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