>>Anyone know how the feedback is gotten in Hard Drivin'/Race Drivin'? I
>>know its a fairly good physics simulation, and probably considered trade
>>secrets, but was wondering if someone could at least give me a few
>>pointers. I have a decent knowledge of the forces involved in a real
>>automobile, but was hoping for some assistance as to which parts of the
>>suspension simulation are necessary and which arent. It would be for a
>>home PC racing game, shareware, with force feedback support. (build your
>>own controller, though maybe i'll hack out a few for those who dont know
>>how) Not really commercially viable but something ive wanted ever since I
>>first played Hard Drivin. :) Email response preferred, I cant always
>>access this news server before the latest info scrolls off...
>My guess would be a combination of wheel offset and castor angle,
>combined with what the car is doing at the time. I understand this as
>it applies to real cars quite well, but I'd be hard pressed to put it
>into any kind of computer form. You might even try contacting some of
>the people at Atari from the list of credits in Race Drivin'. Around
>here a used sit down, non panorama machine goes for $2650 which is a
>bit more than I'd spend on one game. If you can design a reliable
>servo feed back wheel, then it's just a matter of software support :)
Dunno... But supposedly Windows 95 is supposed to allow some new
fandangled Joystick port/use... Via Digital as opposed to analogue...
What all is entailed, I am not sure.. But what it will allow
Manufacturers to do is Offer feedback into their game
(Joystick/wheel/etc..) devices... Providing (I think) the programmers
include the code in the software...
Now.. all we have to do is wait for all the Windows 95 version to come
out..
Anyways.. it may be worth saving thousands for such a device, and wait
until win 95 versions/Technology is available...
just a thought
-r