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Rec.Autos.Simulators Archive

Force Feedback...

7 posts by 6 people · 30 Oct 1996 - 07 Nov 1996

Walt Otten 30 Oct 1996#342062
In my never-ending quest to find cool driving simulator related stuff on the net, I ran across a site today that is the homepage of Immersion Corporation-the originators, it seems, of the force-feedback protocol that we will soon be seeing in driving simulators, wheels, (and the new CH joystick already). I downloaded the developer kit (just to check out the documentation) and was AMAZED at what we'll soon be able to do with this stuff! It would most definitely be worth your while to go there and at least check out the list of titles that support this now (Need for Speed SE being one), and to start bugging the big boys (read Papyrus & MP) to incorporate force-feedback ASAP! Immersion Corp.'s address is: [link lost in import] If anyone has any info on how to design a controller that will allow force-feedback, please e-mail me, as I am extremely interested in building my own interpretation of a driving wheel to include it-I just need to know how it's done... Wally Wally's World of Driving Simulators [link lost in import: /~wottenad/wheel.htm] ps: check out my motion base chair for use with driving sims at: [link lost in import: /~wottenad/chair.htm] and you'll see why I want to take advantage of the new technology!
Mike Manthe 30 Oct 1996#342064
I saw the price of the controllers.... from $5,000 (joystick) to $15,000.. Have fun.... I'm not ready to start bugging anyone to write force-feedback games if the controllers cost as much as an automobile. At some point, the pricy insanity that we call *** will have to give way to common sense. :-) Mike -and I thought I paid a lot for that steering wheel
Eric Busch 30 Oct 1996#342065
CH has a prototype force-feedback flightstick which should retail for under $150, and I believe Thrustmaster was targeting that same price range for it's upcoming wheel. -- Emory University Graduate School of Arts & Sciences Nascar Setups Page: http://userwww.service.emory.edu/~ebusch/ force-feedback games if the
Eric Busch 30 Oct 1996#342066
Basically it's the use of a servo equipped controller that responds to the game you are playing. For example when playing Quake, (ignoring the fact that few people play Quake with a joystick) your stick would twitch to simulate the recoil of your weapons firing. In a flight sim, the stick would provide realistic resistance when trying to pull out of a dive. The technology has huge potential for driving sims as well. Force feedback can be used to "push back" on the steering wheel, in response to the stresses affecting the car in the game--from pulling g's in tight turns to bumping against other cars. Read about Thrustmaster's plans at: http://www.thrustmaster.com/press_releases/forcefd.htm -- Emory University Graduate School of Arts & Sciences Nascar Setups Page: http://userwww.service.emory.edu/~ebusch/
Ro 31 Oct 1996#342194
I think you need to recheck your prices, Popular Mechanics November issue shows the Thrustmaster force-feedback at about $200.
Oh heck... these things, even at $15K, don't cost what it takes to get into a real *racing* automobile :-) :-) :-) More seriously, they'll come down, and sharply, once the technology matures some. the controllers themselves are not excessively complex (the sim software might be another story, though). -- Brian Wong Enterprise Engineering

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