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Force feedback is rubbish?

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Mark - 29 Aug 2005 09:15 GMT
Okay, been out of the auto sim picture for quite a while, although I
used to be really into it - bought one of the first Thrustmaster wheels,
and played Microprose GP and Indycar a lot. I got out of it just as
force feedback wheels started to appear.

Recently I decided to buy a force feedback wheel as I was expecting the
technology to have matured to the point that it would be a great
experience. Checked the reviews and based on these, I got the Logitech
momo force wheel.

I have since tried it in a few games, and it is absolutely rubbish! I
can't believe that people really think that force feedback is good, or
is it just that my wheel is defective? Problems include:

* When turning the wheel, it is notchy rather than smooth. I have never
turned a wheel on a real car that feels like this.

* The amount of force required to turn the wheel is the same or close to
the same irrespective of wheel position, ie, the load to turn it a
degree from dead centre is the same as the load to turn it from 90 to 91
degrees. How stupid is this. Anyone who has driven a race car will tell
you that much more force is required when the wheel is at a high degree
of lock as the tyres are exerting much more sideways force. This feel is
critical to tell you what the car is doing.

* Amazingly, force is required to actually turn the wheel, but very
little force is required to keep it in a given position. This is again
completely unrealistic. When driving a car, the load derives from the
angle of the wheel - not changing the angle of the wheel.

Again, I can't believe that people might think that this type of force
feedback is at all realistic. Do people who are knowledgable about real
car dynamics use the current force feedback wheels, or do they think
they are a joke and just use a non-force feedback wheel?
Steve G - 29 Aug 2005 11:50 GMT
Mark...

The notchiness is something that should go away once the wheel is broken
in. I've never felt any notchiness with my red Momo, though. Maybe the
black one is different?

As for your less than stellar FF experience, my hunch is that your
settings need tweaking. It took me a lot of hunting around on the
newsgroups and message boards before I found helpful settings from other
racers for the sims I was playing, mainly N2003 at the time. I can tell
you that the right wheel settings can make all the difference as to
whether the FF feels realistic or not, and whether you can sense what
the car is doing well enough to achieve optimum lap times.

Do you have the Logitech Wingman software installed and running? Have
you got the latest version of it from www.wingmanteam.com?

For N2003, I found that the best settings for me were to have the
Overall Effects Strength set to 125% and everything else set to 0%
(Spring Effect, Damper Effect, Centering Spring) and also having the
"Enable Centering Spring..." checked (yes, even though it's value is set
to 0).

Those same settings seem to be working out very nicely in rfactor with
one caveat, and this is really important because most sims built around
the ISI engine will require the same change - you need to REVERSE the
force setting in the game in order for Logitech wheels to properly sense
the forces. In the rfactor demo, this is a change that needs to be made
in an INI file (changing a number to a negative value). In other sims,
like EA NASCAR Sim Racing, there should be a setting somewhere in the
game to reverse the forces. If your wheel is feeling dead on center and
completely wrong when you are steering it, chances are that the force
setting needs to be reversed.

Just that one setting change in rfactor turned the sim into one that I
thought had missed the boat on FF into one of the finest force feedback
experiences I have had.

Hope you get it dialed in to where you like it.

Steve G

> Okay, been out of the auto sim picture for quite a while, although I
> used to be really into it - bought one of the first Thrustmaster
[quoted text clipped - 30 lines]
> real car dynamics use the current force feedback wheels, or do they
> think they are a joke and just use a non-force feedback wheel?
Dave Henrie - 29 Aug 2005 13:52 GMT
> Mark...
>
> The notchiness is something that should go away once the wheel is broken
> in. I've never felt any notchiness with my red Momo, though. Maybe the
> black one is different?

  Your Red Momo has a cable, the Black has gears.  But beleive it or not,
often the notchiness is caused by the FF in game and each track.
Especially the Nr2k3 tracks.  I generaly put the FF slider in game at
around 45 to 50% for Papy and -negative 90ish for ISI.  Each track can be
different. Some are smooth at 49 others need reducing.  Is this a 'real'
experience?  No.  But the various 3rd party tracks and even Papyrus
originals are not all built to the same degree of detail

  There are hundreds of threads on setting up wheels for use with ISI
products.  Google groups ras.

50% on all ingame axis. Then adjust to suit.  Turn off Speed Sensitivity.  
Adjust the straight line wandering with your steering lock setting in the
setups.  Have fun, good luck.  But remember, many old hand have never used
FF and do quite well, some even use gamepads and keyboards. Whatever works

dave henrie
.  
Jan Verschueren - 29 Aug 2005 23:38 GMT
"Dave Henrie" wrote...
>> The notchiness is something that should go away once the wheel
>>  is broken in. I've never felt any notchiness with my red Momo,
>> though. Maybe the black one is different?
>
>   Your Red Momo has a cable, the Black has gears.

Red Momo has gears too, LWFF (red wheelrim) had a cable driven system.

Notchiness with Papyrus sims and Logitech FF wheels is largely due to the
latency setting (should be about 30ms for smooth operation) and, as Steve
pointed out, one should have the centering spring "on" but at 0% to avoid
drop-outs when turning it from side to side quickly (caveat: will dull the
FF sensation a little in GPL).

Also, 50% strenght in NR2003 is the "standard" setting, what 100% used to be
in N4 and 255 in GPL.

Jan.
=---
Jan Verschueren - 29 Aug 2005 23:42 GMT
"Jan Verschueren" wrote...
> <snip>

Forgot to mention: nearly all fast setups for NR2003 one finds on the web
are for non-FF wheels and feature "evil" caster (full positive left, full
negative on the right), which loads up the steering in all the wrong ways
for a FF user.

Jan.
=---
Steve Whitty - 29 Aug 2005 14:28 GMT
> Okay, been out of the auto sim picture for quite a while, although I used
> to be really into it - bought one of the first Thrustmaster wheels, and
[quoted text clipped - 30 lines]
> car dynamics use the current force feedback wheels, or do they think they
> are a joke and just use a non-force feedback wheel?

I have the same wheel.  its notchy to begin with.  as others have said, it
goes away and gets really smooth and feels good after its broken in.

and like the others, google or ask this mob the right settings for each
game.   most new people to ff are slower to begin with, and it feels
strange.  stick with it.  you'll get used to what the wheel is telling you.

cheers

steve
zx12rcr - 29 Aug 2005 21:37 GMT
Try GTR with minimal special effects, it's a lot better
at force feedback than most sims. Force feedback increases
with cornering forces until you reach or exceed the limits,
and then the feedback is reduced, letting you know you've
reached the limits and somewhat realistic.
Bruce Kennewell - 30 Aug 2005 03:34 GMT
I agree. FF is rubbish.

The very first wheel/pedal arrangement I ever bought was the Thrustmaster
unit...used it for GP2, ICR2, GPL etc.
No force-feedback on that arrangement.
Then "upgraded" Aussie-built, non-FF unit (Advantage 1) which gave sterling
service for a couple of years.
(At odd times I would still revert to my Gravis Pro joystick....particularly
with GPL as I found it much "quicker"  to use.)

Then I tried an MS FF unit and hated it.
No matter how I tweaked it I just could not accept that this was meant to
replicate real life. I saw no advantage in using it.
So I gave it to my son and since then I've gone back to the good old Gravis
joystick, which pretends to be nothing other than a very reliable joystick.

FF leaves me cold, I'm afraid.

BK
John DiFool - 30 Aug 2005 16:17 GMT
>I agree. FF is rubbish.
>
[quoted text clipped - 15 lines]
>
>BK


Same planet different worlds.  A cable came loose the other night
and I lost FF on my Red Momo.  Kept wandering all over the track;
FF kind of "locks" me in (any attempts on a straight to wander left
or right cause the FF to kick in, so much so I can go down something
like the Mulsanne straight on Le Mans 67 (for NR2003) blind and
stay on the track.

And I have found it invaluable for feeling bumps and making small
opposite-lock adjustments to keep the car on course.  I can't
imagine driving without it really.
whooo - 30 Aug 2005 16:58 GMT
>>I agree. FF is rubbish.
>>
[quoted text clipped - 27 lines]
> opposite-lock adjustments to keep the car on course.  I can't
> imagine driving without it really.

I agree. I started up GTL demo the other night, and forgot to turn FFB
back on after doing some fiddling. Well, it took me ages to realise what
was causing me to crash all the time. Of course it was the lack of FFB!
That tells me that FFB is valuable and very subtle.
Gil - 30 Aug 2005 20:38 GMT
I have a MSFF wheel and use it for NR2003. I find the FF to be an
invaluable aid in driving. I don't have any of the trouble you are
having with your MOMO, and I have friends who use MOMO wheels and are
very pleased with them.

Sorry you have trouble with yours, but I think you are in the minority.
Peter - 31 Aug 2005 00:28 GMT
> >>I agree. FF is rubbish.
> >>
[quoted text clipped - 32 lines]
> was causing me to crash all the time. Of course it was the lack of FFB!
> That tells me that FFB is valuable and very subtle.

I think it all depends on what you are used to.  Up till now I've driven
without FF in most sims (GPL, F1 99-02, NR2003) and on the odd occasion
have tried turning FF on only to have loads of trouble getting used to
what is going on.  In other words I got worse because I had gotten used
to no FF in these sims.

Recently I got a 2nd, faster computer so I could play RBR, which was far
too stuttery on my other computer, plus a 2nd wheel (For network racing)
and FF was set on by default and I've taken to it like a duck to water
simply because I'm not having to retrain myself to get used to a new set
of inputs and way of driving.

Signature

Pete Ives
Remove All_stRESS before sending me an email

Byron Forbes - 30 Aug 2005 16:26 GMT
>I agree. FF is rubbish.
>
[quoted text clipped - 17 lines]
>
> FF leaves me cold, I'm afraid.

   How long did you use it b4 you gave up on it?
Bruce Kennewell - 31 Aug 2005 02:57 GMT
Not long, Byron.....maybe half a dozen times, primarily in the NASCAR Racing
series.
I just didn't like the feel of it; it simply seemed gimmicky rather than a
useful function.

Bruce.

>     How long did you use it b4 you gave up on it?
Steve Simpson - 31 Aug 2005 10:14 GMT
> Not long, Byron.....maybe half a dozen times, primarily in the NASCAR  
> Racing
> series.
> I just didn't like the feel of it; it simply seemed gimmicky rather than  
> a
> useful function.

The Papyrus games are regarded by most people to have the worst FF among  
the good sims.

Richard Burns Rally probably has the best FF of any sim (at least with  
Logitech wheels)
Byron Forbes - 31 Aug 2005 15:38 GMT
>> Not long, Byron.....maybe half a dozen times, primarily in the NASCAR
>> Racing
[quoted text clipped - 8 lines]
> Richard Burns Rally probably has the best FF of any sim (at least with
> Logitech wheels)

   Bruce, when I first got the Black Momo I now use I called it "Force
Fightback" since it was like a match of wills between me and the wheel! :)
It took me about 2 weeks and many hours to adjust. To sim without it now is
unimaginable! Instead of driving without any feel at all, the best way I can
think of to describe my driving atm is that I follow the FF - it is a great
guide. :)

   I see no problem with it with NR2003 and irrespective of how authentic,
realistic, etc it might be, it undoubtedly gives you a much greater feel for
track and car and is undoubtedly an enhancement to both the sim experience
and speed/consistancy (I remember Greg Stewart mentioning the word
"consistancy" when i first asked him about it way back - and he's definantly
right. No surprise there! LOL)

   I hereby label ?simming? without FF as arcade! :) More seriously though,
simming is simply not as good in any reguard without FF!
Jeff Reid - 30 Aug 2005 07:29 GMT
In Live For Speed S1, just enabling force feedback gave
a player the equivalent of a stability assist, which helped
quite due to the poorly implmented and unstable tire and
differential physics that made cars like the LX6 so unstable.

There wasn't any real feel to the force feedback in LFS S1,
but the stability assist effect kept cars like the LX6
facing forwards more often.
Paul Grunwald - 31 Aug 2005 03:33 GMT
I found this a couple of years ago on dejanews and saved it as a text
file.

YMMV....

HTH,
Paul

--------------
For the MOMO people, do this.

Start/Settings/Control Panel/Game Controllers.

Then..

Double Left Click on the MOMO, then click the Settings button (bottom
right).

Then set these options...

Combined - unticked (ie: no checkmark) [this allows your brake and gas
pedals to be on a separate axis, which is important to have]

Enable Force Feedback - ticked (ie: checkmark it) [this allows force
feedback in games duh]

Overall Effects Strength - 97% [the reason for 97% and NOT 100% is a long
and complicated explanation, but in short it helps oscillations from
happening]

Spring Effects Strength - 0% [no Papyrus sims use this setting and oddly
enough, if you set it to anything other than 0% you will get undesirable
effects]

Damper Effects Strength - 0% [very VERY important to set this to 0%, this
is probably THE most important setting, as it will greatly increase
notchiness and wheel twitches, even though the Papyrus sims do not
exactly enable it]

Enable Centering Spring - ticked [you are going to find this strange,
because in the next setting I tell you to set it to 0%, which is odd
because why not just untick it? well, there's a reason and here it is...
if you don't tick this option and also don't have Damping set -which if
your going with these settings you won't- then a strange phenomenon
happens, you will find that if you turn your wheel rather sharply, the
resistance of the wheel just "gives out" which is not something you want
to happen. I will also admit that having this unchecked does appear to
give slightly better forces -SLIGHTLY- but the repercussions just aren't
worth it for the payoff. so in the end check this option]

Centering Spring Strength - 0% [this is IMPORTANT! i know it's weird, but
you must set it to 0% -  read above option for better explanation]

Then in your Logitech Wingman Profiler, create a Nascar 2003 profile and
then set these settings as follows...

Steering Wheel Sensitivity to 33% [the reason you want to go down from
the default 50% to 33% is because at 50% the wheel is too sensitive to
tiny wheel adjustments... which is not realistic. drive your car and
notice how far you have to turn your wheel... the MOMO have a large
radius to turn, it's a shame most people only move it 5 degrees to either
side. this setting should allow more precise driving and overall
smoothness as well - and you can go down even lower if you wish, to say,
25% if you want to have even more movement, but i suggest 33% for
starters at least, get used to that and go more later if you like the
effect]

Steering Wheel Dead Zone - 2% [another long explanation would be needed
and I don't feel like telling, but in short this also helps oscillations
and twitchiness]

Accelerator Sensitivity - 55% [strangely, this option is the exact
opposite of the Steering, INCREASING this option from the default 50% to
55% makes the gas less sensitive to the immediate input, in other words,
you have to push down farther before the car gets more power. the default
50% is a little touchy - when you barely touch the pedal the car can spin
out. 55% helps this from happening and overall gives a more natural and
fine tune approach]

Accelerator Dead Zone - 2% [much the same reasoning as above, this helps
from keeping your car getting to much gas too fast]

Brake Sensitivity - 55% [exact same reasons as accelerator, increasing
this to 55% helps your brakes from locking up to fast. one word of note
though is that I have modified my brake pedal to include the squash ball
instead of the spring, so that may make a difference in your setup. just
note that increasing this gives less immediate braking and can help if
your tires are locking up too easily under braking]

Brake Dead Zone - 2% [same reasons as all the others dead zones]

Now, in Nascar 2003, enable the Force Feedback option under the Controls
tab and you should run this setting in between 35-65 (50 being most
common setting) depending on the track and more importantly, on your
setup for that track. I know this is a pain to have to do at each
individual track, but depending on your setup you will need to adjust the
strength of the forces in game between each track change.

Just start out from 50 and work from there. the key to adjusting strength
is this... if the wheel has a "notchy" feel, lower the setting till it
JUST goes away, if it doesn't have a notchy feel, then raise it till you
feel the notchyness and then lower it till it just goes away again. In
essence giving you the most forces while remaining smooth.

Leave Damping completely off in game... but *IF* and only if you are
oscillating exiting a corner on the straight, then you can slightly and
slowly increase it in game till you stop oscillating, but I doubt many of
you will have oscillation problems because the settings we set up earlier
should rid you of any. This is the only good thing Damping is good for,
so try not to use it unless you have to because it hurts your performance
elsewhere. and again, NEVER EVER EVER use the Damping setting in windows,
the one found in the control panel... and only use the in-game damping if
you absolutely must (as this can mask the real forces and it also
increases notchiness by a factor of 3 fold).

Leave latency off in game (0%). It only provides fake and incorrect
forcesat usually the wrong time anyways and can definitely get in the way
ofthings and effect the overall impressions of the wheel with the rest of
these settings described here. if you honestly feel like forces are
literally coming too late (which I find very hard to believe) and you
feellike you absolutely have to add to this setting, go ahead and
increase it...with 25 being your absolute max (15 the preferred max) and
0% being the optimal.
Steve G - 31 Aug 2005 09:50 GMT
Great post, Paul. That post had been invaluable in getting me started on
the path to finding the settings that worked well for me. I ended up
using much of that, but use a higher "overall effects strength", 0 for
all my dead zones (anything higher made the steering feel too vague on
center for me), and kept the sensitivity set to 50% (in the newer
revisions of the wingman software, this setting is equivalent to near
linear movement - I do all my linearity adjusting in N2003 rather than
here).

Also, I've found that, for me at least, latency settings (in N2003) can
make a huge difference in my ability to achieve optimum lap times. I
usually have it set to 1 or 2, on rare occassions 0, and also rarely
higher than 2 but always less than 20. The setting seems to be tied to
what server and track I am on.

Steve G

>I found this a couple of years ago on dejanews and saved it as a text
>file.
[quoted text clipped - 121 lines]
>
>  
Mark - 31 Aug 2005 07:04 GMT
> Okay, been out of the auto sim picture for quite a while, although I
> used to be really into it - bought one of the first Thrustmaster wheels,
[quoted text clipped - 30 lines]
> car dynamics use the current force feedback wheels, or do they think
> they are a joke and just use a non-force feedback wheel?

Thanks for all of the feedback. Certainly seem a lot more promising. I
remembered that there was a lot of talk about tweaking when the force
feedback first came out, but I presumed that this would be less
necessary given that the technology should be a lot more mature now. I
still don't like having to do the tweaking as I wouldn't pretend to know
exactly how car X feels on track Y - this should be something that the
game designers do through testing so that you know that it is realistic.
 
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