Dodgy Force Feedback?

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Dodgy Force Feedback?

Postby Ganondorf » Fri Sep 30, 2011 5:00 am

I finally got force feedback working with my Logitech G25 wheel. However, there is no jolt when colliding with opponent cars in Super GT or Daytona 2. I did read that there isn't supposed to be one, but it exists in the original Daytona and Sega Rally, and there is a jolt when colliding with walls or driving on grass. Also, the HUD shakes when colliding with them, so it suggests there should be one.

It does seem slightly odd, and possibly the FFB is acting up considering I have been having problems with this particular wheel.
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Re: Dodgy Force Feedback?

Postby nikdd » Fri Sep 30, 2011 6:27 am

Ganondorf wrote:I finally got force feedback working with my Logitech G25 wheel. However, there is no jolt when colliding with opponent cars in Super GT or Daytona 2. I did read that there isn't supposed to be one, but it exists in the original Daytona and Sega Rally, and there is a jolt when colliding with walls or driving on grass. Also, the HUD shakes when colliding with them, so it suggests there should be one.

It does seem slightly odd, and possibly the FFB is acting up considering I have been having problems with this particular wheel.


Hi Ganondorf,

Glad you got feedback working with your wheel!

The missing jolt is a known problem and is not due to your particular setup. While the effect is certainly missing from Supermodel I don't think anyone has stated that it isn't supposed to be there - indeed it seems very likely to me that the original games did give some sort of jolt with car collisions and we are hoping that someone who has access to a real machine can confirm this.

Either way, next time I have some free time I'll definitely be taking another look into it.

Thanks, Nik.
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Re: Dodgy Force Feedback?

Postby Ganondorf » Fri Sep 30, 2011 3:27 pm

nikdd wrote:
Ganondorf wrote:I finally got force feedback working with my Logitech G25 wheel. However, there is no jolt when colliding with opponent cars in Super GT or Daytona 2. I did read that there isn't supposed to be one, but it exists in the original Daytona and Sega Rally, and there is a jolt when colliding with walls or driving on grass. Also, the HUD shakes when colliding with them, so it suggests there should be one.

It does seem slightly odd, and possibly the FFB is acting up considering I have been having problems with this particular wheel.


Hi Ganondorf,

Glad you got feedback working with your wheel!

The missing jolt is a known problem and is not due to your particular setup. While the effect is certainly missing from Supermodel I don't think anyone has stated that it isn't supposed to be there - indeed it seems very likely to me that the original games did give some sort of jolt with car collisions and we are hoping that someone who has access to a real machine can confirm this.

Either way, next time I have some free time I'll definitely be taking another look into it.

Thanks, Nik.


After a bit of testing, I have found that there is a jolt when hitting opponents (at least in Daytona 2), but:

a: It's very weak (usually).
b: It only seems to work if the wheel is turned slightly.
c: It seems to be stronger when the rear of the car is involved with the collision.
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Re: Dodgy Force Feedback?

Postby RetroRepair » Fri Sep 30, 2011 4:53 pm

a: It's very weak (usually).
b: It only seems to work if the wheel is turned slightly.
c: It seems to be stronger when the rear of the car is involved with the collision.


Check your feedback settings in your ini. On my setup you can definitely feel the other cars hitting you in D2, to the point it rips the wheel from your hands! It should be as strong at least as the vibration force over grass.
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Re: Dodgy Force Feedback?

Postby isamu » Sat Oct 01, 2011 4:31 am

RetroRepair wrote:
a: It's very weak (usually).
b: It only seems to work if the wheel is turned slightly.
c: It seems to be stronger when the rear of the car is involved with the collision.


Check your feedback settings in your ini. On my setup you can definitely feel the other cars hitting you in D2, to the point it rips the wheel from your hands! It should be as strong at least as the vibration force over grass.


Retro what are your settings in the ffb part of the ini? There's definitely somethin funky going on because my experience is the same as Gandonarf. I have all 4 paramters set to 100.
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Re: Dodgy Force Feedback?

Postby Ganondorf » Sat Oct 01, 2011 6:44 am

RetroRepair wrote:
a: It's very weak (usually).
b: It only seems to work if the wheel is turned slightly.
c: It seems to be stronger when the rear of the car is involved with the collision.


Check your feedback settings in your ini. On my setup you can definitely feel the other cars hitting you in D2, to the point it rips the wheel from your hands! It should be as strong at least as the vibration force over grass.


The grass vibration force is strong, but the collision effect is nowhere near as strong. Just like Isamu, I'm not sure how to rectify the issue, as my FFB parameters are set to 100. It definitely isn't a problem with the wheel, as a similar collision jolt effect is working perfectly fine in Model 2 games. What wheel are you using and how is your ini file set up? I'm not sure where to go from here.
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Re: Dodgy Force Feedback?

Postby bandicoot » Sat Oct 01, 2011 7:06 am

I've got the same retrorepair's config a logitech driving force ( modding but it's not the question :D )
Next i have the same issue and surprissing retrorepair having collision effect
But in Emultor m2 no probleme i've got all effect
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Re: Dodgy Force Feedback?

Postby BadMouth » Sat Oct 01, 2011 9:27 am

Wasn't sure which thread to put this in, but this one is near the top and the subject line fits, soooo.....

I did some more testing this morning and made some observations that might be useful for others in their testing.
(or I might just be crazy...or both :D )


All testing was done with daytona2.zip and the following settings in the service menu:
Country: USA
Cabinet Type: Twin
Motor Power: 100%

normal car, automatic transmission, beginner track

I thought ffb was working as it should at first, but I was only side swiping cars on the straightaways. When the wheel was turned it seemed more random.
When I thought the feedback effect for cars hitting me was missing, the centering effect was pushing in the opposite direction as I was being hit from (hit from the inside on a left hand turn when centering ffb is already turning the wheel clockwise).

So I decided to turn off the centering effect to see if it made a difference, but apparently DirectInputSelfCenterMax has no effect in daytona2.

Here are some notes about how the ffb settings affect the game (I set each to 200 while having all the others set to zero during each test):

DirectInputConstForceMax : affects the strength of the resistance effect when up against a wall or other cars. also controls the centering effect.
DirectInputFrictionMax : Has no effect in daytona2 that I could tell.
DirectInputSelfCenterMax : Has no effect in daytona2. Centering force is controlled by DirectInputConstForceMax
DirectInputVibrateMax : affects the strength of the vibration feedback effect on grass and against the wall (makes wheel shake, but won't make it pull in any direction)

The things in red, I found odd.
Could it be that the ffb effect for getting hit by other cars is being masked by the centering feedback that's already present since they're both working off the same input?
(I had default centering turned off in the logitech software btw)

I played around with scuda and DirectInputSelfCenterMax does control the centering feedback on it and works like you would expect.
(DirectInputConstForceMax needs to be cranked way up on scud race, like the 200-400 range)
Last edited by BadMouth on Sun Oct 02, 2011 8:51 am, edited 1 time in total.
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Re: Dodgy Force Feedback?

Postby bandicoot » Sat Oct 01, 2011 10:39 am

this could explain why i've got an oscillation if i don't put a deadzone in the config
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Re: Dodgy Force Feedback?

Postby isamu » Sun Oct 02, 2011 1:15 am

That is very interesting Badmouth, good find.

I'm sure this will be helpful to Nik. I'm hoping that the changes he makes in the upcoming build will also resolve the issue I have in Scud Race where FFB turned on causes lag in the Advance and Expert courses.
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