rec.autos.simulators

RBR - don't buy it - yet...

Kendt Eklu

RBR - don't buy it - yet...

by Kendt Eklu » Sat, 18 Sep 2004 21:18:40

IF you have any non-standard controller setup, that is.

My Act-Labs wheel/Thrustmaster pedal combo (2 separate controllers) is
recognized, but the damn brake is reversed and nothing I try seems to
fix it.

For a sim targeted at high-end users, they better cobble a patch
together.  Sounds like a lot of people w TSW/ECCI gear have the same
problem.

Kendt

AD

RBR - don't buy it - yet...

by AD » Sat, 18 Sep 2004 21:24:35

I had the same with my Act Labs but cured it with DXTweak 2 by just clicking
the brake axis and then Axis Defaults then apply then started the game and
went into controllers and assigned as normal..it took a bit of working out
but as along as no other axis were touched in DXT2 it was perfect.

AD

Steve Simpso

RBR - don't buy it - yet...

by Steve Simpso » Sat, 18 Sep 2004 21:33:07

What's the deal with all these so-called high-end controllers?  Do they not
have proper Direct X driver support for split axis pedals?  The only games
they seem to support are Papyrus games which use a proprietry controller
routine.  It's the same old story with every game release.  Game developers
have to fudge their controller routines just so that they work with the
outdated drivers for these things.  Sorry if I sound like I'm moaning but
I'm getting really sick of this every time a game is released.  :-\

Steve Smit

RBR - don't buy it - yet...

by Steve Smit » Sat, 18 Sep 2004 21:38:02

I've always said Papy (& their heirs, assigns & successors) could make a
fortune licensing:

1. Their physics engine.
2. Their controller algorithms.
3. Their replay routine & UI.

But noooooooooooooooooo............


Steve Simpso

RBR - don't buy it - yet...

by Steve Simpso » Sat, 18 Sep 2004 22:06:27

Not these days...

..which are non-standard and are basically the main cause of the current
mess.

yes, definitely.

JP

RBR - don't buy it - yet...

by JP » Sat, 18 Sep 2004 22:25:36


  Exactly.

Steve Smit

RBR - don't buy it - yet...

by Steve Smit » Sat, 18 Sep 2004 23:16:32

The N2003 physics engine still beats anything out there, IMO (altho GTR's is
getting closer and closer).

There are no controller standards.  Papy's calibration routines have always
been bulletproof.

I forgot 4. Their multiplayer code.  Still the best, IMO.


Steve Simpso

RBR - don't buy it - yet...

by Steve Simpso » Sat, 18 Sep 2004 23:26:33

RBR beats it in all departments (except maybe aero)  GTR beats it in some
departments (the ones that matter for mine)

Er...DirectInput?  Windows joystick control panel calibration? (designed so
that you shouldn't need to calibrate your controller in every game)

Totally irrelevant but yes, I agree.

Phillip Malphrus, Jr

RBR - don't buy it - yet...

by Phillip Malphrus, Jr » Sat, 18 Sep 2004 23:54:20

Hey, these high end wheels work with the Papy games, EA games, as well as
Codemasters games so its not the wheel. Its the off brand games such as
Rally Trophy from Bugbear<sp?> and now RBR, developed by Warthog???, that is
the problem because of their narrow controller support. Quit fussing about
Papy and these controllers and get a clue ...


Les

RBR - don't buy it - yet...

by Les » Sun, 19 Sep 2004 01:02:33

Agree - Games should not need to include their own Calibration routines -
this should be handled by the Game Controller's Control Panel
implementation. Microsoft do state that only Control Panel type applications
should request or manipulate raw joystick inputs ie. in the DirectX
DirectInput API doco.

To be fair to Papy, this doco was probably not available or unclear back in
the DirectX 4/5 days when GPL was written. To Papy's credit they did provide
support for both DirectInput and Direct Gameport access in their games.


Michael Grand

RBR - don't buy it - yet...

by Michael Grand » Sun, 19 Sep 2004 01:06:39

My ECCI works fine with a little tuning. Can't tell you what I did, just
moved pot wires around til it worked. You do have to reset the controller in
the game when you change wires around.


Tiny Lun

RBR - don't buy it - yet...

by Tiny Lun » Sun, 19 Sep 2004 01:14:31

Lets not forget their multiplayer capabilities!

> I've always said Papy (& their heirs, assigns & successors) could make a
> fortune licensing:

> 1. Their physics engine.
> 2. Their controller algorithms.
> 3. Their replay routine & UI.

> But noooooooooooooooooo............



>> > IF you have any non-standard controller setup, that is.

>> > My Act-Labs wheel/Thrustmaster pedal combo (2 separate controllers) is
>> > recognized, but the damn brake is reversed and nothing I try seems to
>> > fix it.

>> > For a sim targeted at high-end users, they better cobble a patch
>> > together.  Sounds like a lot of people w TSW/ECCI gear have the same
>> > problem.

>> What's the deal with all these so-called high-end controllers?  Do they
> not
>> have proper Direct X driver support for split axis pedals?  The only
>> games
>> they seem to support are Papyrus games which use a proprietry controller
>> routine.  It's the same old story with every game release.  Game
> developers
>> have to fudge their controller routines just so that they work with the
>> outdated drivers for these things.  Sorry if I sound like I'm moaning but
>> I'm getting really sick of this every time a game is released.  :-\

fredrickso

RBR - don't buy it - yet...

by fredrickso » Sun, 19 Sep 2004 01:26:37

Direct Input is not really that good. Dual-axis has always been fudgy in
Windows and most games you buy will see dual axis pedals and will think you
are pressing up or down. Theres no standard for axes at all and even
non-driving games have tons of issues with gamepads and anything that isnt a
vanilla joystick.
Uwe Sch??rkam

RBR - don't buy it - yet...

by Uwe Sch??rkam » Sun, 19 Sep 2004 04:00:05


> What's the deal with all these so-called high-end controllers?  Do they not
> have proper Direct X driver support for split axis pedals?  

Fact: Papy games have worked with my TSW since GPL (and probably
earlier, but I used a Thrustmaster F1 in those days)

Fact: No other sim that relies purely on the DirectX routines (RT,
CMx, F1 200x) has worked with the DirectX routines out of the
box. Even in F1C I needed to copy over some tweaked player profile
from F1 2002 in order to get it to work. GT Racing demo works, so does
LFS, so did Racer and netkar last I tried.

Ergo: DirectInput sucks dead bunnies through a garden hose. Might have
changed with 9.0x, but who am I to judge, not doing any windows based
programming.

Why should a gameport device need its own drivers? Those ports have
been standardized since when, 1980? ;-) Developers simply should take
a bit more care, that's all.

Cheers,

uwe

--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint:  2E 13 20 22 9A 3F 63 7F  67 6F E9 B1 A8 36 A4 61

Kendt Eklu

RBR - don't buy it - yet...

by Kendt Eklu » Sun, 19 Sep 2004 05:33:05


> I had the same with my Act Labs but cured it with DXTweak 2 by just clicking
> the brake axis and then Axis Defaults then apply then started the game and
> went into controllers and assigned as normal..it took a bit of working out
> but as along as no other axis were touched in DXT2 it was perfect.

> AD

Thanks!  I'll give it a shot.  How'd you find the FF for your
Act-Labs?  All I've done so far is turn off the wheel centering in the
FF setup.  I've got everything in the control panel settings at 100%.
One thing I haven't done is adjust the steering response curves from
the defaults.  Do you run full linear?

Come on devs - this isn't rocket science!  My controller reports a
full range of motion, I just need to reverse the damn thing!

Kendt


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.