>In CMR, the force effects are so strong that in order to be able to
>drive it, I had to reduce the force settings in my control panel.
>It also seems to have a HEAVY hit on the CPU to turn on the
>force. This is something I don't have in my other FF games.
>I think it is screwed... I have a PII375 (5x75), 128MB, VooII.
With the CMR demo, I got no performance hits on a Celeron 333/64
MB/V2. The FF is actually really good, it lets you feel the traction
and oversteering of the car, plus the different surfaces you're
driving on. The only annoying thing about this sim is that doesn't
support split axis (and it's a RALLY sim!).
As you mentioned, Viper Racing is pretty cool. Unfortunately the full
version isn't out yet here in Europe... But something I find confusing
is the very weak wheel resistance when entering a corner. I can turn
the wheel to the left with one finger, but when the front wheels grip,
the FF nearly pulls my hands off the wheel. OK, it's not that strong,
but I hope you understand what I mean. Anyway, the game is great fun,
at least in simulation mode. Arcade's too easy, IMHO.
I found F1RS FF rather disappointing, but I didn't expect much since
FF was done by a late patch. It's just more like a FF-check than a
real improvement of the driving experience.
FF in NFS3 is good, but I just cannot get engine and road effects
working on my Saitek R4 FF (which is a great wheel, BTW). NFS3 is the
most unrealistic NFS I've ever seen, but with FF it's great fun. The
steering gets stiffer when you take corners at speed, and suddenly the
strange driving physics seem to be realistic.
Finally, I'm waiting for a FF patch for GPL. In this game, I'd really
need good FF for safer driving. I can't understand why Papyrus did not
include FF, it shouldn't be too much work - not more than a Open GL
patch, at least ;-) With FF support GPL would be a overwhelming
experience, I believe.
Daniel
--
Daniel Lichtenberger, Vienna/Austria