately, but this sim goes far
beyond the
silly twitch the wheel left, then right and rattle it a bit more like in
most
arcade racers. It really gives the impression of driving a race car at
the limit
and gives usefull feedback.

Oh, this rumour about an FF patch for GPL just made my day...

l8er
ronny

--
How to get rid of censorship in German game releases
<http://www.racesimcentral.net/;

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Destro

ForceFeedback in sims

by Destro » Thu, 05 Nov 1998 04:00:00

Yup. Viper Racing is easily the best FF racing game available. I is many
steps above any other racing sim FF wise.

> Hi!

> Most guys including me reading this ng are/were very suspicious about
> the
> value of FF in racing sims. Well, to say it right away, I'm no longer...

> Using the MS FF wheel I was quite disappointed by MGPR which implements
> some
> nice effects, but for example ignores hitting the curbes and has only
> some
> more or less realistic effects when crossing bumps in the track.

> Then I tried the ViperRacing demo. The FF implementation in this sim is
> simply
> amazing. Beyond the usual stuff like locked brakes, on grass or dirt,
> you can
> even feel the wheight transfer. Accelerate hard and the front wheels
> turn easy,
> hit the brakes without locking up, they turn harder. During little jumps
> they
> turn easy as well.

> I'm having a hard time describing it accurately, but this sim goes far
> beyond the
> silly twitch the wheel left, then right and rattle it a bit more like in
> most
> arcade racers. It really gives the impression of driving a race car at
> the limit
> and gives usefull feedback.

> Oh, this rumour about an FF patch for GPL just made my day...

> l8er
> ronny

> --
> How to get rid of censorship in German game releases
> <http://www.gamesmania.com/german/maniac/freedom/freedom.htm>

>           |\      _,,,---,,_        I want to die like my Grandfather,
>    ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
>         |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
>        '---''(_/--'  `-'\_)            screaming their heads off!

MeatWate

ForceFeedback in sims

by MeatWate » Fri, 06 Nov 1998 04:00:00

I'm putting some big hope on the GPL FF patch. Hope it won't take as long as
the Red Baron 3D patch or the Nascar 2 3DFX support....
Pat Dotso

ForceFeedback in sims

by Pat Dotso » Fri, 06 Nov 1998 04:00:00

I agree.  Viper approaches Hard Drivin' in it's FF
response to the car handling - and it's only the
demo!  I'm holding out hope that the released version
will be even better.  I hope it's true that Papyrus
is working on FF for GPL.

BTW, the best time I've managed after 50 laps or
so is 1:01.  The readme says someone did a 58
second lap - anyone else getting close to that?

And, how do you increase the NUMBER OF LAPS
in the demo???  Two is not enough!

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html


> Yup. Viper Racing is easily the best FF racing game available. I is many
> steps above any other racing sim FF wise.


> > Hi!

> > Most guys including me reading this ng are/were very suspicious about
> > the
> > value of FF in racing sims. Well, to say it right away, I'm no longer...

> > Using the MS FF wheel I was quite disappointed by MGPR which implements
> > some
> > nice effects, but for example ignores hitting the curbes and has only
> > some
> > more or less realistic effects when crossing bumps in the track.

> > Then I tried the ViperRacing demo. The FF implementation in this sim is
> > simply
> > amazing. Beyond the usual stuff like locked brakes, on grass or dirt,
> > you can
> > even feel the wheight transfer. Accelerate hard and the front wheels
> > turn easy,
> > hit the brakes without locking up, they turn harder. During little jumps
> > they
> > turn easy as well.

> > I'm having a hard time describing it accurately, but this sim goes far
> > beyond the
> > silly twitch the wheel left, then right and rattle it a bit more like in
> > most
> > arcade racers. It really gives the impression of driving a race car at
> > the limit
> > and gives usefull feedback.

> > Oh, this rumour about an FF patch for GPL just made my day...

> > l8er
> > ronny

> > --
> > How to get rid of censorship in German game releases
> > <http://www.gamesmania.com/german/maniac/freedom/freedom.htm>

> >           |\      _,,,---,,_        I want to die like my Grandfather,
> >    ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
> >         |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
> >        '---''(_/--'  `-'\_)            screaming their heads off!

Pat Dotso

ForceFeedback in sims

by Pat Dotso » Fri, 06 Nov 1998 04:00:00


> >I agree.  Viper approaches Hard Drivin' in it's FF
> >response to the car handling - and it's only the
> >demo!  I'm holding out hope that the released version
> >will be even better.  I hope it's true that Papyrus
> >is working on FF for GPL.

> Pat, could you tell me what type of FF wheel you are using?

I won an ACT Labs Force RS last weekend.

Here's the scoop on GPL.  As you may know, wheels which support
I-Force allow for auto-centering tension in the wheel for win95
games that don't support force feedback.  All that is required
is for the win95 game to support Direct Input.  With that said,
GPL should allow an I-Force wheel to auto-center when using
the direct input control option.  It doesn't.  Something in
Papy's implementation of direct input has disabled the auto-
centering feature.  I've contacted Papyrus directly to ask for
a fix, but so far haven't heard anything.  I just hope the
rumor of full FF support is true.  I'll post any news I get
as soon as I can.

Unfortunately, since the RS wheel operates through a serial
port, DOS games cannot read it.  I'm hoping for a cartridge
that works through a standard joystick port.

Right now, there is no centering action in GPL - I hope
that changes soon!

--
Pat Dotson
IMPACT Motorsports
http://www.impactmotorsports.com/pd.html

Grant Reev

ForceFeedback in sims

by Grant Reev » Sat, 07 Nov 1998 04:00:00


> BTW, the best time I've managed after 50 laps or
> so is 1:01.  The readme says someone did a 58
> second lap - anyone else getting close to that?

i have done 59.00 twice :)
couldn't quite manage to catch Troy's time and then the full version of
GPL arrived...

i'm looking forward to the full version of Viper, with the extra
tracks it will be very much fun:)

Ronald Stoeh

ForceFeedback in sims

by Ronald Stoeh » Sat, 07 Nov 1998 04:00:00



snip

> > How does that FF wheel perform in GPL and other non-FF sims?

> Here's the scoop on GPL.  As you may know, wheels which support
> I-Force allow for auto-centering tension in the wheel for win95
> games that don't support force feedback.  All that is required
> is for the win95 game to support Direct Input.  With that said,
> GPL should allow an I-Force wheel to auto-center when using
> the direct input control option.  It doesn't.  Something in
> Papy's implementation of direct input has disabled the auto-

I doubt, if the sim has anything to do with the auto-centering
of the wheel. If there is no FF from the sim, it should see the
wheel just as an ordinary joystick. The force for auto-centering is
done automatically by the wheel. At least that's the way it works
with the MS FF wheel.

l8er
ronny

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

YUBS

ForceFeedback in sims

by YUBS » Sun, 08 Nov 1998 04:00:00

Just out of curiostiy, how is that possible? DOS can read a serial port
and whats more is that I have a CH Force FX that uses the same setup
(joystick and serial connection) and yet works with DOS. If you're
having problems with DOS support you may want to contact ACT Labs
because they claim FULL DOS support (unlike the MS FF) and the use of a
serial port is no reason for lack of DOS support.

    -YUBS

Pat Dotso

ForceFeedback in sims

by Pat Dotso » Sun, 08 Nov 1998 04:00:00


> > Unfortunately, since the RS wheel operates through a serial
> > port, DOS games cannot read it.  I'm hoping for a cartridge
> > that works through a standard joystick port.

> Just out of curiostiy, how is that possible? DOS can read a serial port
> and whats more is that I have a CH Force FX that uses the same setup
> (joystick and serial connection) and yet works with DOS. If you're
> having problems with DOS support you may want to contact ACT Labs
> because they claim FULL DOS support (unlike the MS FF) and the use of a
> serial port is no reason for lack of DOS support.

The Force RS cartridge that I have does not have a
standard joystick port connector - only a serial
connector.  A DOS application that reads the
joystick port will not see any controller present.

--
------------------------------------------------------

IMPACT Motorsports
http://www.impactmotorsports.com/pd.html
------------------------------------------------------

YUBS

ForceFeedback in sims

by YUBS » Sun, 08 Nov 1998 04:00:00

Well, I'd reccomend contacting ACT Labs because they claim full DOS support
(I'm still curious as to how it works without a joystick connection). If they
claim something and ain't delivering, you should definetely voice a
concern...

    -YUBS



> > > Unfortunately, since the RS wheel operates through a serial
> > > port, DOS games cannot read it.  I'm hoping for a cartridge
> > > that works through a standard joystick port.

> > Just out of curiostiy, how is that possible? DOS can read a serial port
> > and whats more is that I have a CH Force FX that uses the same setup
> > (joystick and serial connection) and yet works with DOS. If you're
> > having problems with DOS support you may want to contact ACT Labs
> > because they claim FULL DOS support (unlike the MS FF) and the use of a
> > serial port is no reason for lack of DOS support.

> The Force RS cartridge that I have does not have a
> standard joystick port connector - only a serial
> connector.  A DOS application that reads the
> joystick port will not see any controller present.

> --
> ------------------------------------------------------

> IMPACT Motorsports
> http://www.impactmotorsports.com/pd.html
> ------------------------------------------------------


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