Yes,
I was known as the ISI hater, but I converted, ish. At least there was more possible than I thought; even though its not perfect.
I was also a big hater of force feedback. I still am ish. But much like the ISI story, I now went out and bought a G25 to see what it is made off.
I never liked force feedback because:
- wheels of dodgy build quality
- lots of internal resistance, can't turn quickly if you want it
- big gearing meaning it can't turn fast by itself either
- gears give notchy feel
- jittery unstable jerking forces
- low fidelity, not many distinguishable levels (steps) of force
The G25 is better in most areas, quality is good, internal resistance is much lower, spikes and stability are a lot nicer and it has a higher turning speed. But is it good enough?
What should FF be for me?
I only really want force feedback if its going to help me. In most cars, the suspension geometry and tire alligning torque mean that the front tires will want to keep rolling in the direction the car is moving. So when the back steps out, the tires keep pointing ahead and the wheel turns by itself. It also should straighten once a slide comes back and goes straight. Force feedback should be a driving aid that helps you keeping the car on the road at extreme conditions.
Force feedback should also give some fidelity of information regarding what is happening. Steering should be heavier when the car is pushed down on the road by road camber or track undulations. Steering should get lighter or heavier depending on suspension geometry and slip angle etc etc.. For this you would need a fair amount of 'dynamic range'; you should be able to feel small forces and large forces.
See the video:
http://www.youtube.com/watch?v=-XgQm_fITok
The only thing I change is the rotation angle used in the logitech driver.
Here's the deal:
I bring the car in an oversteer situation and let go of the steering, then see how the wheel and game fight it out. Ideally you'd see that the front tires are kept in the direction the car is going, so it should straighten out. Or at least, a big nod in that direction. Then I do a donut, and see if it gets out of it by itself or not, in general taking notice of what happens.
900 mode
At 900 degrees in both LFS and rFactor you can see the car spins out every time I let go of the wheel. You can see it *tries* to keep the tires rolling in the right direction but it can't keep up and the car spins out. Doing donuts, the same happens, both sims just stay spinning unless you really go easy on the throttle.
600 mode
Here you can see, especially in rFactor, that its closer. Yet still in both sims there is not a quick enough response and the car is out of control most of the time. It sill does not respond and the game is held back by the slow wheel.
300 mode
Again the similarity between sims is great: Now the wheel is fast enough! It keeps the front tires aiming where they should and now, when the first slide is anything smaller than a spin out, it willl catch the following ones until the car goes straight! Thats what I'm talking about! Donuts too, it easily straightens out and drives off. Now, when I let go of the wheel I can trust it will do what it is supposed to do; trying to keep the tires pointed in the direction the car is going.
Summary of modes..
At 600 and 900, the problem is that even though you let go of the wheel, there is still an unrealistic amount of ''friction'' and slowness. What happens when you let go is simply NOT what the sim wants to happen! Its a bigger handicap than it is an aid then! At 300 it works, but of course 300 is often 780 degrees less than these road cars would use in real life. It does however proof that the sims and software are ok, but that the hardware seems to be lacking still.
What about this fidelity and dynamic range thing?
How many steps of force feedback do you feel? In ISI, the default is 11500. In LFS I think 128, which can be increased to 256. HOWEVER!! that does NOT mean your wheel copies these fine steps. I wish I had a spare loadcell laying around so I could measure the actual fidelity of the wheel, which I will now do by feel. Wheel electronics, transmission 'drag' and resistance, these things compromise how many fine steps are actually left over at your fingertips. Using a force 'test' program, I can drag a slider per pixel each way and every pixel it moves a greater force is outputted to the wheel.
Now my hands can't measure 11500 or 128 steps of force. However, when slooowly moving this slider and keeping the wheel in one hand, I distinghuished 6 big steps of force.. six.. Most likely 'notches' where the cogwheels went to the next teeth. I'm not saying there are only 6 steps of force feedback. However, when there is a notchy feel, one tends to only feel these notches and eventual small steps in between these notches don't really register. I tried rFactor at a fidelity of 8 instead of 11500 and the experience was mostly the same.
So even the G25 is still very notchy and does NOT give this dynamic range of smooth FF that comes in plenty of small steps.
So I still dislike it?
Yes.. but at 300 degrees, for the first time ever, I actually saw that force feedback can work, which is quite a feat!
I was known as the ISI hater, but I converted, ish. At least there was more possible than I thought; even though its not perfect.
I was also a big hater of force feedback. I still am ish. But much like the ISI story, I now went out and bought a G25 to see what it is made off.
I never liked force feedback because:
- wheels of dodgy build quality
- lots of internal resistance, can't turn quickly if you want it
- big gearing meaning it can't turn fast by itself either
- gears give notchy feel
- jittery unstable jerking forces
- low fidelity, not many distinguishable levels (steps) of force
The G25 is better in most areas, quality is good, internal resistance is much lower, spikes and stability are a lot nicer and it has a higher turning speed. But is it good enough?
What should FF be for me?
I only really want force feedback if its going to help me. In most cars, the suspension geometry and tire alligning torque mean that the front tires will want to keep rolling in the direction the car is moving. So when the back steps out, the tires keep pointing ahead and the wheel turns by itself. It also should straighten once a slide comes back and goes straight. Force feedback should be a driving aid that helps you keeping the car on the road at extreme conditions.
Force feedback should also give some fidelity of information regarding what is happening. Steering should be heavier when the car is pushed down on the road by road camber or track undulations. Steering should get lighter or heavier depending on suspension geometry and slip angle etc etc.. For this you would need a fair amount of 'dynamic range'; you should be able to feel small forces and large forces.
See the video:
http://www.youtube.com/watch?v=-XgQm_fITok
The only thing I change is the rotation angle used in the logitech driver.
Here's the deal:
I bring the car in an oversteer situation and let go of the steering, then see how the wheel and game fight it out. Ideally you'd see that the front tires are kept in the direction the car is going, so it should straighten out. Or at least, a big nod in that direction. Then I do a donut, and see if it gets out of it by itself or not, in general taking notice of what happens.
900 mode
At 900 degrees in both LFS and rFactor you can see the car spins out every time I let go of the wheel. You can see it *tries* to keep the tires rolling in the right direction but it can't keep up and the car spins out. Doing donuts, the same happens, both sims just stay spinning unless you really go easy on the throttle.
600 mode
Here you can see, especially in rFactor, that its closer. Yet still in both sims there is not a quick enough response and the car is out of control most of the time. It sill does not respond and the game is held back by the slow wheel.
300 mode
Again the similarity between sims is great: Now the wheel is fast enough! It keeps the front tires aiming where they should and now, when the first slide is anything smaller than a spin out, it willl catch the following ones until the car goes straight! Thats what I'm talking about! Donuts too, it easily straightens out and drives off. Now, when I let go of the wheel I can trust it will do what it is supposed to do; trying to keep the tires pointed in the direction the car is going.
Summary of modes..
At 600 and 900, the problem is that even though you let go of the wheel, there is still an unrealistic amount of ''friction'' and slowness. What happens when you let go is simply NOT what the sim wants to happen! Its a bigger handicap than it is an aid then! At 300 it works, but of course 300 is often 780 degrees less than these road cars would use in real life. It does however proof that the sims and software are ok, but that the hardware seems to be lacking still.
What about this fidelity and dynamic range thing?
How many steps of force feedback do you feel? In ISI, the default is 11500. In LFS I think 128, which can be increased to 256. HOWEVER!! that does NOT mean your wheel copies these fine steps. I wish I had a spare loadcell laying around so I could measure the actual fidelity of the wheel, which I will now do by feel. Wheel electronics, transmission 'drag' and resistance, these things compromise how many fine steps are actually left over at your fingertips. Using a force 'test' program, I can drag a slider per pixel each way and every pixel it moves a greater force is outputted to the wheel.
Now my hands can't measure 11500 or 128 steps of force. However, when slooowly moving this slider and keeping the wheel in one hand, I distinghuished 6 big steps of force.. six.. Most likely 'notches' where the cogwheels went to the next teeth. I'm not saying there are only 6 steps of force feedback. However, when there is a notchy feel, one tends to only feel these notches and eventual small steps in between these notches don't really register. I tried rFactor at a fidelity of 8 instead of 11500 and the experience was mostly the same.
So even the G25 is still very notchy and does NOT give this dynamic range of smooth FF that comes in plenty of small steps.
So I still dislike it?
Yes.. but at 300 degrees, for the first time ever, I actually saw that force feedback can work, which is quite a feat!