Race Sim Central
Rec.Autos.Simulators Archive

FF effects in F1RS

3 posts by 2 people · 22 Oct 1998 - 23 Oct 1998

Greg Cisko 22 Oct 1998#429681
I am curious if someone can give a rundown of the FF effects which you can expect from F1RS. Also a comparison of which of these effects are lacking with the Saitek and MS FF wheel. Any info is much appreciated. -- Header address intentionally scrambled to ward off the spamming hordes. cisko [AT] ix [DOT] netcom [DOT] com
Greg Cisko 23 Oct 1998#429920
>Very little in the way of effects when you are on the road (using a Microsoft >Wheel). Effects are OK when you go off road. Bumps with other cars are very >soft and I don't think that you even feel the ripple strips (please note that >this is all based on a 5 minute run using 1.09 - so they are just my initial
Quoted text (7 lines)>impressions). >Email me Greg if you want a more detailed analysis. >Scott Caddaye >Australia
Thanks for the reply. I pre-ordered a Actlabs Force RS today. They claim to be shipping them next week sometime. Anyway there is a Ubisoft game pack bundled with the wheel. This includes F1RS. The wheel is definitely DOS compatible according to the Actlab person I spoke with on the phone. So N2 should be no problem. The wheel supports Immersion Iforce 2.0 so F1RS should kick ass. BTW, I found a file called FrcFeedB.txt in my Ubisoft directory. I'll include it at the end of this message. It contains a list of FF effects that you can expect from the game (and is quite substantial). Also my brake spring on my T2 broke again yesterday. I'm definitely ditching that thing, as I am fed up with spring replacements. -- Header address intentionally scrambled to ward off the spamming hordes. cisko [AT] ix [DOT] netcom [DOT] com ----------------------------------- Force Feedback Configuration ----------------------------- Index ===== 1) CH Force-FX 2) Microsoft Sidewinder Force Feedback Pro 3) I-Force 2.0 Devices 4) I-Force Studio File Support 5) Selection of Force-Feedback Device Type ---------------------------------------------------------------------------- ---- 1) CH Force-FX For the best effect with the CH Force-FX joystick, we recommend you do not use the Force Feedback DirectX 5 driver. 2) Microsoft Sidewinder Force-Feedback Pro Full support with the I-Force Studio File (f1_joy.ifr). 3) I-Force 2.0 Devices Full support of I-Force 2.0 with the I-Force Studio Files. (f1_joy.ifr and f1_whl.ifr) 4) I-Force Studio Files Support We use the I-Force Studio file for the effects settings. You can change the effects but you cannot rename it. If you change an effect and if your device does not support the effect, the game will use the default one. The "f1_joy.ifr" file is for Force Feedback joysticks and the file "f1_whl.ifr" file is for Force Feedback wheels. Effects in the Game ------------------- 1) Collision Impact Effect (CollisionImpact_FX) This effect is played just after a collision with a car or a wall. 2) Collision Friction Effect (CollisionFriction_FX) This effect is played when you sideswipe the wall or just after the collision impact effect. 3) Crick Effect (Crick_FX) This effect is played when you are in the pit. 4) Gear Broken Effect (GearBroken_FX) This effect is played when you pass a broken gear. This effect is optional. 5) Gear Fire Effect (GearFire_FX) This effect is played when a shift down with back fire occur. This effect is optional. 6) Gear Pass Down Effect (GearPassDown_FX) This effect is played when you shift down. This effect is optional. 7) Gear Pass Up Effect (GearPassUp_FX) This effect is played when you shift up. 8) Pistol Effect (Pistol_FX) This effect is played when you change the tires in the Pit. 9) Wheel Stiffness Effect (Stiffness_FX) Effect corresponding to the stiff centrifugal force on the car wheel. You cannot change the type of this effect. 10) Vibration Effect (Vibration_FX) This effect is played when the car rolls on bumpy ground, or when a flat occur. You cannot change the type of this effect. 11) Wheel Inertia Effect (WheelInertia_FX) Effect corresponding to the natural inertia of the car wheels. 5) Selection of Force Feedback device type For select the type of the Force Feedback device, you must change the value next to FFDevTypePlayer0 or FFDevTypePlayer1 label (if you play in single player just change the value for FFDevTypePlayer0) in the ubi.ini file located in your Ubisoft directory under your Windows directory. For a Force Feedback Joystick Device : FFDevTypePlayer0=JOY For a Force Feedback Wheel Device : FFDevTypePlayer0=WHEEL
Is there a online demo of F1RS that allows one to feel the FF effects? If so where? I'ld love to compare it to other racing games. thanks Derek
Quoted text (142 lines)> >Very little in the way of effects when you are on the road (using a > Microsoft > >Wheel). Effects are OK when you go off road. Bumps with other cars are very > >soft and I don't think that you even feel the ripple strips (please note > that > >this is all based on a 5 minute run using 1.09 - so they are just my > initial > >impressions). > >Email me Greg if you want a more detailed analysis. > >Scott Caddaye > >Australia > Thanks for the reply. I pre-ordered a Actlabs Force RS today. They > claim to be shipping them next week sometime. Anyway there is a > Ubisoft game pack bundled with the wheel. This includes F1RS. > The wheel is definitely DOS compatible according to the Actlab > person I spoke with on the phone. So N2 should be no problem. > The wheel supports Immersion Iforce 2.0 so F1RS should kick > ass. BTW, I found a file called FrcFeedB.txt in my Ubisoft > directory. I'll include it at the end of this message. It contains > a list of FF effects that you can expect from the game (and is > quite substantial). Also my brake spring on my T2 broke again > yesterday. I'm definitely ditching that thing, as I am fed up with > spring replacements. > -- > Header address intentionally scrambled to ward off the spamming hordes. > cisko [AT] ix [DOT] netcom [DOT] com > ----------------------------------- > Force Feedback Configuration > ----------------------------- > Index > ===== > 1) CH Force-FX > 2) Microsoft Sidewinder Force Feedback Pro > 3) I-Force 2.0 Devices > 4) I-Force Studio File Support > 5) Selection of Force-Feedback Device Type > ---------------------------------------------------------------------------- > ---- > 1) CH Force-FX > For the best effect with the CH Force-FX joystick, we recommend you do > not use the Force Feedback DirectX 5 driver. > 2) Microsoft Sidewinder Force-Feedback Pro > Full support with the I-Force Studio File (f1_joy.ifr). > 3) I-Force 2.0 Devices > Full support of I-Force 2.0 with the I-Force Studio Files. > (f1_joy.ifr and f1_whl.ifr) > 4) I-Force Studio Files Support > We use the I-Force Studio file for the effects settings. You can change > the effects but you cannot rename it. If you change an effect and if > your device does not support the effect, the game will use the default > one. > The "f1_joy.ifr" file is for Force Feedback joysticks and the file > "f1_whl.ifr" file is for Force Feedback wheels. > Effects in the Game > ------------------- > 1) Collision Impact Effect (CollisionImpact_FX) > This effect is played just after a collision with a car or a wall. > 2) Collision Friction Effect (CollisionFriction_FX) > This effect is played when you sideswipe the wall or just after the > collision impact effect. > 3) Crick Effect (Crick_FX) > This effect is played when you are in the pit. > 4) Gear Broken Effect (GearBroken_FX) > This effect is played when you pass a broken gear. > This effect is optional. > 5) Gear Fire Effect (GearFire_FX) > This effect is played when a shift down with back fire occur. > This effect is optional. > 6) Gear Pass Down Effect (GearPassDown_FX) > This effect is played when you shift down. > This effect is optional. > 7) Gear Pass Up Effect (GearPassUp_FX) > This effect is played when you shift up. > 8) Pistol Effect (Pistol_FX) > This effect is played when you change the tires in the Pit. > 9) Wheel Stiffness Effect (Stiffness_FX) > Effect corresponding to the stiff centrifugal force on the car > wheel. You cannot change the type of this effect. > 10) Vibration Effect (Vibration_FX) > This effect is played when the car rolls on bumpy ground, or when a > flat occur. You cannot change the type of this effect. > 11) Wheel Inertia Effect (WheelInertia_FX) > Effect corresponding to the natural inertia of the car wheels. > 5) Selection of Force Feedback device type > For select the type of the Force Feedback device, you must change the > value next to FFDevTypePlayer0 or FFDevTypePlayer1 label (if you play in > single player just change the value for FFDevTypePlayer0) in the ubi.ini > file located in your Ubisoft directory under your Windows directory. > For a Force Feedback Joystick Device : > FFDevTypePlayer0=JOY > For a Force Feedback Wheel Device : > FFDevTypePlayer0=WHEEL

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy