When GP2 came out I made a steering wheel controller
and pedals with an analog clutch. I know the sim drives
fine without a clutch, but I think it adds to the realistic feel
of driving and great for at the start of a race and recovering
from a spin. I have been disappointed that no other racing
sims have a clutch. It seems that the game makers don't
bother with a clutch because the controllers don't come with
a clutch, and the controller makers don't bother because the
games are not programmed for a clutch.
When I first started the GPL demo it gave me the calibration
menu and I was pleased to see the calibration values that you
don't get in the W95 joystick setup menu. I then went to the
control assignment menu and saw a selection for a clutch!
I knew right then that GPL is a real racing simulator and not
just another driving game.
However I haven't seen anything in the demo for force feedback
support. I guess it would be asking for too much for a force
feedback steering controller with a clutch.
Now if only they made a shift controller that worked in an "H"
pattern to simulate the shifting in these older cars.
Good racing and keep the silver side down. :-)
D Sport Racer #74
Lutrell,
Thomas Enterprises is working on a H pattern shifter right now and we
already have an analog clutch built into the TSW and TSW 2 model, you can
even get a genuine Momo racing wheel and Momo pedal pads in two different
types :).
Trev
Great, but what software is going to support such a shifter? All sims
I know use two buttons for shifting, one for up, one for down. You
would have to have at least six, better seven buttons (no, make that
eight for six forward gears, one reverse, and one neutral) *and*
software support for this. Am I overlooking something?
--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
Uni des Saarlands \ and U.S. law. You have been warned.
Quoted text (13 lines)
> I then went to the > control assignment menu and saw a selection for a clutch! > I knew right then that GPL is a real racing simulator and not > just another driving game. > However I haven't seen anything in the demo for force feedback > support. I guess it would be asking for too much for a force > feedback steering controller with a clutch. > Now if only they made a shift controller that worked in an "H" > pattern to simulate the shifting in these older cars. > Good racing and keep the silver side down. :-) > D Sport Racer #74> >Thomas Enterprises is working on a H pattern shifter right now and we
> Great, but what software is going to support such a shifter?
Wolfgang, Papyrus has contacted us in regard to developing the H pattern
shifter, I would assume that they intend to program it into future sims. We
should know more soon.
Trev
% It really is about time we started seeing more sims with an option for
% a clutch. Thank you Papyrus!! Now, who out there can guide me to some
% instructions on how to add a clutch pedal into the extra slot on my T2
% pedals? (I've seen this somewhere in the past) I know this cannnot be
% hard but I need sources for parts and a new wiring diagram. Anyone?
% Also, what is up with all the new Force-feedback controllers that were
% due out a few months ago? Has the bullshit lawsuit been settled? If
% GPL doesn't come with FFBack support it will be a crime! I mean if any
% sim was meant for Force Feeed-back, this is it!
Hmmmmmm... Thrustmaster is promising some hot new wheel/pedal units
this summer.... Wonder if it will come with a clutch. I know that they
keep their eyes on what's coming out of Papy's farm.
Speaking of this, both Thrustmaster and Papyrus seem to be holding back
on Force Feedback. Both feel that there isn't enough in the package yet
to warrant much use other than "hand candy" (you know the kind that
melts in your hands). I think both companies want to do FF real bad,
but both want to do it right and for the right reasons. Papy has
already publicly stated that there just isn't enough in the current FF
package to warrant implementing it for GPL.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Finally, someone wrote what I've been thinking all along! These were
seat-of-the-pants racecars. You need some sort of "feel" to let you know when
the rear is about to step out. I find in GPL that by the time I visually see
that the car is too loose, it's already too late! Maybe there will be a bit
more tire squeal in the final version as the car reaches the limit. Practice,
practice and more practice....
The sound is beginning to grow on me! It sounds like the old Formula 5000 cars
from the early '70's. Actually , the F5000 car was a direct decendent of the
'60's GP car, just add slicks, wings and about 5 more years of development, and
you have a Lola T 160.
I know the sound will change for the real deal but I may hang onto the demo
just for fun!.
Don
>seat-of-the-pants racecars. You need some sort of "feel" to let you know when
>the rear is about to step out. I find in GPL that by the time I visually see
>that the car is too loose, it's already too late!
I disagree. GPL is the FIRST sim I've ever played that has the visual
feedback needed. I can tell just when it's about to give - that's
amazing programming, unprecedented even!
Joe
Trevor C Thomas wrote :
Trevor... I would assume this. Correct me if wrong.
Let's think your in first. Wheel understands your in first. If you go down
a gear, programs go in neutral (or reverse depending on the game). Same
thing if you upshift in second. Pretty simple.
For multiple shifts (like going from sixth to reverse). Well that's the
tricky part. Maybe have the wheel understands that if your in sixth and you
go in reverse, it's like downshifting 6time (or 7depending on the game).
So would need an actual memory within the wheel, knowing each pattern (6-1 =
5downshifts, 6-2 = 4dshifts, N-4 = 4upshifts). Am I at least a little bit on
the track ?
Whoa can we say you'll need a USB port for the wheel ? Hope you bring this
to life, I'm working hell to buy a TSW2 (heard some good news on the
T.g.s.n. newsgroup).
Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/
Good race at the Brickyard, (-o-)
Official Mentally retarded guy of r.a.s.
Excuse me for my English (I'm French speaking)
Excuse me for being provocative (I'm dumb speaking)
--"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."--
: >Thomas Enterprises is working on a H pattern shifter right now and we
: Great, but what software is going to support such a shifter? All sims
: I know use two buttons for shifting, one for up, one for down.
: Am I overlooking something?
Yes. It is possible to make it work for current s/w. You seem to think
that it would only be buttons. This would be difficult. It would require
some sort of decoding circuitry to allow the thing to know:
a) Which gear is currently selected
b) Which direction you are trying to shift (ie up or down)
c) If you have skipped a gear or are in reverse
d) Send the proper amount of button pushes to the computer to emulate a
H-pattern shifter
--
-------------------------------------
>> Great, but what software is going to support such a shifter?
>Wolfgang, Papyrus has contacted us in regard to developing the H pattern
>shifter, I would assume that they intend to program it into future sims. We
>should know more soon.
Hey, Trevor, that's great news! :) Not that I'll be able to afford
your fine products anytime soon, but I love the idea that this type of
shifter could become a reality of sim driving.
BTW, isn't it funny how much more complicated it is to simulate
old-fashioned low tech than state-of-the-art high tech. A sequential
gearbox is trivial, an H pattern shifter is a lot more complicated.
How are you approaching the problem? Will you use switches or joystick
axes? If one coupled an H pattern grate to a joystick, one could read
out the relative values of the X and Y axis and so determine what gear
the shifter is in. This would have the benefit of having a four, five,
or six speed box by just exchanging the grate and recalibrating the
shifter. But then, one could quickly run out of analog axes. (One for
steering, *at least* one for braking/accelerating, one for the clutch,
hmmm...) Maybe a combination of one axis and two switches... Can you
comment on this, or is it a business secret? :)
--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
Uni des Saarlands \ and U.S. law. You have been warned.
Quoted text (9 lines)
>Yes. It is possible to make it work for current s/w. You seem to think >that it would only be buttons. This would be difficult. It would require >some sort of decoding circuitry to allow the thing to know: >a) Which gear is currently selected >b) Which direction you are trying to shift (ie up or down) >c) If you have skipped a gear or are in reverse >d) Send the proper amount of button pushes to the computer to emulate a > H-pattern shifterWhat would be the expected price of the system? I definately be interested
in this product, as long as it wasn't $800+.
matt
Quoted text (14 lines)
> > and the controller makers don't bother because the > > games are not programmed for a clutch. > > Now if only they made a shift controller that worked in an "H" > > pattern to simulate the shifting in these older cars. > Lutrell, > Thomas Enterprises is working on a H pattern shifter right now and we > already have an analog clutch built into the TSW and TSW 2 model, you can > even get a genuine Momo racing wheel and Momo pedal pads in two different > types :). > TrevQuoted text (15 lines)
>: >Thomas Enterprises is working on a H pattern shifter right now and we >: Great, but what software is going to support such a shifter? All sims >: I know use two buttons for shifting, one for up, one for down. >: Am I overlooking something? >Yes. It is possible to make it work for current s/w. You seem to think >that it would only be buttons. This would be difficult. It would require >some sort of decoding circuitry to allow the thing to know: >a) Which gear is currently selected >b) Which direction you are trying to shift (ie up or down) >c) If you have skipped a gear or are in reverse >d) Send the proper amount of button pushes to the computer to emulate a > H-pattern shifter> >a) Which gear is currently selected
> >b) Which direction you are trying to shift (ie up or down)
> >c) If you have skipped a gear or are in reverse
> >d) Send the proper amount of button pushes to the computer to emulate a
> > H-pattern shifter
hmmm i think that would be OK for making a H-type shifter that is
compatable with current games, but for more realism we'd want it
to just jump straight to the gear we want and yes, that'd involve
convincing/bribing/threatening game designers to support what ever
new tehcnique controller designers come up with:)
that was an interesting idae:) but it uses a joystick axis... which
i don't htink is a good idea, because the joystick port can only
support 4 axiis and 4 buttons, and we'd want one axis for steering,
one for accelerating, one for braking, and one for the clutch.
Now, my idea (gee, we're all inventors in this thread aren't we?)
is to use a binary combination of 3 of the buttons to indicate
what the gear selector is up to:
buttons function
1 2 3
x x x neutral
o x x 1st
x o x 2nd
o o x 3rd
x x o 4th
o x o 5th
x o o 6th
o o o reverse
and that leaves button 4 for whatever we want - like the good old
middle finger salute or the horn or windscreen wipers or something:)
Grant. (inventor for a day)
The keypad "del" key acts as a clutch.
--
John Twitchell
>When GP2 came out I made a steering wheel controller
>and pedals with an analog clutch. I know the sim drives
>fine without a clutch, but I think it adds to the realistic feel
>of driving and great for at the start of a race and recovering
>from a spin. I have been disappointed that no other racing
>sims have a clutch. It seems that the game makers don't
>bother with a clutch because the controllers don't come with
>a clutch, and the controller makers don't bother because the
>games are not programmed for a clutch.
>When I first started the GPL demo it gave me the calibration
>menu and I was pleased to see the calibration values that you
>don't get in the W95 joystick setup menu. I then went to the
>control assignment menu and saw a selection for a clutch!
>I knew right then that GPL is a real racing simulator and not
>just another driving game.
>However I haven't seen anything in the demo for force feedback
>support. I guess it would be asking for too much for a force
>feedback steering controller with a clutch.
>Now if only they made a shift controller that worked in an "H"
>pattern to simulate the shifting in these older cars.
>Good racing and keep the silver side down. :-)
>D Sport Racer #74


































