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Rec.Autos.Simulators Archive

What's the best force feedback steering wheel?

5 posts by 4 people · 12 Sep 1998 - 13 Sep 1998

Lou 12 Sep 1998#420248
Most of the reviews I have read seem more like a bunch of hype to sell the controller. From what I have heard the ones out now shake and jurk to crashes and road change but do not give good feedback for car handling such as getting lighter when the car starts to understeer. I think this is why most of them ship with arcade style games like Daytona. If someone has a FF wheel that gives real handling feel please let me know. Microsoft has a new wheel coming out and so does Thrustmaster. Haven't seen any reviews on these yet. Dsr#74 :-) >What?
The ones I've tried just give rather gross reactions to severe events. E.g. If you're firing a hand held machine gun they vibrate. If a bomb goes off near you they jerk etc etc. I haven't seen anything that'd suggest to me they'd give good meaningful feedback for racing sims. What I think would be good ... would be a drive sim seat platform. You'd attach your chair on this and it would lean you towards the appropriate direction. It'd only need to be a few centimeters high in order to provide leans of 10 degrees or so. That'd be enough for a worthwhile effect IMO. Even without a game that was made for it you could get some meaningful effect by producing leans based on throttle/brake/steering wheel position. With game support, say through the parallel port, you could actually get the right amount of lean based on the Gs the car is undergoing at the time. I've actually looked into this a little and it seems to be viable. The servo system is more the problem than the control system. I think a leaning system like this would be far more worthwhlie to driving sim drivers than the type of force feedback devices around at the moment. Now that you've renewed my thoughs about it I might have another look into it. Cheers Phillip McNelley
Quoted text (14 lines)>Most of the reviews I have read seem more like a bunch of hype to sell >the controller. From what I have heard the ones out now shake and jurk >to crashes and road change but do not give good feedback for car handling >such as getting lighter when the car starts to understeer. I think this is >why >most of them ship with arcade style games like Daytona. If someone has >a FF wheel that gives real handling feel please let me know. Microsoft has >a new wheel coming out and so does Thrustmaster. Haven't seen any reviews >on these yet. >Dsr#74 :-) >>What?
Lou 13 Sep 1998#420372
>The ones I've tried just give rather gross reactions to severe events. >E.g. If you're firing a hand held machine gun they vibrate. If a bomb >goes off near you they jerk etc etc. >I haven't seen anything that'd suggest to me they'd give good >meaningful feedback for racing sims. Have you ever tried the arcade game Harddrive'n? It has force feedback done very well. When the car leans into a corner you can feel the wheel get heavier and then if the front starts to loose grip in udersteer the wheel gets lighter. You can also feel the wheel twitch acording to what wheel is locking under heavy braking. Sounds very expensive. Maybe if an arcade game that has a moving seat can be converted. Dsr#74:-)
> The ones I've tried just give rather gross reactions to severe events. > E.g. If you're firing a hand held machine gun they vibrate. If a bomb > goes off near you they jerk etc etc. > I haven't seen anything that'd suggest to me they'd give good > meaningful feedback for racing sims. Warbirds does a fairly good job at simulating higher stick forces required at higher airspeed. I was hoping GPL would model steering torque (pneumatic trail, etc.) with wheel forces. Oh well... I'd be interested to read the reasons why this wasn't implemented. Michael.

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