rec.autos.simulators

F1RS & MS Sidewinder Forcefeedback Wheel Problem - HELP

Joe Murph

F1RS & MS Sidewinder Forcefeedback Wheel Problem - HELP

by Joe Murph » Wed, 14 Oct 1998 04:00:00

So I bought one of these wheels, the new MS Force feedback model, and love
it. The fact that you can program six buttons and there are small "shifter"
paddle buttons behind the wheel (also programmable for a total of eight) is
very nice. The FF features are great, but overall it is a very well designed
and built. However the effects are only there when you hit a curb etc. I
agree with Papyrus that for a true simulation the software is not there yet,
however this wheel works fine with non-ff games too. I love being able to
use the paddles to shift and you can program it so the brake and throttle
are on different axis for left foot brakers (like me). Also it is digital
which makes it very precise, which leads to my problem...

The problem is with F1rs, with 1.0.9 patch, even after I modify the ubisoft
ini file to indicate that the force feedback devise is a wheel, in the game
the wheel is recognized, the force feedback works, but the wheel is
calibrated such that you need full left or right lock to make the car turn.
Since I don't want to drive the Minardi this is somewhat unplayable ;).

Any thoughts? The wheel does not have a traditional calibration routine and
it works fine in other games (FF effects in TOCA are particularly fun). So
far I have also tried GPL and Need for Speed III with no problems.

CHEERS

Joe

ltgodwi

F1RS & MS Sidewinder Forcefeedback Wheel Problem - HELP

by ltgodwi » Fri, 16 Oct 1998 04:00:00

I had the same problem, but changing the controller type in the ini file
worked for me.  The only other place I know to adjust the sensitivity is in
the sidewinder profile under settings.  There is a slider which can be used
to increase or decrease the deadband.


>So I bought one of these wheels, the new MS Force feedback model, and love
>it. The fact that you can program six buttons and there are small "shifter"
>paddle buttons behind the wheel (also programmable for a total of eight) is
>very nice. The FF features are great, but overall it is a very well
designed
>and built. However the effects are only there when you hit a curb etc. I
>agree with Papyrus that for a true simulation the software is not there
yet,
>however this wheel works fine with non-ff games too. I love being able to
>use the paddles to shift and you can program it so the brake and throttle
>are on different axis for left foot brakers (like me). Also it is digital
>which makes it very precise, which leads to my problem...

>The problem is with F1rs, with 1.0.9 patch, even after I modify the ubisoft
>ini file to indicate that the force feedback devise is a wheel, in the game
>the wheel is recognized, the force feedback works, but the wheel is
>calibrated such that you need full left or right lock to make the car turn.
>Since I don't want to drive the Minardi this is somewhat unplayable ;).

>Any thoughts? The wheel does not have a traditional calibration routine and
>it works fine in other games (FF effects in TOCA are particularly fun). So
>far I have also tried GPL and Need for Speed III with no problems.

>CHEERS

>Joe

Borger Borgerse

F1RS & MS Sidewinder Forcefeedback Wheel Problem - HELP

by Borger Borgerse » Mon, 19 Oct 1998 04:00:00

I could also work if you change the deadzone in DINPUT.DLL from
the default 5% to 0%.  There is a small utility made by Andrej
Grushin.  You find the utility at the following WEB page:
http://www.f1racingsim.com/download.htm
Look under patches.

Regards
Borger Borgersen
Oslo, Norway


>I had the same problem, but changing the controller type in the ini file
>worked for me.  The only other place I know to adjust the sensitivity is in
>the sidewinder profile under settings.  There is a slider which can be used
>to increase or decrease the deadband.


>>So I bought one of these wheels, the new MS Force feedback model, and love
>>it. The fact that you can program six buttons and there are small
"shifter"
>>paddle buttons behind the wheel (also programmable for a total of eight)
is
>>very nice. The FF features are great, but overall it is a very well
>designed
>>and built. However the effects are only there when you hit a curb etc. I
>>agree with Papyrus that for a true simulation the software is not there
>yet,
>>however this wheel works fine with non-ff games too. I love being able to
>>use the paddles to shift and you can program it so the brake and throttle
>>are on different axis for left foot brakers (like me). Also it is digital
>>which makes it very precise, which leads to my problem...

>>The problem is with F1rs, with 1.0.9 patch, even after I modify the
ubisoft
>>ini file to indicate that the force feedback devise is a wheel, in the
game
>>the wheel is recognized, the force feedback works, but the wheel is
>>calibrated such that you need full left or right lock to make the car
turn.
>>Since I don't want to drive the Minardi this is somewhat unplayable ;).

>>Any thoughts? The wheel does not have a traditional calibration routine
and
>>it works fine in other games (FF effects in TOCA are particularly fun). So
>>far I have also tried GPL and Need for Speed III with no problems.

>>CHEERS

>>Joe


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.