rec.autos.simulators

Microsoft's Force Feedback Wheel

cur

Microsoft's Force Feedback Wheel

by cur » Tue, 20 Oct 1998 04:00:00

I'm seriously considering buying one of these, and I'd appreciate some
feedback from anyone that has already taken the plunge.

Why am I considering the Microsoft product??

1) Optical/Digital accuracy.  I have owned joysticks from just about
every manufacturer, and the dead-on/never-drift accuracy of the
Sidewinder 3D Pro makes it my favorite stick.

2) Force Feedback.  If even some of the claims are true, I think I
want this feature on my next wheel.

3) F'n tired of Thrustmaster.  I owned a T2, and then a Nascar Pro
from this company.  Even though their support was top notch, I found
myself in contact with them WAY WAY WAY too often.  Also, neither TM
product got along with Win95 very well.

So, before I buy ... I have some questions:

How do you like its feel when using it with non-force-feedback driving
games?

How is it while using the force feedback?

Have you found a racing game that uses the feedback to simulate a
loose wheel when entering a skid/slide?

Is the wheel dead-on-accurate, like my Sidewinder Joystick?

After having purchased one, would you recommend it to a friend?  Or do
you wish you had bought something else?

Thx, EugOre

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Michael Youn

Microsoft's Force Feedback Wheel

by Michael Youn » Tue, 20 Oct 1998 04:00:00

Bought one; tried it; hate it. The wheel is fine, but the pedals are
useless and can't be replaced or substituted for. I posted a longer rant
elsewhere.

Michael.


> I'm seriously considering buying one of these, and I'd appreciate some
> feedback from anyone that has already taken the plunge.
...

> After having purchased one, would you recommend it to a friend?  Or do
> you wish you had bought something else?

Jim Getze

Microsoft's Force Feedback Wheel

by Jim Getze » Wed, 21 Oct 1998 04:00:00

Then you will love this aspect of the MS wheel.

It's well done for what it is, but I'm not a big FF nut.

I had the same experience with my T2 (broken springs all the time). Time
will tell with the MS wheel, but it doesn't *seem* like the kind of product
that will have as many problems as the T2. And naturally, the MS wheel
integrates with W95 and DirectInput perfectly.

Good, but it takes some getting used it. You can set it for self-centering
(where FF provides turning resistance, making the wheel want to return to
center -- my setting) or non-self-centering (FF off) where you can move the
wheel to any position and it will stay there.

Fun with MTM2. With GPL and other sims, I just use the FF to return the
wheel to center (turning resistance, see above).

No. I wish GPL did, but that may be beyond the current state of FF
technology.

Yes.

I'm happy with it. It feels different than the T2 and so takes some getting
used to. But I'm acclimated now and consider it a good purchase. See more
detailed comments in my other post tonight in this newsgroup. (Sorry, but
I'm too tired now to repeat them -- gotta get some sleep).

Jim

Come

Microsoft's Force Feedback Wheel

by Come » Wed, 21 Oct 1998 04:00:00


>>1) Optical/Digital accuracy.  I have owned joysticks from just about
>>every manufacturer, and the dead-on/never-drift accuracy of the
>>Sidewinder 3D Pro makes it my favorite stick.

>Then you will love this aspect of the MS wheel.

>>2) Force Feedback.  If even some of the claims are true, I think I
>>want this feature on my next wheel.

>It's well done for what it is, but I'm not a big FF nut.

>>3) F'n tired of Thrustmaster.  I owned a T2, and then a Nascar Pro
>>from this company.  Even though their support was top notch, I found
>>myself in contact with them WAY WAY WAY too often.  Also, neither TM
>>product got along with Win95 very well.

>I had the same experience with my T2 (broken springs all the time). Time
>will tell with the MS wheel, but it doesn't *seem* like the kind of product
>that will have as many problems as the T2. And naturally, the MS wheel
>integrates with W95 and DirectInput perfectly.

>>So, before I buy ... I have some questions:

>>How do you like its feel when using it with non-force-feedback driving
>>games?

>Good, but it takes some getting used it. You can set it for self-centering
>(where FF provides turning resistance, making the wheel want to return to
>center -- my setting) or non-self-centering (FF off) where you can move the
>wheel to any position and it will stay there.

>>How is it while using the force feedback?

>Fun with MTM2. With GPL and other sims, I just use the FF to return the
>wheel to center (turning resistance, see above).

>>Have you found a racing game that uses the feedback to simulate a
>>loose wheel when entering a skid/slide?

>No. I wish GPL did, but that may be beyond the current state of FF
>technology.

>>Is the wheel dead-on-accurate, like my Sidewinder Joystick?

>Yes.

>>After having purchased one, would you recommend it to a friend?  Or do
>>you wish you had bought something else?

>I'm happy with it. It feels different than the T2 and so takes some getting
>used to. But I'm acclimated now and consider it a good purchase. See more
>detailed comments in my other post tonight in this newsgroup. (Sorry, but
>I'm too tired now to repeat them -- gotta get some sleep).

>Jim


Thanks Jim for the feedback, I saw one in the store today and wanted
it but I got a SCSI CD-RW instead ;). I might go back from your post
though...

Tim

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MeatWate

Microsoft's Force Feedback Wheel

by MeatWate » Thu, 22 Oct 1998 04:00:00

Wait for Thrustmaster's new FF wheel. It will support both DirectX AND
IForce, which is absolutely ace!!!

Greg Cisk

Microsoft's Force Feedback Wheel

by Greg Cisk » Thu, 22 Oct 1998 04:00:00


>I think it's great. The wheel itself is very well designed.  They fixed the
>Force Feedback stuff from the joystick so the fan doesn't turn on unless it
>needs to (at least that's what I think - it certainly isn't on most of the
>time). I LOVE the paddles for shifting.  Grip and thumb grips are
excellent.
>The mounting system is nice and easy.  No calibration. Force feedback is
>cool, but the games (cart precision racing specifically) needs to improve
the
>algorithms now so that you can feel push & looseness, plus the feel of

losing

I thought you could do some of that with the software that came with the
wheel.

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Tim

Microsoft's Force Feedback Wheel

by Tim » Fri, 23 Oct 1998 04:00:00




> > I'm seriously considering buying one of these, and I'd appreciate some
> > feedback from anyone that has already taken the plunge.

> I got it on Friday, and spent the weekend using racing with my brother (2
> computers, his with my old T2) and nephews.

> I think it's great. The wheel itself is very well designed.  They fixed the
> Force Feedback stuff from the joystick so the fan doesn't turn on unless it
> needs to (at least that's what I think - it certainly isn't on most of the
> time).  I LOVE the paddles for shifting.  Grip and thumb grips are excellent.
> The mounting system is nice and easy.  No calibration.  Force feedback is
> cool, but the games (cart precision racing specifically) needs to improve the
> algorithms now so that you can feel push & looseness, plus the feel of losing
> grip.  But that's just a software thing - it has nothing to do with the
> wheel.

> Overall - a good buy.

    Yep. You're totally right. The wheel itself is a great piece of hardware
capable of great feedback. Just use the "test forces" to see what it can do.
Unfortuantely, the games that are around at the moment absolutely suck in the way
they support it. Monster Truck Madness 2 is the only game I found that was really
enhanced by the Force Feedback. Motorcross Madness, Cart, and Monaco GP, all had
VERY minor feedback effects.
    It all a software (the games) problem, that should hopefully be sorted in the
new batch coming!
Greg Cisk

Microsoft's Force Feedback Wheel

by Greg Cisk » Fri, 23 Oct 1998 04:00:00


>    Yep. You're totally right. The wheel itself is a great piece of
hardware
>capable of great feedback. Just use the "test forces" to see what it can
do.
>Unfortuantely, the games that are around at the moment absolutely suck in
the way
>they support it. Monster Truck Madness 2 is the only game I found that was
really
>enhanced by the Force Feedback. Motorcross Madness, Cart, and Monaco GP,
all had
>VERY minor feedback effects.
>    It all a software (the games) problem, that should hopefully be sorted
in the
>new batch coming!

Well I just want to use it with F1RS. I don't supposed you thied that game?

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