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Author Topic: FFB Arcade Plugin  (Read 287716 times)

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goofers

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Re: FFB Arcade Plugin
« Reply #200 on: February 07, 2019, 08:35:24 pm »
Thanks for this mate great job. Is there any way to enable FFB on other MAME games such as Outrun and Sega Rally
?

greg.kuhn

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Re: FFB Arcade Plugin
« Reply #201 on: February 10, 2019, 04:32:39 pm »
For Logitech G29

The secret is on
MinForce=10
MaxForce=75

This is how my FFBPlugin.ini is right now:

; ********************************
; * FFB Settings for Mame 0199 *
; ********************************
[Settings]
GameId=4
MinForce=10
MaxForce=75
DeviceGUID=6d044fc2000000000000504944564944
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=0
FeedbackLength=270
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=1
AlternativeFFB=0
AlternativeMinForceLeft=0
AlternativeMaxForceLeft=-100
AlternativeMinForceRight=0
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=1

And it's important to remember to, inside MAME, go in CONFIGURE OPTIONS>ADVANCED OPTIONS> JOYSTICK DEADZONE and set it to ZERO., quit the sub-menu and save. May need to open the game, quit MAME and reopen.
 



Boomslang

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Re: FFB Arcade Plugin
« Reply #202 on: February 14, 2019, 12:42:32 am »
New Update to FFB Arcade Plugin. Now version 0.6

***0.6 Changes***

- Added support for Mame 0.206 with same games from old 0.199 games. Works with 32bit, 64bit Mame Binary or MameUI64

- Added Optional GUI to make modifying settings or setting up deviceguid a bit easier (read FFBPlugin.txt for details, HAS TO BE IN SAME FOLDER WITH PLUGIN FILES & METROFRAMEWORK.dll)

https://mega.nz/#!5EtAXa6T!6kx7NXWv1aCPfmQPjart5xlnzr6e-z6mTX2uXbf0jJw

Boomslang

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Re: FFB Arcade Plugin
« Reply #203 on: February 14, 2019, 08:06:28 pm »
For the new FFBPLUGINGUI.exe. ensure you put the 32bit exe with the 32bit games and 64bit exe with the 64bit games. (Button Rumble 64bit, Mame 64bit, Pokken Tournament and WMMT5 are all the 64bit plugins, everything else is 32bit) . You need to use with the correct sdl2.dll as I've already made them 32bit or 64bit sdl2.dll in the folders

Boomslang

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Re: FFB Arcade Plugin
« Reply #204 on: February 15, 2019, 10:34:48 pm »
New Update to FFB Arcade Plugin. Now version 0.6a

***0.6a Changes***

- Modified GUI to check FFBPlugin and load game settings as soon as you choose Force Feedback Setup or Input Setup instead of having game list and potentially writing unnecessary values to ini

- Added logo on first GUI page made by POOTERMAN (Thanks mate)

- Defaulted WMMT5 logging to off as plugin hooks GUI lol

- Added GUI to every plugin folder by default now as it was confusing users with copying GUI to correct folders etc. I have setup correct 32bit and 64bit exe with each plugin

- Just a note if you are using Lindbergh games and want to use GUI. Copy MetroFramework.dll & SDL2.dll to same folder as elf file (Where FFBPlugin.ini goes too),
opengl32.dll & SDL2.dll goes to Teknoparrot folder as usual. You do not need to copy GUI or Metroframework.dll to Teknoparrot folder at all.

zip file (28mb)
https://mega.nz/#!8FchzKpT!eLDJdWhkJHm1nx-7NNW9l63hPy0sXTVGRjVEwxGMX_U

will attach 7z file if preferred (only 2mb)



POOTERMAN

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Re: FFB Arcade Plugin
« Reply #205 on: February 15, 2019, 11:12:38 pm »
Great work Boomer, pleased you like the logo :)

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Re: FFB Arcade Plugin
« Reply #206 on: February 17, 2019, 03:38:03 am »
Hello, bombs Verify the method of packaging and extraction, the mistake I have when unpacking the files is a disaster.

One tip, not everyone uses (7-Zip).
winrar is your friend in the whole world

Boomslang

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Re: FFB Arcade Plugin
« Reply #207 on: February 17, 2019, 04:18:22 am »
Hello, bombs Verify the method of packaging and extraction, the mistake I have when unpacking the files is a disaster.

One tip, not everyone uses (7-Zip).
winrar is your friend in the whole world

Er that's why I attached both zip and 7z

Just download the zip

Nuexzz

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Re: FFB Arcade Plugin
« Reply #208 on: February 17, 2019, 04:38:34 am »

okay. new paragraph.

if nobody has the same problems as me (I'm going to have to reinstall because I come from a long battle with my system and the association of files (microsoft bugs)

Boomslang

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Re: FFB Arcade Plugin
« Reply #209 on: February 17, 2019, 02:01:46 pm »

okay. new paragraph.

if nobody has the same problems as me (I'm going to have to reinstall because I come from a long battle with my system and the association of files (microsoft bugs)

You downloaded 0.6a?

If so you should just need .net 4.5 and visual runtime 2015 files

.net 4.5 comes with windows 10 already

Also ensure you copied the files from m2emulator plugin folder and nothing else as you need to make sure you are using the 32bit sdl2.dll with 32bit exe

That error looks similar to error when using 64bit sdl2.dll with 32bit exe etc
« Last Edit: February 17, 2019, 02:24:30 pm by Boomslang »

Sky25es

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Re: FFB Arcade Plugin
« Reply #210 on: February 24, 2019, 04:08:01 pm »
Thanks for this mate great job. Is there any way to enable FFB on other MAME games such as Outrun and Sega Rally
?
+1. That would be really cool. Although outrun had 2 different modes depenging on the version used (upright & deluxe): Ffb or rumble.

tomato123

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Re: FFB Arcade Plugin
« Reply #211 on: March 06, 2019, 12:38:45 pm »
Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0

Boomslang

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Re: FFB Arcade Plugin
« Reply #212 on: March 06, 2019, 06:33:14 pm »
Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0

Set minforce down to between 0-20

Set feedback length to 500 or so

tomato123

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Re: FFB Arcade Plugin
« Reply #213 on: March 07, 2019, 09:43:41 am »
Thanks!  I tried the setting but still no rumbling with hit the car in front.

Only the car hit the wall for long time then it will rumbling or the car crash into wall and flip around will also rumble.

Hi, I am trying with M2Emulator.  The wheel is Xbox 360 speed wheel(Xinput).
I hardly feel any rumbling when I hit the car in front(only light on). 
But rumbling did work with the car crash to the wall.

Quote
; ***********************************
; *** FFB Settings for M2Emulator ***
; ***********************************
[Settings]
GameId=25
MinForce=100
MaxForce=100
DeviceGUID=78696e70757452000000000000000000
EnableRumble=1
ReverseRumble=0
Logging=1
ResetFeedback=1
FeedbackLength=9999
DefaultCentering=0
DefaultFriction=0
BeepWhenHook=0
AlternativeFFB=0
AlternativeMinForceLeft=100
AlternativeMaxForceLeft=100
AlternativeMinForceRight=100
AlternativeMaxForceRight=100
ForceShowDeviceGUIDMessageBox=0
FFBMode=0
DaytonaAIMultiplayerHack=0
DaytonaForcePanoramicAttract=0

Set minforce down to between 0-20

Set feedback length to 500 or so

MrThunderwing

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Re: FFB Arcade Plugin
« Reply #214 on: March 31, 2019, 11:41:02 am »
Hey Boomslang (and rest of BYOAC), so now that Lindbergh games are finally working for those us stuck behind the times on Windows 7,  I've run into a bit of a problem trying to get FFB working in Outrun 2 SPDX using the latest version of the plugin (0.6a). There's already an opengl32.dll and SDL2.dll file in the Teknoparrot folder and if I replace them with the 0.6a FFB plugins it stops the game working at all - the game window open for a split second and then closes again. Something must be happening because the FFB blog is getting populated.

I see there's an option within Teknoparrot to 'download force feedback plugin', but if I click on it it just takes me to a discord page with no obvious downloadable links that I can see... I'm not sure if that would just download the same 0.6a plugins I'm already trying to use though?

Do the Lindbergh FFB plugins need updating to take into account that the newest versions of Budgieloader work on Win 7 now?

This is the log:

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
0
100
loading original library...
C:\Windows\system32\opengl32.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop

« Last Edit: March 31, 2019, 02:17:48 pm by MrThunderwing »

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Re: FFB Arcade Plugin
« Reply #215 on: April 01, 2019, 03:02:11 am »
New Update to FFB Arcade Plugin. Now version 0.7

***0.7 Changes***
- Upgraded FFB Arcade Plugin to use SDL 2 2.0.9 version compared to the old 2.0.5 used previously. Will sort out FFB Plugin working when using Faudio on new teknoparrot

*Removed link as 0.7 is broken*
« Last Edit: April 07, 2019, 12:51:53 am by Boomslang »

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Re: FFB Arcade Plugin
« Reply #216 on: April 01, 2019, 03:08:09 am »
Hey Boomslang (and rest of BYOAC), so now that Lindbergh games are finally working for those us stuck behind the times on Windows 7,  I've run into a bit of a problem trying to get FFB working in Outrun 2 SPDX using the latest version of the plugin (0.6a). There's already an opengl32.dll and SDL2.dll file in the Teknoparrot folder and if I replace them with the 0.6a FFB plugins it stops the game working at all - the game window open for a split second and then closes again. Something must be happening because the FFB blog is getting populated.

I see there's an option within Teknoparrot to 'download force feedback plugin', but if I click on it it just takes me to a discord page with no obvious downloadable links that I can see... I'm not sure if that would just download the same 0.6a plugins I'm already trying to use though?

Do the Lindbergh FFB plugins need updating to take into account that the newest versions of Budgieloader work on Win 7 now?

This is the log:

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
0
100
loading original library...
C:\Windows\system32\opengl32.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: Logitech Driving Force GT USB / GUID: 6d049ac2000000000000504944564944

disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop

Yeah sorry I was late with updating. The Faudio used for win 7 Lindbergh etc requires sdl2 2.0.9 version and so I've now updated ffb plugin to it aswell which should sort the issue. SDL2.dll wasnt the same anymore

MrThunderwing

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Re: FFB Arcade Plugin
« Reply #217 on: April 01, 2019, 01:05:33 pm »
Thanks Boomslang  :applaud: The new 0.7 version's fixed the issue of the game not working and it now loads up just fine. Compared to how great your FFB plugins work with all the RingEdge and Ringwide games, something feels a bit off with this one to me.... my wheel's rumbling in all the right places, but I don't seem to be getting any actual FFB. If I drive into the back of a CPU car I get a very small left/right movement but that's about it. If I drive into a barrier or off track nothing happens. Is this normal or is something misbehaving? The FFB blog is giving me a totally different GUID than normal (I'll include the log below), which is the one I'm using in my ini file. If I use the GUID number that was generated in all the old Teknoparrot Ringedge and Ringwide games where I've had perfect feeling FFB I get no effects at all.

DLLMAIN ENTERED
process name:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
default centering & friction values:
-1
0
dll process attach:
C:\Users\Alex\Desktop\Games\TeknoParrot_1.94v2\BudgieLoader.exe
0
100
loading original library...
C:\Windows\system32\opengl32.dll
library loaded
creating ffb loop thread...
Before CreateThread
After CreateThread
In FFBLoop
in initialize
numJoysticks =
1
Joystick: 0 / Name: Logitech Driving Force GT USB / GUID: 030000006d0400009ac2000000000000

Rumble Init
disabling all current FFB effects
setting haptic gain to 100
setting haptic auto center to 0
creating base effects...
Initialize() complete
Setting DefaultCentering & DefaultFriction forces...
Entering Game's FFBLoop loop
got value:
« Last Edit: April 01, 2019, 01:12:46 pm by MrThunderwing »

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Re: FFB Arcade Plugin
« Reply #218 on: April 07, 2019, 12:51:21 am »
New update to FFB Arcade Plugin. Now version 0.8

***0.8 Changes***

- Sorry! Been so busy,never had time to test last release correctly and upgrading SDL2 version broke effects working correctly on all games!

Reverting back to SDL2 2.0.5 and modified lindbergh game plugins to load SDL22.dll.

SDL22.dll will be supplied in plugin folders for Lindbergh games and need to be placed into the Teknoparrot folder INSIDE the MAIN Teknoparrot folder.

SDL2.dll will still be supplied aswell to be placed in same folder as FFBPlugin.ini if you want to use FFBPluginGUI.exe

Hopefully this makes sense, please ask if you are confused.

- Outrun 2 now has 2 x plugins. One is the custom effects created from scratch you have been using all this time :) and the other is using the real FFB Address now.
(Big thanks to Reaver for help on getting the real ffb working)

zip (31mb)
https://mega.nz/#!FQsxlYaQ!g1BGcGB-cnqo59L__rQEJ4s3XcV72U1AwpV3T-M-JUM

7z (2mb)
https://mega.nz/#!0A011CxR!n0zc_MdrWI17wpVl8jTcqSWiASZjvHZtV_-HYeVP3t4

MrThunderwing

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Re: FFB Arcade Plugin
« Reply #219 on: April 07, 2019, 06:18:37 am »
 :cheers:  :)

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Re: FFB Arcade Plugin
« Reply #220 on: April 08, 2019, 09:40:13 am »
Thanks so much for this!   Can we have a quick chat about how feedback length works?

I've been fiddling and noticing that i can get it "pretty smooth" near intervals of 114 but there are always some clunks.  If i use fbl=228 it seems to be ok-ish, and 456 feels smooth but also kind of rubbery.  Is there something im trying to do specifically with this number?

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Re: FFB Arcade Plugin
« Reply #221 on: April 11, 2019, 02:29:06 am »
It should be how long it performs effect before running a new effect from memory


Does anyone have info or access to a real outrun 2 sp cabinet? Id love to find out info on the real force feedback

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Re: FFB Arcade Plugin
« Reply #222 on: April 11, 2019, 11:23:53 am »
I think Abelardator2 over at the Supermodel forum might do. You're a member over there aren't you mate? If not I could try pm-ing him for you

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Re: FFB Arcade Plugin
« Reply #223 on: April 11, 2019, 03:13:22 pm »
this plugin is great. the daytona ffb in model 2 feels the same as my real daytona setup.

anyone got any setting suggestions for outrun 2?

i have a thrustmaster t300 and it's working great when i hit stuff or go onto the grass but general driving has no force at all

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Re: FFB Arcade Plugin
« Reply #224 on: April 14, 2019, 05:34:29 am »
I've made some updates to OR2 ffb today as there was nothing while driving on road so ive added spring etc now

on another note, I finally pulled out my Sidewinder Force Feedback 2 joystick today to see if plugin works with it and it does so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

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Re: FFB Arcade Plugin
« Reply #225 on: April 14, 2019, 07:39:20 am »
I finally got around to digging my wheel out today to give v0.8 a try. That real arcade FFB in OR2SPDX = BAM! Awesome work Boomslang!

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Re: FFB Arcade Plugin
« Reply #226 on: April 14, 2019, 01:50:38 pm »

….. so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

Tell me about it.  The flight community as a whole seems to have said "no thanks" to force feedback in general, which I find odd considering newer planes are adding in artificial haptic feedback to help the pilots fly them better. 

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Re: FFB Arcade Plugin
« Reply #227 on: April 14, 2019, 03:16:51 pm »
I've made some updates to OR2 ffb today as there was nothing while driving on road so ive added spring etc now

on another note, I finally pulled out my Sidewinder Force Feedback 2 joystick today to see if plugin works with it and it does so I'll properly add some support for a couple flying games incase anyone else has a force feedback joystick. They don't seem to be around much thesedays

Yep. I also have one. Would be great to have support for flying games. Thanks

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Re: FFB Arcade Plugin
« Reply #228 on: April 14, 2019, 04:04:16 pm »
I finally got around to digging my wheel out today to give v0.8 a try. That real arcade FFB in OR2SPDX = BAM! Awesome work Boomslang!

The 0.8v or2 real version is terrible actually lol

I just went with values Reaver gave me but after analyzing it properly I relised they were way wrong. I made a beta test version a few days ago which will work much better or you can just wait for the 0.9v which will be better again

Classic80GMR

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Re: FFB Arcade Plugin
« Reply #229 on: April 14, 2019, 04:51:39 pm »
FBB Plugin is awesome!  I did have some of the issues getting Mame to work.  In the end the solution was to make a clean 206 installation and drop in the proper files.

I do have a significant bug to report.  Any time I set Mame.ini to numscreens 2 or higher I get the 'bong' once hooked but the force feedback stops working.  Not an issue for most but I run marquees on screen 2.  The workaround is obvious, stick to 1 monitor.   Hope that helps others having issues and possibly something to look into for a future release.

I have been looking through this thread and the txt file.  At this time there does not appear to be a clear list of compatible titles for each emulator. 

It is AWESOME having San Francisco Rush with FFB.  THANK YOU!!

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Re: FFB Arcade Plugin
« Reply #230 on: April 14, 2019, 06:24:51 pm »
Really? Felt much improved to me, in terms of the wheel actually properly moving left to right when crashing, but must admit something still felt a smidge off. Look forward to giving v0.9 a try then.

Boomslang

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Re: FFB Arcade Plugin
« Reply #231 on: April 14, 2019, 07:34:35 pm »
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too


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Re: FFB Arcade Plugin
« Reply #232 on: April 14, 2019, 10:09:52 pm »
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too

Sounds like you are building it exactly like I did then.  What he/you found makes sense to me because what I've seen on my end at least leads me to believe that many of the effects were canned and just tweaked a little here and there for speed, ect...  I haven't added speed dependent pull yet because my wheel is integrated to my racing rig and it's difficult to develop on it.  Racing rig 2.0 will have the entire control panel unlatch though, so I'll be free to finally finish the effects.  :)  I found what I believe are the x,y and z axis of the car as well as what I *think* is centrifugal force...I just need to sort out what is what.... they should be exactly the same for the arcade version so when I get back to it we can compare notes.   

Boomslang

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Re: FFB Arcade Plugin
« Reply #233 on: April 14, 2019, 11:35:15 pm »
Cool,glad you like it

And yeah it didnt really react correct at all. Think Reaver thought it was like a sort of standard ffb where you get so many positions left and right. But no, it only gives a value for each thing you do eg hitting left wall is always 0x1B and right wall was 0xB

Therefore there was nothing which gives me a strength value of effects. I've changed it now to supply what I feel is correct effects (mostly guessing however) and set speed of car to determine strength of effect

I also added spring now and someone said wheel shakes when changing gears so I added that too

Sounds like you are building it exactly like I did then.  What he/you found makes sense to me because what I've seen on my end at least leads me to believe that many of the effects were canned and just tweaked a little here and there for speed, ect...  I haven't added speed dependent pull yet because my wheel is integrated to my racing rig and it's difficult to develop on it.  Racing rig 2.0 will have the entire control panel unlatch though, so I'll be free to finally finish the effects.  :)  I found what I believe are the x,y and z axis of the car as well as what I *think* is centrifugal force...I just need to sort out what is what.... they should be exactly the same for the arcade version so when I get back to it we can compare notes.

sounds good and happy to compare. You need to come help me out sometime lol hard work doing all this by myself  :cheers:

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Re: FFB Arcade Plugin
« Reply #234 on: April 18, 2019, 07:18:23 pm »
As a relative newcomer to the TechnoParrot racing offerings, I wanted to say how much I am enjoying the force feedback plugin. It certainly adds to the arcade experience and the plugin works well every time. I do not know how many hours Boomslang has put into this (I am assuming it is many, many) but it has been time well spent - thank you! Now, if you'll excuse me, back to Mario Kart DX.

Boomslang

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Re: FFB Arcade Plugin
« Reply #235 on: April 19, 2019, 03:43:41 pm »
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it

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Re: FFB Arcade Plugin
« Reply #236 on: April 20, 2019, 08:25:20 am »
Thanks again for your job :applaud:

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Re: FFB Arcade Plugin
« Reply #237 on: April 23, 2019, 01:45:16 am »
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it

Ive gotta get around to testing this out soon.

I notice while looking through you have added in features that can be turned on and off with a tick box, that is brilliant!!

Is there any hope we can play Daytona Champ USA or Sega Racing Classic via internet?

Id have to think they should have a better chance than M2emu and it worked well enough :)

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Re: FFB Arcade Plugin
« Reply #238 on: April 23, 2019, 01:15:23 pm »
I am looking forward to the v0.9 release to see what has improved with the Outrun ffb.

Thank you so for the time and effort you have put into this !
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Re: FFB Arcade Plugin
« Reply #239 on: April 23, 2019, 01:27:36 pm »
Thanks mate  :cheers:

And yes I've spent ALOT lol

Glad you are enjoying it
Mate im not sure if it is just me, and maybe the way i have it set up, but now since adding this to Daytona 3 i am not able to close the game at all, i must use the Windows key to get in and tab my way to restart.

ALT+F4 doesnt close it, cant close it from task manager, its a pain in the arse.

Seems to work ok if i launch using Parrot.

I still cant seem to figure out how to fix the really touchy controls with the G29, theyre fine with the M2 emulator, but for some reason on this they appear have a massive linearity issue.