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Author Topic: Sidewinder "Forced Feedback" Steering Wheel  (Read 3918 times)

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JayTea

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Sidewinder "Forced Feedback" Steering Wheel
« on: February 26, 2003, 05:13:54 pm »
    If anyone has used this steering wheel for their MAME cab, can you answer me a few questions?

1.  Do you get the "forced feedback" (steering wheel vibrations) in MAME?

2. Is the clamp easily hooked up/removed?

If the forced feeback feature doesn't work for MAME, I will probably just get the precision Sidewinder.  Thanks for the help in advance!
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BombProofPlane

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #1 on: February 26, 2003, 05:42:07 pm »
sidewinder wheels suck get act labs wheel or momo force wheel

justdeals.com has some refurbed momos for 99 bucks

not the new momo racing one the new one sucks

u_rebelscum

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #2 on: February 26, 2003, 10:20:31 pm »
Mame does not support force feedback, and it will be a loooong time (if ever) before mame does support it.
Robin
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JayTea

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #3 on: February 27, 2003, 12:21:15 am »
DAMN!  It would be nice to play Out Run or Hard Drivin' with the feedback.  So the Sidewiner product sucks?  Anyone else with comments/suggestions?  Thanks!
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Xiaou2

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #4 on: February 27, 2003, 12:54:42 am »
 Theres a version of Finalburn with force feedback witch supports outrun.   ITs freekin awesome!  ^_^

 http://www.geocities.com/finalburnff/


  Took me a bit to figure out... but once it was going, was pure heaven.    Outrun just inst the same without force feedback.  

  Id like to see a version that supported both the steering feeback+shakermotor.   As currently, I think that one mixes both together.

  Outruns entire steering assembly was on a rolling platform of sorts - pushed by a small motor via a swing arm (like a train).     Should be easy enough to make such a device if support could be added.  

  As for Harddrivin... you couldnt support the feedback properly i dont think... because the wheel can turn like 3 times in each direction.   Would be great if someone would make and sell such a wheel that was a hybrid - A 360 degree spinning wheel that also had magnetic feedback... and maybe even a clutch system for addding limits and pot drive ability.  The All-in-One driving solution.
 

  Another thing Id like to see is someone to hack the sega games, and get the 'Z' coordinates, then turn them into steroscopic 3d for use with the latest lcd glasses.


  I truely dont see why mame is opposed to adding feedback support.   In the older days, forcefeedback was really expensive... but now you can get the devices really cheap...  and it adds greatly to the feel of the games that used them.

  Robin... any chance of adding it to analog mame soon? : )



  www.xiaou2.homestead.com

 
 Btw -I have a sidewinder wheel.  Its decent... but very unhackable : (   Maybe should have tried the actlabs ones.
« Last Edit: February 27, 2003, 09:04:00 am by Xiaou2 »

u_rebelscum

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #5 on: February 27, 2003, 08:52:31 am »
 I truely dont see why mame is opposed to adding feedback support.   In the older days, forcefeedback was really expensive... but now you can get the devices really cheap...  and it adds greatly to the feel of the games that used them.

  Robin... any chance of adding it to analog mame soon? : )

Not really.  It's a lot of work.

If mame's emulation model is followed (cross platform, accuracy before speed, etc), I'd have to write support into the core that would support all (or as much as possible) FF from all games that had it, then add OS depend hooks so mame could feed the OS the cross platform but mame specific FF "language", and write the OS specific (windows, directX) FF code that translates mame's FF forces to the device's forces you'd feel.  And then add FF code to the game drivers so that they use the mame FF forces that are accurate to the original game.  FF might even take the form like, say, mame's current sound drivers.

The mame core stuff is going to be a pain, and that's why you won't see force feelback in mame soon.  Unless a great hacker comes along and does it all (core, drivers, and OS code).  I am not even a good hacker. :-\
Robin
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JayTea

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #6 on: February 27, 2003, 12:06:22 pm »
Thanks for the link to the finalburn FF.  As soon as I decide on which way I'm going to go as far as a wheel/pedal, I'll put it to good use.  

     Too bad about the FF in MAME being so difficult to achieve.  As long as I have OUTRUN, I guess i will be temporarily satisfied.
   
     I agree with Xiaou2 - It would be cool if somebody made a wheel conducive to Hard Drivin, and then the implementation of that wheel in MAME.  I can barely hack CGI scripts for my website, yet alone something of this nature, so it isn't gonna be me :)
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brandon

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #7 on: February 27, 2003, 11:40:23 pm »
what if somebody just hacked Mame to make the keyboard LEDs blink for feedback?  Like the gun recoil in terminator 2, Qbert knocker and stuff like that. Then it would just be a matter of connecting a driver board to some solenoids...  FF could be added later but at least that would be a start..

JayTea

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Re:Sidewinder "Forced Feedback" Steering Wheel
« Reply #8 on: February 28, 2003, 11:07:10 am »
that's a good idea... Then if you had the mechanical know how, you could rig up a homebrew FF...as long as MAME is giving SOME feedback, it could be manipulated to give a response (i.e. Xiaou2's comment:  "Outruns entire steering assembly was on a rolling platform of sorts - pushed by a small motor via a swing arm (like a train).    Should be easy enough to make such a device if support could be added."  )

We need an assembly team and think tank...ohh, and someone with a computer science degree....
JT the Footballguy
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