rec.autos.simulators

Act Labs + Gran Turismo PSX

Dog_heave

Act Labs + Gran Turismo PSX

by Dog_heave » Fri, 26 Feb 1999 04:00:00

Anyone using the non-FF Act Labs with PSX module for Gran Turismo? How well
does it work. I was also wondering what happens when two PSX are linked
together, does each driver in Gran Turismo have a full screen, or is it
still split screen?
atschoo

Act Labs + Gran Turismo PSX

by atschoo » Fri, 26 Feb 1999 04:00:00

no link option for GT, but if it did i think it would be 2 screens. can't
help you with the wheel.

>Anyone using the non-FF Act Labs with PSX module for Gran Turismo? How well
>does it work. I was also wondering what happens when two PSX are linked
>together, does each driver in Gran Turismo have a full screen, or is it
>still split screen?

John Fro

Act Labs + Gran Turismo PSX

by John Fro » Sat, 27 Feb 1999 04:00:00


>no link option for GT, but if it did i think it would be 2 screens. can't
>help you with the wheel.


>>Anyone using the non-FF Act Labs with PSX module for Gran Turismo? How well
>>does it work. I was also wondering what happens when two PSX are linked
>>together, does each driver in Gran Turismo have a full screen, or is it
>>still split screen?

I have this wheel/console/game combination, and I can tell you it sucks.  The
ACT Labs wheel is pretty good and I am happy with it on the PC and on other PS
driving games that I have tried, but it doesn't go well with GT.  The GT
software has a huge dead spot in the center.  Even after adjusting the
"Margin" to zero, you are still able to turn the wheel about 1.5 to 2 inches
before anything happens, and then it's pretty much all or nothing.  When you
are in the calibration page, it looks as if the wheel should work well, using
the dot that you use to calibrate with as a reference. Gameplay, however,  was
far to jerky for me to consider it a viable option.  I just went back to the
Dual Shock and enjoy that much more.  

The problem lies in the software, not the wheel.  I don't think that the
"analog" option on GT is quite as refined as what you get with a PC sim/game.  
GT seems to have steering in "segments."  Sort of if you turn the wheel/stick
0-33% you get Steering level One, 31-66% is Steering Level Two, and 67-100% is
Steering Level Three.  With the Dual Shock sticks this is not much of a
problem, as the stick's "throw" is so small you don't have that exact level of
control.  However, when you plug in a wheel with 270 degrees of turning, it
really bites when the software can't tell any difference between 1% steering
input and 32% steering input, or when you cross that 34% threshold and
suddenly get 33% more front wheel turning.  (These percentages are for
illustration only, not actual figures)

I would imagine that any other wheel is going to have the same problem
with Gran Turismo.  I used the wheel with the Test Drive 5 demo that came with
my PS and the ACT Labs RS worked fine with it.  It was smooth and much easier
to control the cars than with the short throw of the Dual Shock sticks.

In summary, the ACT Labs RS is a good wheel, but don't buy it to use
exclusively with Gran Turismo.  GT is the only PS game that I have, luckily I
also got the PC "engine" at the same time, otherwise I would have been pissed.

John

John Frost

Remove the "8" to email

Galle

Act Labs + Gran Turismo PSX

by Galle » Sat, 27 Feb 1999 04:00:00

As excellent as GT is, the steering wheel "neGcon" analog mode isn't as good
as the dual-analog.
I use the UltraRacer handheld wheel, which works better than the neGcon, but
control still isn't as good as it could be.  All steering wheels for the PSX
are based on the Namco neGcon.
The Actlabs should work just fine on any other PSX racer with steering wheel
mode.

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                                  Galley

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>Anyone using the non-FF Act Labs with PSX module for Gran Turismo? How well
>does it work. I was also wondering what happens when two PSX are linked
>together, does each driver in Gran Turismo have a full screen, or is it
>still split screen?


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