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MameHooker wip (2013)
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BadMouth:

--- Quote from: isamu on February 09, 2013, 09:35:47 am ---
--- Quote from: RamjetR on February 02, 2013, 04:41:42 am ---Howard, if I get you data for Force feedback in OutRun 2006 coast to coast, can you push it to the wheel with Mamehooker? I have some preliminary information with regards to interfacing to X-Sim3 but you can just as easily read this information also? Perhaps kill 2 birds with 1 stone on this one?

--- End quote ---

Wait a second did I just read that correctly? I'm confused...are you referring to OutRun 2006 Coast to Coast for the PC? If so, How or where would you get the data for force feedback, when the game never supported FFB in the first place? Please clarify this, as I am on the verge of having a heart attack at the idea of OR2006 for PC getting force feedback.

--- End quote ---

http://forum.arcadecontrols.com/index.php/topic,121412.msg1333325.html#msg1333325
RamjetR:

--- Quote from: isamu on February 09, 2013, 09:35:47 am ---
--- Quote from: RamjetR on February 02, 2013, 04:41:42 am ---Howard, if I get you data for Force feedback in OutRun 2006 coast to coast, can you push it to the wheel with Mamehooker? I have some preliminary information with regards to interfacing to X-Sim3 but you can just as easily read this information also? Perhaps kill 2 birds with 1 stone on this one?

--- End quote ---

Wait a second did I just read that correctly? I'm confused...are you referring to OutRun 2006 Coast to Coast for the PC? If so, How or where would you get the data for force feedback, when the game never supported FFB in the first place? Please clarify this, as I am on the verge of having a heart attack at the idea of OR2006 for PC getting force feedback.

--- End quote ---

I replied to your PM on this... and for everyone else who may be having the same reaction...

I started working on this last year and got some data working in an X-Sim profile 2.0. It wasn't much but it was things like speed, rpm, gears etc for the Symprojects Dashboard in my cabinet. Doing a bit of youtube surfing on motion simulators (the next logical step for a racing enthusiast geek) and stumbled on this....



Now I've emailed the company to see if they would kindly send me a copy of the profile they use for motion, but no reply as yet. Shouldn't be a problem because the data for the physics engine is obviously there (like all racing games) and is sufficient enough to generate motion curves for the simulator.... With a little mathematics, and possibly Mamehooker binding this data to FFB "effects" we may be able to put something together in the form of emulated FFB. Heck, if we're lucky... maybe the real FFB data is in there and just not being used. But this is going to be a whole new project.

So yes, it's possible.... and it's another thing on the "when I get the spare time and the niece doesn't want to watch The Wiggles on the weekend when I really want to do research but the family has come over for Tea and I've been nominated as childrens entertainer" List....

Ramjet :)
Xiaou2:

--- Quote ---On the motion cabs I'm sure thus was to keep the cabinet balanced on the y axis it tilts on, but on a wheel this is a bit more jarring.  Oh well, it's still quite useable data and depnding upon how you implement it, that strobing feature makes for a simulated engine rumble. 
--- End quote ---

 Highly Doubt it.

 Out Run Sit Down is drivin using a massive Worm Gear.  There is a Ton of friction on a worm gear, so much so, that once you set it in place, its not going to move.

 It does shake left to right, when the car crashes.  Similar to what happens with the wheel when you wreck.. but that the wheel motor is single direction, where as the motor in the sitdown is dual direction.

 Gotten from an old email:


--- Quote --- The seat is moved by a large DC motor which is controlled by its own drive board which connects to the main OutRun PCB. The base has two micro switches that sense when the seat is fully left/right and also a magnetic sensor to detect when the seat is centered, there is also a pot you can calibrate the seating position with.
--- End quote ---

Howard_Casto:
Yeah you mentioned that a few years back when I was implementing ff for outrun, sorry.  It doesn't make any sense really.  That output bit is definately strobing the left and right direction when the car is in idle.  Found tons of M2 games' output for the troubleshooter... they all do the same thing as well. 
Xiaou2:
I seriously Doubt that the motor is going forward and reverse rapidly.  It wound probably die in a months operation if it were changing direction that rapidly.

 Also, have you never played the SD?   You can hear the motor when its turning, as well as feel it.

 Maybe theres something on the power driver board, which takes that strobe signal without moving.. and only moves when the signal double down... and or is continuous.

 Also, did you factor in motor speed?

 I know that the wheel that shakes in the standup has different speeds.. because if you drive on grass (in low speed?) ... the shake is weak.. where as if you crash, its violently fast.

 So maybe that signal is being split into speed setting as well.  (in the case of some games, this would be the equivalent to stronger wheel resistance)   Which probably makes sense, considering how complex that motor driver board looks.

 If you need the Sitdown manual, Ive managed to find the pdf.
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