WARNING, LONGWINDED AND PROBABLY IRRELEVANT UNLESS YOU'RE GEARING UP TO BUILD A DRIVING CAB AND HACKING AN OPTICAL WHEEL OR GOING FOR 270 DEGREE AND 360 DEGREE SUPPORT.
A few longtime members have mentioned that they were gearing up to build driving cabs.
I thought I'd throw some information, random ideas, & warnings out there.
(mostly random long-winded rambling...and you might not follow it if you haven't read my driving cab and wheel hacking threads)
The main thing is that I don't want anyone copying the way I'm doing my current CP without knowing about it's shortcomings and kinks that I haven't worked out yet.
OPTICAL PC WHEEL HACK:
First up, if you're using real arcade controls, the newer PC optical wheel hack is a PITA to setup and have calibrate correctly.
Hacking a potentiometer based wheel is so much easier (just swap out the pot).
If you go the optical route though, the trick is that the onscreen stops in the windows controller setting must correspond to the real life stops for the wheel to
calibrate properly. This is accomplished by having the perfect encoder wheel or having the stops in the right place.
I ended up with neither, so here's the ugly hack to correct it:
The bolts act as the stops now and are built up so the physical stops correspond with the stops on screen.
Not as much rotation was lost as it looks like. Maybe 1-1.5" in each direction. It still feels like a 270 degree wheel.
I checked with US digital about ordering a different encoder wheel for my optical encoder, but they said that the sensors are spaced differently for different wheels
and would have to be replaced too. The total cost was as much as a new encoder. This mess works, but I'd like it done a better way.
I'm currently using a 900CPR encoder. I think my original guess of 600CPR would have been closer. Maybe it's something in between? I give up for now.
Even if I had the perfect encoder, my happ wheel turned farther in one direction than the other?!
The original happ parts are slotted so the center position of the wheel can't be changed. It still would have required a bumper added to one side for the wheel to
center properly after calibrating. I'm using a weld-on fixture for a real steering wheel, so if I had the perfect encoder wheel or were using a potentiometer, I could just weld it at the correct center point between the two stops, even if they were asymetrical. It currently calibrates and works fine, but I'd like to redo it a better way at some point.
The super expensive FREX GP wheel uses a screw drive with a plate that moves forward and backward as the wheel is spun.
It has a bolt on each end that act as the stop. The bolts can be screwed in or out to adjust the limits.
I think this would be the way to go about hacking a G27 and allow for it's 900 degrees of rotation.
In fact the newer FREX GPs use a logitech G27 PCB.
SERVO AMP FOR ARCADE FFB MOTOR
Others have used this method (Mark Shaker and thesharkfactor). See the driving cab thread for links.
For the most part it's working as it should, but I am having a couple issues...
If I don't enable centering FFB, the wheel drifts to the left until it reaches the stops.
If I do enable it, upon startup the wheel will shake slightly left and right until I grab it, at which point is stops.
Not sure if it's just bouncing itself past the center point and correcting for it or what.
Out of the box, the FFB doesn't feel as correct as the original PC wheel. It could just be that everything is magnified and stronger, therefore more noticeable.
I had to spend a fair amount of time tweaking the FFB settings in Model 2 emulator to get it to feel right.
360/270 DEGREE COMBO THOUGHTS
This is my holy grail, but I'm torn between a few different ways of going about it.
I was hoping that the optical pc wheel hack might lead to one optical encoder doing double duty by simultaneously sending signals to both the hacked pc wheel and a
different interface for 360 degrees. This won't work, as the pc wheel recalibrates whenever the wheel travels past where the stops should be and messes up the center
point.
One idea if using a potentiometer based wheel is to use a continuous rotation pot. It's just like a regular pot, but doesn't have internal stops.
Granted if you turn the wheel farther than 360 degrees, it will suddenly be seen as being all the way in the opposite direction. A physical stop that's only in place
for 270 degree games could prevent that. Add an optical encoder wheel in there somewhere and you've got it doing double duty.
Next time around, I'm considering using a
slip ring and a
hollow steering shaft. This would allowfor buttons and paddle shifters on a 360 degree wheel. The Happ steering shaft is stepped up and down in size between 5/8" & 3/4". It's 5/8" for the most part, but steps up to 3/4" between where the wheel bolts on and it enters the bearing. This keeps everything spaced correctly. The bearing could be swapped out for one with a 3/4" center to allow for the 3/4" hollow shaft linked to. (More ideas than time or money)
My current plan (which might change) is to have two different wheels that attach via a quick-release steering hub.
The 270 degree wheel will be a modern wheel with buttons and paddle shifters.
The 360 degree wheel will be an old school chrome 3-spoke model, preferably with evenly spaced spokes so there isn't a discernable center point.
(although the wheel used on Pole Position had a definite center point, which is odd since the center point in the game is reset to the wheel's current position whenever you crash) This will require me to have some kind of disconnect for the wiring in the wheel.
I've thought about making the 360 wheel self contained, based on a wireless mouse.
I might want to have it wired though, allowing that axis to be used for yoke/star wars type controls if I want to add them later.
The yoke from Hyperdrive would probably work well for Star Wars, STUN Runner, and futuristic racing games that require a Y axis.
There are also some console racing games like XGRA that require a Y axis.
I also considered adding a flight stick that flips up from under the seat, but after testing it out found that I just didn't like any of the fighter jet games enough to bother with it.
VIEW/RADIO BUTTONS
The sega Model 2 games had 4 view buttons.
The Cruis'n games had 3 view buttons and a radio button.
So 4 buttons will cover you if that's all you have room for.
OTHER THOUGHTS:
I've always been curious about hacking the
Thrustmaster RGT FFB Clutch It claims to have 5 axis. Two of the paddles are analogue and can double as the gas and brake if the pedals aren't connected.
It would be nice to get all the controls seen as a single controller. The U-HID can handle this, but lacks force feedback.
I'm not sure if this wheel is potentiometer or optical based or if thrustmaster has software similar to logitech profiler (which has been beyond useful when setting up other emulators).