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Started by Namco - Last post by Xiaou2

Now that I think about it...  I believe Buttons on the wheel, was one reason why I didnt start
building the device, early on.   Mostly, because of the desire to play Spy Hunter properly.

Today, things are a little different.  You can get pretty good Wireless interfaces / Wireless controllers.
As such, you could make a wheel that had all of the wireless electronics, self contained, within the center
of the wheel.

One thing about Spy Hunter... is that you NEED a very strong wheel to play it properly.  You see... in order to
be able to Bash the Armored cars off of the road... you have to turn the wheel as quickly as possible.

 The game actually Calculates the acceleration of your Wheel-Turn.. as well as the Degree/Amount of turn...
and combines that with the data of how fast your car is going, and all of the same data... against the baddies car.

 If the you and the baddie bumped at the same time... but he had more "Acceleration" in his wheel turn...
then he would "Win" the exchange... and your car would be bounced away..  instead of you sending him
off the road.

 In order for the wheel to handle this level of Stress... they created one of the most Durable wheel assemblies, that
Ive ever seen.   There are two CM thick metal arms, that each have a thick 1" diameter Rubber Bumper on them.
When you turn the wheel to the end of its travel... the rubber bumper hits a Trapezoidal shaped metal shape... stopping
the wheel from turning any further.   The Rubber Bumper absorbs most of the Impact forces... preventing
damages to the metal "Stop-Block".   And those CM thick metal arms... are super strong, with Zero flex, and there is
no way that a human could bend them, no matter how hard that you slam the wheel.

 There were however... two issues with the wheel design.

1)  The Centering Spring method that it used, wasnt perfect.  Eventually the springs would lose some of their tension... and
the wheel wouldnt always return to the exact center of the wheel.   This really isnt that big of an issue, because you are
never removing your Grip from the wheel... and are constantly steering, evading things.

2)  The Assemblies used higher Tooth Gear sets,  and a higher resolution POT... to give much greater
analog control values (ranges).   The smaller teeth on the gears... wasnt an issue... until some assembly screws
got loose... and then the teeth didnt line up 100%.   Once that happened... the misaligned teeth Grinded into each
other.. and wore down, and or broke some Gear-Teeth.

 If the Arcade Op kept up on Maintenance... then the thing probably would have lasted forever.  But, because an
Arcade OP is a very busy person... it was common for such a thing to end up happening.  It might have took a
good 5 years for those Assembly screws to work their way loose... but once it happened, the gear wear and destruction,
probably took place in less than 2 months time.


 As far as Direct Drive goes... The only direct drive wheel that I dealt with  (As an Arcade Manager / Repair dude), was
on the Atari "Race Driving" sit down arcade machine.   It used a MASSIVE motor, that was like the size of a Washer/Dryer
motor.  I think it weighed 50 lbs.  Was like 1ft long, and +9 inches in diameter.   It was a Brushed Motor... so you had to
replace the Carbon Blocks, every decade (or longer, depending on usage).

 That particular wheel... had a decent amount of Magnetic Resistance / friction... when you turned the wheel... even when
it wasnt powered on.   Looking into the motor, there were like 100 contact pads on the motor itself, that the Carbon Blocks
rode over.  You could "Feel" resistance of each of those spots, as you turned the wheel... even when the wheel wasnt
powered.

 It definitely couldnt have been used to play a game like Super-Sprint... where you have to Spin the wheel as fast as possible,
let it free-spin for like 4 turns.. before stopping it with your hands, at the correct car angle.   Way too much friction, for
free-spinning type games.

 Maybe the motors in the modern PC wheels... dont have nearly as much resistance.  Maybe they use Brushless motors.
Not sure.

Started by Namco - Last post by Fursphere

If you're wheel has buttons, I things will get complicated with the connections. 

If you're using an old Model 2 / Model 3 wheel system, sure, go for it.  If you swapped out the potentiometer for a rotary encoder, you could then instead make the wheel stops removable instead of push/pulling the wheel to disconnected it too. 

...Or just buy a modern DD wheel apparently.

Started by Namco - Last post by Xiaou2

I made a slightly better easier to see,  Top View sketch.
Only two main things missing:

1)  Return to Center Spring Mechanism
2)  Handle to Pull and Push sliding Assembly, into place + Spring-Locks  (or Neo-Magnets)

24   Raspberry Pi & Dev Board / RGBPI and neogeoon Yesterday at 08:14:29 am

Started by beerbarrel - Last post by beerbarrel

I hope this is the correct area to post this....

Im using an RGBPI and have followed all instructions as where to put ROM files and BIOS for neogeo but they still wont run. Im trying to use uni-bios 4.0 with the roms and have renamed the bios files correctly. I have left the bios zipped, unzipped , put them in both the rom folders and the bios folders. Im now starting to think I might have a rom/bios mismatch somehow. Can anyone offer me up some advice on how to get these going on an RGBPI?

thanks

Started by Namco - Last post by Xiaou2

Has anyone tried using a direct drive wheel for spinner games like Pole Position? It would be an elegant solution in a dedicated driving cabinet to switch between 270 degree games and spinner games if it works.

I've been thinking about taking an Atari wheel with an optical encoder and designing a lever and gear mechanism that would couple and de-couple it to a potentiometer. But if it could be done easily using a DD wheel, then that's the way to go IMHO. Thoughts?

 I came up with the same idea, ages ago... but due to health issues... I never got to build it...

 Rough Sketch in MSPaint

 Looking back at it now... there is one Flaw.  It needs Gearing for the Pot part of the Assembly.   Other than that,
its pretty solid in concept... and shouldnt really be that difficult to create such a device.

26   GroovyMAME / Re: Is the Radeon R7 250 compatible with CRT Emudriver?on February 25, 2025, 04:14:45 pm

Started by Swainy - Last post by MOODFM

Hello,
I know this discussion ended some time ago, but I also have an R7 250 and am trying to get it working with Windows 11. Do you remember exactly which version of CRT Emudriver you installed? Also, did your card have a VGA port available or did you use the DVI-I port?

27   Main Forum / Re: pictureson February 25, 2025, 01:40:47 pm

Started by burnaz1124 - Last post by PL1

Can anyone tell me how to upload pictures please.
The latest stickied "NOT A PROJECT" thread for uploading pictures is in the Project Announcements sub-forum.

how do you actually link to the photos here.  I couldn’t find anything that stated the purpose of this thread or how to use it so I’ve just been using my own website.
Lots of great old build threads like Knievel's Woody are missing the photos because they were hosted on a 3rd party site instead of here.

The purpose of these "NOT A PROJECT" threads is to ensure that photos hosted on a 3rd party server aren't lost if the company goes out of business or changes policy (like Photobucket), the URL isn't changed when the company moves to new servers, people don't accidently reorganize/rename their photos on the other server (breaking the links), people don't abandon their domain hosting, etc., etc. . . . and IIRC it makes it easier for Saint to do some of the server-side functions like backups.

The process is generally:
1. Post the image in this thread using the "Attachments and other options" menu below the text edit box.

2. Open that post, right-click on the image, and copy image link/URL.
- For DaOld Man's last picture post, the URL is
Code: [Select]
http://forum.arcadecontrols.com/index.php?action=dlattach;topic=164992.0;attach=387559;image
3. Embed the image URL in your project post using IMG tags ( icon) and optional height/width modifiers.
Code: [Select]
[img width=300]http://forum.arcadecontrols.com/index.php?action=dlattach;topic=164992.0;attach=387559;image[/img]

I know that sometimes the forum software throws a false security check fail when you try to post a pic, but if you resize the pic by about 3-5% it should pass the security check.
- It's a bit of a pain, but better in the long run than risking problems with 3rd party hosting.

If you have 80 photos currently hosted on a 3rd party and 25 of them are crucial to understanding/duplicating your build process, please upload at least those 25 photos here.   ;D


Scott

28   Main Forum / pictureson February 25, 2025, 10:48:47 am

Started by burnaz1124 - Last post by burnaz1124

Hello group!

Can anyone tell me how to upload pictures please.

Started by joshlindem - Last post by burnaz1124

This is close to what I want to do.  I have 24 buttons, 3 joysticks, 1 spinner and 1 trackball.  Looking for a board that can handle that. Please advice.  TIA!

30   Raspberry Pi & Dev Board / Need advice on control board for pi 5on February 24, 2025, 09:35:23 pm

Started by burnaz1124 - Last post by burnaz1124

I currently have the keywiz max v3.0 from about 10 years ago but it does not recognize with pi (batocera)
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