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Comparing Daytona USA 2 FFB Motor to Sim Racing Direct Drive Motors
andrewaugust93:
So recently I got around to emulating DUSA2 using Supermodel on my new Simagic Alpha Mini 10nm wheel.
And I immediately got curious about the high quality of FFB in this old 1998 game that I grew up with. I've always loved DUSA2 and wanted to know everything about it.
I dug around and found that it was using a 500W servo motor for the FFB. And I got very curious because that seemed like a serious piece of kit but it was such a small unit. I did not remember the FFB being so stiff when I was playing it as a child, but it was certainly stronger than any arcade game I've played before and since.
I immediately started to get curious. Being a non-expert in the field of electronics and motors, here's my question.
Compared to a modern FFB direct drive wheel that is around 10nm, how would the servo motor in the DUSA2 machines compare in terms of NM of output directly from the motor and after the power is transferred by the belt and pulley system.
isamu:
Very good first post and welcome to the forums.
Yes, it's a great question as I too, have always been curious as to what kind of wheel/motor Sega uses in their cabs so thanks for sharing that info.
It's been ages, but I vaguely remember the FFB on the Daytona 2 cab being quite strong and it felt good. I suspect arcade operators had their cab settings turned up to the max. However, I have zero doubt the current crop of DD wheels, particularly anything 15NM and over, would surpass those old belt drive Sega cab wheels not only in strength, but *ESPECIALLY* in feel and overall performance.
I can tell you first hand, that my Bodnar wheel is 26nm and I have never....EVER needed to turn it up beyond 50% strength. I accidentally had it at 75% one time and no joke, I literally nearly snapped my wrist! DD wheels are absolute monsters.
Daytona 2 feels absolutely sublime on my wheel, but I remain curious, as to whether or not there is supposed to be any force feedback effect when rubbing/banging against other cars. Does anyone know if the real arcade cab did this? Because in Supermodel you don't feel it.
buttersoft:
Have you tried both native FFB in supermodel and Boom's FFB plugin? I find those are quite different for SCUD race, but haven't played around with Daytona 2
Fursphere:
A 500watt stepper motor is rated by its max consumption of energy. Not sure what Sega actually ran them at. My 8nm Fanatec wheels are way too much for my kids at 100% FFB strength (the manual actually warns against letting kids use the thing at full power). The power supply is rated at 24v, 7.5A 180 watts output. I usually setup a profile that's around 50% or less FFB strength for them. I've seen posts about folks snapping wrists with the big 20 NM DD1/DD2 setup.
Given that Sega was probably not in the business of potentially opening themselves up to personal injury lawsuits, I'm going to guess they ran those 500watt servo motors at significantly less than they were capable of. I actually have two of them in the garage (if you want pictures or anything, just ask) No markings on them to speak of, and appear to be about the same size as the motor in the Fanatec CSL DD.
They are setup with a belt drive and two pulley sizes, so there is some gearing going on. Smaller pulley on the steering wheel shaft.
isamu:
--- Quote from: buttersoft on September 27, 2023, 07:37:49 pm ---Have you tried both native FFB in supermodel and Boom's FFB plugin? I find those are quite different for SCUD race, but haven't played around with Daytona 2
--- End quote ---
I used to play Daytona 2 and Scud Race quite a lot, way before Boomslang came out with his plugin. But even then, I seem to recall there being no force feedback effect in Daytona 2 when colliding or rubbing against opponent cars. Sometimes there would be an effect, but most of the time there would not. Hopefully someone here can verify whether or not Sega programmed the game to deliver FFB effects when colliding/rubbing other cars in Daytona 2.
As for Scud, the default FFB in Supermodel was good, but it had a major problem....it was buggy and would result in the ffb sometimes delivering a rumble effect to the wheel that would remain permanent once you drive over the grass, among other weird things. Was very glad when Boom's plugin came out because it doesn't suffer from this issue. Still, out of curiosity, I'm gonna try and play the two games with the default ffb from Supermodel because it's been ages and I'd like to see what it feels like after all these years.
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