Please do not post in this thread to ask for help with a problem. If you need help with an issue, please start a thread in the driving cab subforum.
(after first searching the driving cab subforum for a solution )
1/6/2016 Update - rearranged and rewrote some stuff for the sake of clarity. Deleted some outdated info. Fixed some dead links. WARNING!!!!
Setting up a driving cab is a lot of work. It's not like a joystick cab where you install an emulator,
map the controls, and can suddenly play a ton of games. Every emulator, and in the case of MAME,
every game needs to be tweaked (individually) to get them to feel and play correct. Not all
games were originally wired the same way like JAMMA cabs. Some require you to reverse one or both
pedals in MAME. All require you to adjust the analog sensitivity before the controls feel right.
When it comes to a driving cab it's one game at a time and every game added is an accomplishment!
....you have been warned. DRIVING CAB GUIDE Intro
Many people have built full driving cabs only to realize that only a handful of games are
playable when they are done. Set up your software first! Know the actual games you
will play, not just the type...the actual game! Know that they will actually run on your pc,
what controls will be required, and what interface you'll need for the controls.
Getting multiple emulators and pc games all to work with one set of controls (preferably no
mouse or keyboard) can become a fairly complicated puzzle. Knowing everything that is
required ahead of time can help you get the most out of your driving setup. Controls
Also see the BYOAC Wiki : http://newwiki.arcadecontrols.com/index.php?title=Driving_Controls
Wheel - There are generally 2 types of arcade wheels;
Those that use an optical encoder and can spin endlessly are referred to as 360° wheels
(Pole Position, Super Sprint, etc) The game can tell which direction the wheel is spinning and how fast, but cannot tell where center is.
Those that have stops and cannot spin endlessly are referred to as 270° wheels
though they may rotate more or less than 270°.
(Outrun, Cruisn' USA, Daytona USA, etc.) These use a potentiometer and the game can detect the wheel's exact position.
In general, games that used one type of wheel don't work very well with the other type. For example, when the car in pole position
crashes, the center of the wheel is reset to whatever position the wheel was in when the crash occured. This isn't a problem for a wheel
that spins endlessly and has no specific position it is meant to be held in, but if you have limited travel your new center might be all the
way against the stops.
360° wheels can be made to play better with 270° games by being limited by mechanical means (a stop),
or bkenobi has worked out a way to do it though software: http://forum.arcadecontrols.com/index.php?topic=92363.0
More recently geecab came up with some source changes that makes 360° wheels work better in MAME without complicated workarounds: http://forum.arcadecontrols.com/index.php/topic,130956.msg1341609.html#msg1341609
(probably the easiest route)
270° PC wheels work well with games that originally used a potentiometer wheel.
One benefit is that most PC wheels have an automatic "return to center" spring effect
even for games or emulators without force feedback. The downside is that most 360°
wheel games play very poorly.
A list of games that can be played with 360° wheels can be found here: http://forum.arcadecontrols.com/index.php/topic,105961.msg1122792.html#msg1122792
A list of games that can be played with 270° immediately follows it.
Shifter - In general, there are 3 types of shifter;
Earlier games used a simple 2 position Hi-Lo shifter
. Often these only had one switch in them to save money.
If the switch isn't tripped, the game assumes you are in the other gear.
Popular 3D games of the 90's used an H-Gate shifter
These usually had 4 gears in an H pattern with no reverse or clutch.
This is similar to a manual shifter in a real car where the shifter is put into gear and stays there.
Shifters that have more than 4 gears and work this way are still referred to as H-Gate shifters.
You can select "Automatic Transmission" when playing these games,
but they usually reward those who select Manual Transmission with a slightly higher top speed.
PC H pattern shifters work well with these games because they hold their position.
However they might not be ideal for games that used the next type.
The last category is Up/Down
or "Sequential Shifters
". These could either be shift paddles or
a 3 position (up/center/down) shifter knob that returns to center when it is released. These controls
move up and down through the gears sequentially with each tap.
My personal preference is to have both a 4 speed H shifter and shift paddles.
If the game has more than 4 gears, I'd rather just use the paddles.
Buttons - Additional buttons; 3D games of the late 90's usually had "start" and up to 4 "view" buttons.
Popular Midway games had 3 view buttons and a "radio" button.
To make navigation of the front end and pc games more intuitive, I mapped
the keyboard arrow keys to the 4 view buttons and put an arrow label on each.
The START button is mapped to ENTER and the EXIT button to ESC.
This makes a mouse or keyboard unecessary for most pc games.
D-Pads on PC wheels may serve the same purpose on newer games.
Force Feedback - Not supported in MAME. FFB is supported in a number of other emulators (see below).
Outputs - Shaker motors and lights (view buttons, race leader, etc) are possible with Howard Casto's Mamehooker
It works with MAME and Supermodel. Also works with M2Emulator when running Howard's Troubleshooter 2
I feel I should mentions something about PC spec requirements here. Emulating 3D driving games
requires a powerful processor, especially in MAME where the main processor is emulating everything
(including the 3D rendering that other emulators would have a video card handle). Though incomplete, this chart should give you some
idea of the requirements:processor horsepower chart
Emulators other than MAME that utilize the video card for 3D rendering require a good one. Onboard graphics are not going to cut it.
See the individual emulator sites for required specs.
Looking up driving games running on the emulators on youtube can also be useful.
Often the pc specs will be stated in the description.
Arcade MAME -
Good support for older sprite/scaling based games. A few 3D games will play well if you have a
fairly fast processor (2.8Ghz+ for Cruisin' USA, Cruisin' World. San Fransisco Rush.....4Ghz+).
A spreadsheet listing the games and details about their controls can be found here: https://docs.google.com/spreadsheet/ccc?key=0Aq37CSO6oe1fdERrVGt0emFCWnh1WDBiaFdoUmcweHc&usp=sharing
There are separate sheets for each emulation status (good, imperfect, & preliminary).
This might be handy for determining which games will work on your cab, among other things.
(Notice that there are less than 20 potentiometer wheel games on the good status sheet)
The emulation status was last updated as of v.141 !!!IMPORTANT MAME CONFIGURATION INFORMATION!!!
For 270° wheels, set the joystick deadzone to .05 in the mame.ini file;
the default .3 means that you have to turn the wheel fairly far before it does anything.
Joystick saturation narrows the operating range of your wheel, i.e. you only have to
turn it halfway before MAME sees it as being turned all the way. Set it to 1.
Controls are mapped the same way as any other input in MAME (press TAB in game)
In the MAME menu under analogue settings, adjust the sensitivity to suit each game.
Most 270° wheel games require sensitivity set to the 100-200 range.
It also may be necessary to invert one or both of the pedal axis in this menu
if MAME registers a pedal as depressed when it is all the way up and vice versa.
Digital settings adjust how key presses
respond when substituted for analogue controls.
They do not affect analogue controls. Do not map the pedals to PEDAL INC and PEDAL DEC!
Do not map the wheel to DIAL INC and DIAL DEC!
Those are reserved for key presses
being substituted for analogue input.
If you map an analog control to one of those, ANY movement will be interpreted the same as a key press would.
In other words, your controls won't be interpreted as analog anymore...and you're gonna have a bad time. There is an issue with the way shifter input is handled in MAME.
A lot of the original arcade Hi/Lo shifters had only one switch that was held closed while in high gear.
The game would just default to Lo if that swich wasn't closed. For the sake of testing and ease
of use by the majority of people, MAME developers chose to make the shifter a toggle so the
button/key wouldn't have to be held down while trying to work all the other controls.
This causes problems when using the original controls. Most people end up adding a second switch to the
shifter and mapping the single toggle button in MAME to both the Hi and Lo switches in their shifter.
This works, but the shifter easily becomes out of sync (backwards)....very confusing for guests. Dmod made a diff patch for MAME .127 that may work on other versions.
(You'll have to compile MAME yourself to install the patch)
There are some builds in this thread with Dmod's shifter fix applied: http://forum.arcadecontrols.com/index.php/topic,134889.0.html
ShifterMAME and RacerMAME are other options - see below. As of MAME v.151, the shifter toggle can be disabled in the game's individual cfg file!
More info here:http://forum.arcadecontrols.com/index.php/topic,135345.msg1397466.html#msg1397466 Shiftermame -
minwah did a custom MAME build specifically for driving games based on v.125.
This build addresses shifter issues related to older games with Hi/Lo shifters.
Keep in mind v.125 might not include support for some popular games of the 90's. RacerMAME -
Similar to Shiftermame. Based on v.106 and
makes games compatible with any shifter. The author's shifter utility also allows sequential
shifters to be used with Sega Model 2 emulator.
Newer version based on MAME v.160 with groovymame patches now available!! Cannonball
- not an emulator, but a complete rewrite of Outrun into C++ by someone who knows the game inside and out.
Fixes glitches present in the original game and adds enhancements like force feedback, widescreen & 60fps.
Requires MAME Outrun roms for graphics & music. Other WAV files can be substituted for music.
You can also create your own tracks with the LayOut tool. GeeCab's Sega Monaco GP 1979-1980 remake
- Supports both 360° & 270° wheels. Nebula's Sega Model 2 Emulator -
(The reason I wanted a driving cab!)
Plays many 3D Sega racing games from the mid to late 90's
(Daytona USA, Sega Rally Championship, etc).
Supports Force Feedback. As of v1.0, supports full widescreen without stretching!
Can be set to "hold gears" if you are using buttons instead of a shifter that stays in place.
Multiple setups can be linked via networking (see readme file)
Tip - Pedals MUST be set to SEPARATE in Windows Setup Guide Vivanonno -
Namco System 22 Emulator (These games are now playable in MAME, but require a VERY fast computer)
Plays Ridge Racer, Ridge Racer 2 and Rave Racer. Supports paddle shifting.
If any part of the settings.xml file is incorrect, Vivanonno will replace it with a new copy
of the default one. Keep a backup of your modified xml file!
Vivanonno sees buttons as one lower; i.e. Button #1 on the controller is seen as Button#0
Joystick settings for my Logitech MOMO wheel are:
<joystick><axis handle="X" gas="-Z" brake="-RZ"/> (Pedals set to SEPARATE in Windows)
Keyboard controls are entered like so (thanks isamu):
<keyboard><axis gas="X" brake="C"/><button coin1="1" test="S" service="A"/></keyboard>
(I still can't get keyboard mapping to work for me. I ended up adding to the autohotkey
script to make the keys I have post as the default keys
) THIS EMULATOR CANNOT BE LAUNCHED FROM A COMMAND LINE
I launch it from my frontend (Mala) like a PC game, with a shortcut to an AutoHotKey script. http://forum.arcadecontrols.com/index.php?topic=105642.0 Demul -
Plays Sega Naomi, Atomiswave, Gaelco 3D, & Sega Hikaru games
Windows XP users are limited to version 0.5.6 due to newer versions requiring DirectX10 or higher.
Version 0.5.6 plays Crazy Taxi and Jambo Safari.
This version can launch via command line (demul.exe -run=naomi -rom=crzytaxi),
but does not launch fullscreen. An autohotkey script can be used to post Alt+Enter
to make it switch to fullscreen after launching.
Pedals must be set to combined.
Select a USA bios instead of auto
if you want the game instructions in english.
In Jambo Safari, the lasso controls are mapped under the Player 2 controls.
[Joy2 Digital Down] throws the lasso, [Joy2 Digital Up] pulls the lasso
Sega Hikaru games like NASCAR Racing are still preliminary.
Naomi 2 games like Initial D are playable, but require a very powerful computer and video card.
Control mappings as of version .5.8 can be found here Supermodel -
Plays Sega Model 3 games
(Scud Race, Daytona 2, Sega Rally 2) Has a very comprehensive input system & force feedback
Requires MAME roms 0.143u6 or newer for force feedback to work.
Read the ReadMe file and the help section on the Supermodel website.
Search the Supermodel forums for the NoFog.glsl mod and
Lemans24 shifter fix to improve Lemans24.
Instructions for changing the region of the games can be found HERE
Console Emulators w/Analogue Support - These emulators work with potentiometer based wheel and pedals,
but may require the controls to be configured in the options menu
of each game, every time the game is launched. Tweaking analogue
settings to get the controls to feel right has been a challenge.
These games were meant to be played with gamepad thumbsticks which can change direction
much more quickly than a wheel.
If your PC steering wheel allows you to limit rotation, setting it very low (150° or less) helps.
I'm yet to get them tweaked well enough for my tastes.
This is a work in progress, but here is a spreadsheet of console games with wheel support: http://forum.arcadecontrols.com/index.php/topic,134588.0.html
This does not mean that the emulator supports wheel emulation or force feedback,
only which games supported a wheel peripheral on the original console.
It may be useful to someone planning on using an original xbox or PS2 in their cab. ePSXe -
The Dual Analogue gamepad was not released until three years after the PlayStation,
therefore the majority of games do no support analogue control.
You are required to press F5 after the game starts to activate analogue control. Project 64 -
Nintendo 64 (Ridge Racer 64, SF Rush, Rush 2, Offroad Challenge)
Many good ports of games not playable in MAME.
Gas=A, Brake=B on most games. Since these aren't analogue anyway, have logitech profiler
(if using it) post keypresses instead. It makes setup on the emulator easier. nullDC 1.0.4 r50 w/PuruPuru plugin(included) -
Dreamcast (Hydro Thunder, SF Rush 2049)
Configuring the controls can be difficult due to the pedals registering while
you are trying to program the other buttons. Combine the pedals and
decrease the sensitivity during configuration, then change it back when
you are done. Gas=Rshoulder, Brake=Lshoulder on most games.
(Demul emulator might be a better choice for Dreamcast at this point in time) Dolphin -
Gamecube/Wii (XGRA, Simpsons Road Rage, Burnout)
Nintendo Gamecube driving games: Compatibility list
There is an alternate build that plays Super Mario Kart GP 2 that ran on triforce arcade hardware. ppsspp
- PSP emulator. Plays Ridge Racer and Ridge Racers 2
I have not set this up on my cab yet, but plays well on my laptop. PCSX2
- Playstation 2 emulator. I have not tried it, but know there are those with
powerful computers that have played some of the racing games to completion with it.
Now supports wheel emulation and force feedback! CONTINUED ON NEXT POST.............