rec.autos.simulators

FF effects in F1RS

Greg Cisk

FF effects in F1RS

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

I am curious if someone can give a rundown of the FF effects which
you can expect from F1RS. Also a comparison of which of these
effects are lacking with the Saitek and MS FF wheel. Any info is
much appreciated.

--
Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com

Greg Cisk

FF effects in F1RS

by Greg Cisk » Sat, 24 Oct 1998 04:00:00


>Very little in the way of effects when you are on the road (using a
Microsoft
>Wheel). Effects are OK when you go off road. Bumps with other cars are very
>soft and I don't think that you even feel the ripple strips (please note
that
>this is all based on a 5 minute run using 1.09 - so they are just my
initial
>impressions).

>Email me Greg if you want a more detailed analysis.

>Scott Caddaye

>Australia

Thanks for the reply. I pre-ordered a Actlabs Force RS today. They
claim to be shipping them next week sometime. Anyway there is a
Ubisoft game pack bundled with the wheel. This includes F1RS.
The wheel is definitely DOS compatible according to the Actlab
person I spoke with on the phone. So N2 should be no problem.
The wheel supports Immersion Iforce 2.0 so F1RS should kick
ass. BTW, I found a file called FrcFeedB.txt in my Ubisoft
directory. I'll include it at the end of this message. It contains
a list of FF effects that you can expect from the game (and is
quite substantial). Also my brake spring on my T2 broke again
yesterday. I'm definitely ditching that thing, as I am fed up with
spring replacements.

--
Header address intentionally scrambled to ward off the spamming hordes.

cisko [AT] ix [DOT] netcom [DOT] com
-----------------------------------

Force Feedback Configuration
-----------------------------

Index
=====
1) CH Force-FX
2) Microsoft Sidewinder Force Feedback Pro
3) I-Force 2.0 Devices
4) I-Force Studio File Support
5) Selection of Force-Feedback Device Type

----------------------------------------------------------------------------
----

1) CH Force-FX

 For the best effect with the CH Force-FX joystick, we recommend you do
 not use the Force Feedback DirectX 5 driver.

2) Microsoft Sidewinder Force-Feedback Pro

 Full support with the I-Force Studio File (f1_joy.ifr).

3) I-Force 2.0 Devices

 Full support of I-Force 2.0 with the I-Force Studio Files.
 (f1_joy.ifr and f1_whl.ifr)

4) I-Force Studio Files Support

 We use the I-Force Studio file for the effects settings. You can change
 the effects but you cannot rename it. If you change an effect and if
 your device does not support the effect, the game will use the default
 one.

 The "f1_joy.ifr" file is for Force Feedback joysticks and the file
 "f1_whl.ifr" file is for Force Feedback wheels.

 Effects in the Game
 -------------------

 1) Collision Impact Effect (CollisionImpact_FX)

  This effect is played just after a collision with a car or a wall.

 2) Collision Friction Effect (CollisionFriction_FX)

  This effect is played when you sideswipe the wall or just after the
  collision impact effect.

 3) Crick Effect (Crick_FX)

  This effect is played when you are in the pit.

 4) Gear Broken Effect (GearBroken_FX)

  This effect is played when you pass a broken gear.

  This effect is optional.

 5) Gear Fire Effect (GearFire_FX)

  This effect is played when a shift down with back fire occur.

  This effect is optional.

 6) Gear Pass Down Effect (GearPassDown_FX)

  This effect is played when you shift down.

  This effect is optional.

 7) Gear Pass Up Effect (GearPassUp_FX)

  This effect is played when you shift up.

 8) Pistol Effect (Pistol_FX)

  This effect is played when you change the tires in the Pit.

 9) Wheel Stiffness Effect (Stiffness_FX)

  Effect corresponding to the stiff centrifugal force on the car
  wheel. You cannot change the type of this effect.

 10) Vibration Effect (Vibration_FX)

  This effect is played when the car rolls on bumpy ground, or when a
  flat occur. You cannot change the type of this effect.

 11) Wheel Inertia Effect (WheelInertia_FX)

  Effect corresponding to the natural inertia of the car wheels.

5) Selection of Force Feedback device type

 For select the type of the Force Feedback device, you must change the
 value next to FFDevTypePlayer0 or FFDevTypePlayer1 label (if you play in
 single player just change the value for FFDevTypePlayer0) in the ubi.ini
 file located in your Ubisoft directory under your Windows directory.

 For a Force Feedback Joystick Device :

 FFDevTypePlayer0=JOY

 For a Force Feedback Wheel Device :

        FFDevTypePlayer0=WHEEL

Derek Struye - Destro

FF effects in F1RS

by Derek Struye - Destro » Sat, 24 Oct 1998 04:00:00

Is there a online demo of F1RS that allows one to feel the FF effects? If so
where? I'ld love to compare it to other racing games.
thanks
Derek


> >Very little in the way of effects when you are on the road (using a
> Microsoft
> >Wheel). Effects are OK when you go off road. Bumps with other cars are very
> >soft and I don't think that you even feel the ripple strips (please note
> that
> >this is all based on a 5 minute run using 1.09 - so they are just my
> initial
> >impressions).

> >Email me Greg if you want a more detailed analysis.

> >Scott Caddaye

> >Australia

> Thanks for the reply. I pre-ordered a Actlabs Force RS today. They
> claim to be shipping them next week sometime. Anyway there is a
> Ubisoft game pack bundled with the wheel. This includes F1RS.
> The wheel is definitely DOS compatible according to the Actlab
> person I spoke with on the phone. So N2 should be no problem.
> The wheel supports Immersion Iforce 2.0 so F1RS should kick
> ass. BTW, I found a file called FrcFeedB.txt in my Ubisoft
> directory. I'll include it at the end of this message. It contains
> a list of FF effects that you can expect from the game (and is
> quite substantial). Also my brake spring on my T2 broke again
> yesterday. I'm definitely ditching that thing, as I am fed up with
> spring replacements.

> --
> Header address intentionally scrambled to ward off the spamming hordes.

> cisko [AT] ix [DOT] netcom [DOT] com
> -----------------------------------

> Force Feedback Configuration
> -----------------------------

> Index
> =====
> 1) CH Force-FX
> 2) Microsoft Sidewinder Force Feedback Pro
> 3) I-Force 2.0 Devices
> 4) I-Force Studio File Support
> 5) Selection of Force-Feedback Device Type

> ----------------------------------------------------------------------------
> ----

> 1) CH Force-FX

>  For the best effect with the CH Force-FX joystick, we recommend you do
>  not use the Force Feedback DirectX 5 driver.

> 2) Microsoft Sidewinder Force-Feedback Pro

>  Full support with the I-Force Studio File (f1_joy.ifr).

> 3) I-Force 2.0 Devices

>  Full support of I-Force 2.0 with the I-Force Studio Files.
>  (f1_joy.ifr and f1_whl.ifr)

> 4) I-Force Studio Files Support

>  We use the I-Force Studio file for the effects settings. You can change
>  the effects but you cannot rename it. If you change an effect and if
>  your device does not support the effect, the game will use the default
>  one.

>  The "f1_joy.ifr" file is for Force Feedback joysticks and the file
>  "f1_whl.ifr" file is for Force Feedback wheels.

>  Effects in the Game
>  -------------------

>  1) Collision Impact Effect (CollisionImpact_FX)

>   This effect is played just after a collision with a car or a wall.

>  2) Collision Friction Effect (CollisionFriction_FX)

>   This effect is played when you sideswipe the wall or just after the
>   collision impact effect.

>  3) Crick Effect (Crick_FX)

>   This effect is played when you are in the pit.

>  4) Gear Broken Effect (GearBroken_FX)

>   This effect is played when you pass a broken gear.

>   This effect is optional.

>  5) Gear Fire Effect (GearFire_FX)

>   This effect is played when a shift down with back fire occur.

>   This effect is optional.

>  6) Gear Pass Down Effect (GearPassDown_FX)

>   This effect is played when you shift down.

>   This effect is optional.

>  7) Gear Pass Up Effect (GearPassUp_FX)

>   This effect is played when you shift up.

>  8) Pistol Effect (Pistol_FX)

>   This effect is played when you change the tires in the Pit.

>  9) Wheel Stiffness Effect (Stiffness_FX)

>   Effect corresponding to the stiff centrifugal force on the car
>   wheel. You cannot change the type of this effect.

>  10) Vibration Effect (Vibration_FX)

>   This effect is played when the car rolls on bumpy ground, or when a
>   flat occur. You cannot change the type of this effect.

>  11) Wheel Inertia Effect (WheelInertia_FX)

>   Effect corresponding to the natural inertia of the car wheels.

> 5) Selection of Force Feedback device type

>  For select the type of the Force Feedback device, you must change the
>  value next to FFDevTypePlayer0 or FFDevTypePlayer1 label (if you play in
>  single player just change the value for FFDevTypePlayer0) in the ubi.ini
>  file located in your Ubisoft directory under your Windows directory.

>  For a Force Feedback Joystick Device :

>  FFDevTypePlayer0=JOY

>  For a Force Feedback Wheel Device :

>         FFDevTypePlayer0=WHEEL


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