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Rec.Autos.Simulators Archive

Force Feeback - this is how good it is

5 posts by 5 people · 18 Oct 1998 - 20 Oct 1998

Mini review of a newbie force feedback joystick owner: Stick: Logitech Wingman Force USB/Serial Computers: P200 64mb,V1, win95 serial and PII266, 128mb, V2, win95 USB Games: tons of full and demos tested, about 15-20 total, I'm still checking out more Physical Form: The Logitech stick seems very well made and solid. The unit it bulbous but fits and sits well on ones lap. It form fits my hand grip well. Took a little getting use to but any new joystick takes getting use to. My only gripe is the hat sw and switches near the hat switch seem a little high and 'out of the way' to reach with my thumb. Noise level: None. Its a totally silent stick. The only time it makes 'noise' is when the forces being made are high or quick frequency but any ff stick will do that cause of the oscilating stick movement. Connecting: Flawless setup for the software and hardware, if you follow the directions. I goofed at first and installed the stick then the software but it needs to be in the other order. No calibration is necessary. The 'Profiler' is well done and pretty easy to use. One annoying thing, the Profiler needs to always be running in the background in order for the stick to work. That 32 bit Profiler program sucks up 11mb of win95 memory (according to Norton) running two different aps, one 8mb and one 3mb (note: this is using serial connect, not sure what a USB connect uses for win95 memory or for that matter if its any different). Games: Ok the cool part. For being a newbie to FF I was surprisingly unimpressed by what FF does. Thats right, UNIMPRESSED. But dont blame the joystick!!!!! Its the games that are at fault. Alot of games have some very cool efx, the problem is its usually on ONE cool effect per game. Very few FF games seem have their FF shit together. Cool efx listing: MS CART- rumble strips at corner edges NFS3 - 'dead wheel' when in a slide MS FlightSim98 - runway cement strips on take off Incoming - being hit by an enemys incoming fire MonsterTruckMadness2 - landing the truck after a jump Games That Didnt Work: MDK with ff patch, Motocross Madness, Powerslide demo, Viper Racing demo and Die By The Sword demo. I'm not 100% sure on DBTS. It controls with the joystick very well but I'm not exactly sure what I'm suppose to 'feel' with the sword. Best Games: the best. Incoming and MS FlightSim98 are second. NFS3 is third. Problems: Very few games didnt work. I could use the stick but not the FF part. Motocross Madness is getting a patch from what I hear, Viper Racing it getting fixed too. Not sure on the others. Incompatibility is rare tho. Notes: I have notice NO slowdowns at all in any games so far. Some people complained about that with the MS FF joystick. <shrug> Summary: I feel its well worth the $100 I paid for it. For the most part, my Wingman Force just plain works very well. I feel the main problem is that the games are not implementing FF very well yet. There are a few cool well designed FF games but not very many. As time goes on, esp. with the onslaught of FF wheels coming out, lots more games will be using FF to a better effect.
Thanks for the report. My first inclination was to consider FF a gimmick aimed primarily at arcaders. Me, I'm a flight and racing simmer (lately, just the latter). I can see it being put to good use in both. In flight sims, I'd like it to mimic the feel of a stick when one gets into buffeting and the mushiness associated with near-stall flight. In racing sims, the obvious benefit would be in giving road feel to indicate slip. My guess, and as your report tends to support, is that it is instead used for things like gun vibration and rumble strips. To me, that isn't worth the change to FF. And as noted by the GPL designers, they don't think FF is there yet for the road feel. So, maybe in another year or so? I'll wait.
Tom Diet 18 Oct 1998#428588
I have been using the MS Sidewinder FF joystick for about a year. It's very nice in sims like FS98. I wouldn't say it's incredible, but it does add to the realism. The stick actually helps you fly. For example, if your plane isn't "trimmed" out, you can really feel the force of it (i.e. you fight the stick to keep the plane level). It also helps with wind and stalls. I also like it in sims like F1RS. The stiffness of the control I think helps. I have been considering MS's FF wheel, but $200 is a bit pricey(sp). I will wait a bit, although the Sidewinder FF hasn't gone down a penny since I bought it a year ago for $149. Tom
Oh dont get me wrong, many games have alot FF efx in them. I just listed the effect in each game that really stood out to me as 'cool'. MS FlightSim98 has much more than just take off effect. And NFS3 has alot more than just the 'sliding' effect. Descent: Freespace has many very well done effects which why I liked it the best.
aaue.. 20 Oct 1998#429165
One game where I really like the execution of FF is I-War. The stick shudders when you fire, jerks when you are hit or when you collide with another ship and, best of all, when your controls go dead on you, the stick goes dead too. Now, these are not incredibly complicated effects, but they do seriously help with the gameplay. When that stick keeps shuddering, you know you're taking damage and when it goes dead, you feel really helpless. I also like the implementation in Warbirds. The stick's reaction to stalls is very helpful, and the FF on cannon or mgs is just plain cool. -Sascha

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