kinda good too. What do you all think.
Rory
Rory
don
[|]-(_)-[|]
I have a Force RS sitting in my garage collecting dust. I bought
it originally for Viper Racing but after a day or two of racing I
think the 'novelty' wore off. When GPL 1.1 came out I went
out to the garage, dusted it off, and gave it another try. Again,
for me at least, I didn't find the game any more immersive.
Because of this the defects in the product in comparison to
my other non-force feedback wheels relegated it to also-ran
status.
The wheel itself has a notchy feel to it both with and without
a FF effect underway. The shift paddles are a rather poor
design and feel 'cheap'. I ended up using the buttons for
shifting because of this. Thankfully the additional buttons
are a very nice feature. The strength of the forces are good
but I still feel like it is not an entirely accurate or compelling
model of the forces involved. In the split-second world of
racing I found myself anticipating the forces after a while
instead of reacting to them. That is to say, I already
had enough information at hand to know the outcome
before the forces produced by the original situation
made themselves apparent.
The pedal unit is the weakest part of the apparatus. Both
pedals are small and have a near binary feel to them. The
downward pedal action is also very tiring after all but the
shortest of races. The pedals do not feature any force
feedback effects. For me feedback during braking is
a must have feature. Sadly the current crop of devices
don't support this feature, Force RS included. After a
while I completely ditched the pedals and instead hooked
up the beefy ECCI set to the gameport in conjunction
with the Force RS hooked up to the serial port. This
produced better results in GPL, but I don't think very many
games support this multiple joystick configuration (kudos
to Randy Cassidy for his excellent GPL input device code).
The switchable I/O design is a useless feature for those
of us that don't own consoles, for those that do I'm not
sure how you would actually use this device with a
console system from a logistics point of view (it is
quite bulky and requires a solid desk to attach to).
The USB upgrade seems interesting, but why not just
get it in the first place? So you can have a Firewire
wheel? USB2? The original design of the wheel isn't
such that I would want to keep it that long.
In my opinion I think I'll wait for the next generation of
FF wheels to come out before giving FF another try.
Regardless of when that is, I'll still be playing GPL. :-)
- George
D. Cook
> > Has anyone had any experience with the Force RS in Nascar 3
> > and/or GPL?
> I have a Force RS sitting in my garage collecting dust. I bought
> it originally for Viper Racing but after a day or two of racing I
> think the 'novelty' wore off. When GPL 1.1 came out I went
> out to the garage, dusted it off, and gave it another try. Again,
> for me at least, I didn't find the game any more immersive.
> Because of this the defects in the product in comparison to
> my other non-force feedback wheels relegated it to also-ran
> status.
> The wheel itself has a notchy feel to it both with and without
> a FF effect underway. The shift paddles are a rather poor
> design and feel 'cheap'. I ended up using the buttons for
> shifting because of this. Thankfully the additional buttons
> are a very nice feature. The strength of the forces are good
> but I still feel like it is not an entirely accurate or compelling
> model of the forces involved. In the split-second world of
> racing I found myself anticipating the forces after a while
> instead of reacting to them. That is to say, I already
> had enough information at hand to know the outcome
> before the forces produced by the original situation
> made themselves apparent.
> The pedal unit is the weakest part of the apparatus. Both
> pedals are small and have a near binary feel to them. The
> downward pedal action is also very tiring after all but the
> shortest of races. The pedals do not feature any force
> feedback effects. For me feedback during braking is
> a must have feature. Sadly the current crop of devices
> don't support this feature, Force RS included. After a
> while I completely ditched the pedals and instead hooked
> up the beefy ECCI set to the gameport in conjunction
> with the Force RS hooked up to the serial port. This
> produced better results in GPL, but I don't think very many
> games support this multiple joystick configuration (kudos
> to Randy Cassidy for his excellent GPL input device code).
> The switchable I/O design is a useless feature for those
> of us that don't own consoles, for those that do I'm not
> sure how you would actually use this device with a
> console system from a logistics point of view (it is
> quite bulky and requires a solid desk to attach to).
> The USB upgrade seems interesting, but why not just
> get it in the first place? So you can have a Firewire
> wheel? USB2? The original design of the wheel isn't
> such that I would want to keep it that long.
> In my opinion I think I'll wait for the next generation of
> FF wheels to come out before giving FF another try.
> Regardless of when that is, I'll still be playing GPL. :-)
> - George