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Rec.Autos.Simulators Archive

Actlab Force RS Wheel

12 posts by 9 people · 05 Nov 1997 - 11 Nov 1997

dmac2.. 05 Nov 1997#381259
On Sun, 2 Nov 1997 10:05:10 -0800, "Hedwig Poon" >>Has anyone seen this wheel (Actlab Force RS) wheel in person? >It's about to be released. I called them for info, since they're in 5 min. >away from my home. The sales/tech rep sez the non-force feedback will be Maybe this product will be good/great and make the TSW more AFFORDABLE.... Forcefeedback hu??? dmac
>Maybe this product will be good/great and make the TSW more >AFFORDABLE.... Forcefeedback hu??? There is alot we need to learn about Forcefeedback. Alot will depend on how well it is implemented in the sw. i.e. does it really help you? i.e. help the simulation aspect? i.e. help lap times? i.e. after learning the tactile clues, would you be lost without it? (like sound is today? I doubt many people can run faster laps without sound than with them, that tire squeel feedback IS helpful) Alot will depend on how well it is implemented in the hw. i.e. As Jim Sokoloff has warned us already, heavy duty force feedback systems are expensive. The DC motor in the Daytona USA (tm) arcade game probably costs more than $100. See the Happ Controls catalog! I doubt it will get it's power from the game port! :-) Or the PC power supply. :-) FF wheels will have to plug into the wall outlet to get muscle! They might even spec them with watt or torque strength measurements like they do speakers today! I'd be willing to bet you would like a FF edition of the TSW alot more than you will like the ActLab Force RS Wheel? Can they both be a good value on someone's price/performance curve? You bet! -- Best Wishes!!! Robert Huggins Raleigh, NC
John 05 Nov 1997#381261
It will make faster lap times because you are receiving additional feedback. Right now you receive sound (tires squealing and engine tone noises) and graphic feedback, with the addition of steering force feedback you will have an extra channel of feedback with which to make decisions. If you start to oversteer you will feel the steering wheel go light (if the game has a good model and was programmed correctly). If you start to understeer the wheel will go a little less light and you will have it locked. You will soon learn how to turn in and raise the force curve to the optimum adhesion level. All of this is based on real world driving physics. The key is if the game developers make their sim based on a real world dynamic model. John
Quoted text (9 lines)>(snip) >i.e. help lap times? >(unsnip) >I fail to see why FF should help lap times! If the intent is to >simulate realism then the advent off wheel shake, effort needed to turn >etc. should make fast lap times harder to attain, not easier! >Bruce.
(snip) i.e. help lap times? (unsnip) I fail to see why FF should help lap times! If the intent is to simulate realism then the advent off wheel shake, effort needed to turn etc. should make fast lap times harder to attain, not easier! Bruce.
Quoted text (9 lines)> (snip) > i.e. help lap times? > (unsnip) > I fail to see why FF should help lap times! If the intent is to > simulate realism then the advent off wheel shake, effort needed to turn > etc. should make fast lap times harder to attain, not easier! > Bruce.
Bruce I agree with you on FF, there just isnt any good way to make it totally applicable to driving sims because it lacks the most important feel of all, seat of the pants :(. I think personally its better used in flight sims until it gets more advanced, I dont think I want my wheel fighting me when I'm trying for that last 10th of a second :)! Of course this is my opinion only and I'm probably in the minority. Trev
dmac2.. 06 Nov 1997#381406
I saw my force feedbck joy stick yesterday at the mall. It was a demo that was pretty neat. It had 5 demos the experience helicopter,machinegun,boxing. desiel motor chanking up. It was real enough. dmac
Well, if you're in the minority Trevor, welcome to my world! :-) You are dead right about "seat of the pants".....look at real life, where we drive cars with power-assisted steering and, on some of the older models, there is damn-all feedback through the wheel. Yet we still feel, via "seat-of-the-pants", some connection between our bodies and the road wheels. FF will never replicate this sixth-sense. As far as I'm concerned an artificially-shaking steering wheel in a simulator would only give me the impression that my wheels needed balancing :-) Bruce.
Quoted text (13 lines)> Well, if you're in the minority Trevor, welcome to my world! :-) > You are dead right about "seat of the pants".....look at real life, > where we drive cars with power-assisted steering and, on some of the > older models, there is damn-all feedback through the wheel. > Yet we still feel, via "seat-of-the-pants", some connection between our > bodies and the road wheels. > FF will never replicate this sixth-sense. As far as I'm concerned an > artificially-shaking steering wheel in a simulator would only give me > the impression that my wheels needed balancing :-) > Bruce.
Bruce, we'd better get our firesuits on, I'm sure the flaming will be coming any time now :)! Thats what we get for going against the flow but who cares? Until later versions of FF come out, we're not planning to incorporate it into the TSW unless we can find a cheaper and better way to do it. Right now we would have to pay a license fee to use the technology, design and build all the mechanics and then try to sell them for way more than the ACT RS. They have the advantage of cheap labor and they dont give a damn about the quality, we do :)! Trev
HedgeHo 07 Nov 1997#381544
FWIW, I tried MS CART PR Trial with my MS SideWinder ForceFeedback Pro yesterday and when the car wandered into the sandy bits, the stick just rattled (kinda like a buzzing pager). I was hoping for effects like variable resistance around corners as speeds rise. Having said that, I still think the Act Labs RS Force is a excellent deal on a wheel (I said "think" since no consumer has prolly seen it) and one really needs a wheel to appreciate driving sims. The force feedback feature can be disabled (at least in CART PR Trial). FWIW #2, the joystick is kinda kewl for other games. It shipped with MDK Mission Laguna Beach and Shadows of the Empire, the feedback of the recoil of a gun is very nice (a lot more muted than the aforementioned rattle). My 2cents. HedgeHog
Joe McGinn 07 Nov 1997#381545
Quoted text (8 lines)>Surely the problem with sims is the total lack of feel. >You get audio and visual feedback, but these are not enough to let you >know that you're about to exceed the limit in a corner. >This (to me) is where FF can help by letting you know that "OK you got >round the corner this time, but you were lucky". So that next time round >you know to back off a little, because you've reached the limit of the >car/setup in that corner. >Isn't that what it's all about?
Precisely. Good post. Now - are any of these FF wheels released yet? Joe
Trevor et al. Force feedback is getting a ton of press right now because to the uninformed it seems pretty cool. For the *** driving simulation guys right now force feedback doesn't have much to offer...but not because of the hardware. Hardware is important, but the greater part of the equation is the software. Current games that implement force feedback are mostly arcade games. I don't think that you really feel much from your steering wheel in terms of bumps and collisions. Sure if you hit a curb or a wall the wheel may jerk out of your hands. But overall the current implementations are arcade tricks, not immersive additions to a simulation. My personal philosophy is as follows. I drive a sports car and race it in Solo II competition. Games are cool, but not the real thing. But lets look at what they can do. The graphics are great, the sounds are great. Assuming horsepower is equal then traction becomes the most important factor. Where do we get traction input? From the steering wheel for the front wheels. We use several different inputs for the rear wheels. (assuming a rear wheel drive car). The sound of the engine (wheel slip = higher revs) and the feel of the car kicking the tail end out. Ok. What can we simulate to create an immersive experience. You can do a wheel and put the data in the program so that the force you get back is traction data, not just collision data. You can build a full motion simulator and emulate the rear end sliding out. (not very likely) They already have the capability to partially give you cues for rear end traction. (the sound of the engine). With proper programming they could make a force feedback wheel give you VERY good cues for front end traction. That is when force feedback will allow faster times in SIMULATIONS. For arcade games it will always just be a cool toy. Blah blah blah..I ramble on. I think force feedback will become a part of *** and simulation, but not how it is currently being implemented. Thanks Steve Carter ThrustMaster, Inc.
Quoted text (17 lines)> > (snip) > > i.e. help lap times? > > (unsnip) > > I fail to see why FF should help lap times! If the intent is to > > simulate realism then the advent off wheel shake, effort needed to > turn > > etc. should make fast lap times harder to attain, not easier! > > Bruce. > Bruce I agree with you on FF, there just isnt any good way to make it > totally applicable to driving sims because it lacks the most important > feel of all, seat of the pants :(. > Trev
<HTML> I went to EBX today and they had a setup for a Microsoft force feedback joystick...&nbsp; they had it set up so you could push buttons to feel the different situations.&nbsp; One was a magnetic force, a gun, helicopter, sword (light saber), and boxing.&nbsp; It was cool.. but its not to the point where I would want it in my sim steering wheel...&nbsp;&nbsp;&nbsp; The most impressive of them was the sord... because as you hit swords... it forced your hand in the corresponding direction... which was pretty cool.&nbsp;&nbsp; Again....&nbsp; this is "neat" and a bit gimmicky...&nbsp;&nbsp;&nbsp;&nbsp; I would use the joystick in games like dark forces, or the sequel now out Jedi Knight...&nbsp; but I wouldnt want it for N2 until they can get the "physics" of the response down better.&nbsp; I dont want just some random jolt when i go over the curb or pull when I slide...&nbsp;&nbsp; I went specific and realistic response if thats what the wheel would be intended to do.&nbsp;&nbsp; Also... heres a "dream wish" for N3...&nbsp;&nbsp; how about blowing tires ????&nbsp;&nbsp; especially when you run over debris from wrecked cars...&nbsp;&nbsp; you could then add that into the force feedback wheel to feel you running over the debris =)&nbsp;&nbsp;&nbsp; Just a thought <P>Scott B. Husted <BR><A HREF="[link lost in import: /~sbhusted]">[link lost in import: /~sbhusted]</A> <BR>&nbsp; <BLOCKQUOTE TYPE=CITE>Trevor et al. Force feedback is getting a ton of press right now because <BR>to the uninformed it seems pretty cool. For the *** driving <BR>simulation guys right now force feedback doesn't have much to <BR>offer...but not because of the hardware. Hardware is important, but the <BR>greater part of the equation is the software. Current games that <BR>implement force feedback are mostly arcade games. I don't think that you <BR>really feel much from your steering wheel in terms of bumps and <BR>collisions. Sure if you hit a curb or a wall the wheel may jerk out of <BR>your hands. But overall the current implementations are arcade tricks, <BR>not immersive additions to a simulation. My personal philosophy is as <BR>follows. I drive a sports car and race it in Solo II competition. Games <BR>are cool, but not the real thing. But lets look at what they can do. The <BR>graphics are great, the sounds are great. Assuming horsepower is equal <BR>then traction becomes the most important factor. Where do we get <BR>traction input? From the steering wheel for the front wheels. We use <BR>several different inputs for the rear wheels. (assuming a rear wheel <BR>drive car). The sound of the engine (wheel slip = higher revs) and the <BR>feel of the car kicking the tail end out. Ok. What can we simulate to <BR>create an immersive experience. You can do a wheel and put the data in <BR>the program so that the force you get back is traction data, not just <BR>collision data. You can build a full motion simulator and emulate the <BR>rear end sliding out. (not very likely) They already have the capability <BR>to partially give you cues for rear end traction. (the sound of the <BR>engine). With proper programming they could make a force feedback wheel <BR>give you VERY good cues for front end traction. That is when force <BR>feedback will allow faster times in SIMULATIONS. For arcade games it <BR>will always just be a cool toy. Blah blah blah..I ramble on. <BR>I think force feedback will become a part of *** and simulation, but <BR>not how it is currently being implemented. <P>Thanks <P>Steve Carter <BR>ThrustMaster, Inc. <BR>> > <BR>> > (snip) <BR>> > i.e. help lap times? <BR>> > (unsnip) <BR>> > <BR>> > I fail to see why FF should help lap times!&nbsp; If the intent is to <BR>> > simulate realism then the advent off wheel shake, effort needed to <BR>> turn <BR>> > etc. should make fast lap times harder to attain, not easier! <BR>> > <BR>> > Bruce. <BR>> <BR>> Bruce I agree with you on FF, there just isnt any good way to make it <BR>> totally applicable to driving sims because it lacks the most important <BR>> <BR>> feel of all, seat of the pants :(. <BR>> <BR>> <BR>> Trev</BLOCKQUOTE> &nbsp;</HTML>

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