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What's the best Force Feedback wheel for N3??

6 posts by 6 people · 16 Sep 1999 - 17 Sep 1999

Rory 16 Sep 1999#493053
i was thinking about getting the ACT Labs one, but the Microsoft one looks kinda good too. What do you all think. Rory
iham 16 Sep 1999#493054
well just bought a new wheel myself after trying both the logitec and microsoft wheel i picked the logitec forced feeback wheel. It's really good . Dont know about the act labs
TDStor 17 Sep 1999#493372
Does anyone know or has anyone seen any information about Thrustmasters FF Wheel?
I have a Force RS sitting in my garage collecting dust. I bought it originally for Viper Racing but after a day or two of racing I think the 'novelty' wore off. When GPL 1.1 came out I went out to the garage, dusted it off, and gave it another try. Again, for me at least, I didn't find the game any more immersive. Because of this the defects in the product in comparison to my other non-force feedback wheels relegated it to also-ran status. The wheel itself has a notchy feel to it both with and without a FF effect underway. The shift paddles are a rather poor design and feel 'cheap'. I ended up using the buttons for shifting because of this. Thankfully the additional buttons are a very nice feature. The strength of the forces are good but I still feel like it is not an entirely accurate or compelling model of the forces involved. In the split-second world of racing I found myself anticipating the forces after a while instead of reacting to them. That is to say, I already had enough information at hand to know the outcome before the forces produced by the original situation made themselves apparent. The pedal unit is the weakest part of the apparatus. Both pedals are small and have a near binary feel to them. The downward pedal action is also very tiring after all but the shortest of races. The pedals do not feature any force feedback effects. For me feedback during braking is a must have feature. Sadly the current crop of devices don't support this feature, Force RS included. After a while I completely ditched the pedals and instead hooked up the beefy ECCI set to the gameport in conjunction with the Force RS hooked up to the serial port. This produced better results in GPL, but I don't think very many games support this multiple joystick configuration (kudos to Randy Cassidy for his excellent GPL input device code). The switchable I/O design is a useless feature for those of us that don't own consoles, for those that do I'm not sure how you would actually use this device with a console system from a logistics point of view (it is quite bulky and requires a solid desk to attach to). The USB upgrade seems interesting, but why not just get it in the first place? So you can have a Firewire wheel? USB2? The original design of the wheel isn't such that I would want to keep it that long. In my opinion I think I'll wait for the next generation of FF wheels to come out before giving FF another try. Regardless of when that is, I'll still be playing GPL. :-) - George
I'm going back to my TSW2 from the Act Labs FF for N3. The force feedback isn't good enough to justify the loss in steering accuracy. In GPL it was worth the tradeoff - not the pedals though. Now with GP500 and RC coming out as well as the RS Shifter I've got a little dilemma here :/ D. Cook
Quoted text (54 lines)> > Has anyone had any experience with the Force RS in Nascar 3 > > and/or GPL? > I have a Force RS sitting in my garage collecting dust. I bought > it originally for Viper Racing but after a day or two of racing I > think the 'novelty' wore off. When GPL 1.1 came out I went > out to the garage, dusted it off, and gave it another try. Again, > for me at least, I didn't find the game any more immersive. > Because of this the defects in the product in comparison to > my other non-force feedback wheels relegated it to also-ran > status. > The wheel itself has a notchy feel to it both with and without > a FF effect underway. The shift paddles are a rather poor > design and feel 'cheap'. I ended up using the buttons for > shifting because of this. Thankfully the additional buttons > are a very nice feature. The strength of the forces are good > but I still feel like it is not an entirely accurate or compelling > model of the forces involved. In the split-second world of > racing I found myself anticipating the forces after a while > instead of reacting to them. That is to say, I already > had enough information at hand to know the outcome > before the forces produced by the original situation > made themselves apparent. > The pedal unit is the weakest part of the apparatus. Both > pedals are small and have a near binary feel to them. The > downward pedal action is also very tiring after all but the > shortest of races. The pedals do not feature any force > feedback effects. For me feedback during braking is > a must have feature. Sadly the current crop of devices > don't support this feature, Force RS included. After a > while I completely ditched the pedals and instead hooked > up the beefy ECCI set to the gameport in conjunction > with the Force RS hooked up to the serial port. This > produced better results in GPL, but I don't think very many > games support this multiple joystick configuration (kudos > to Randy Cassidy for his excellent GPL input device code). > The switchable I/O design is a useless feature for those > of us that don't own consoles, for those that do I'm not > sure how you would actually use this device with a > console system from a logistics point of view (it is > quite bulky and requires a solid desk to attach to). > The USB upgrade seems interesting, but why not just > get it in the first place? So you can have a Firewire > wheel? USB2? The original design of the wheel isn't > such that I would want to keep it that long. > In my opinion I think I'll wait for the next generation of > FF wheels to come out before giving FF another try. > Regardless of when that is, I'll still be playing GPL. :-) > - George

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