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Thrustmaster T500rs ffb problems in f-zero gx
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Thrustmaster T500rs ffb problems in f-zero gx
08-23-2014, 09:18 PM
#1
dotexe
Unregistered
 
Hi i hope someone can help me i have tried everything i can think of.
The problem i am having is with my Thrustmaster T500rs force feedback in F-zero GX it will never center in game, if i slightly turn my wheel to the right it will pull to the right and if i turn slightly to the left it wii pull to the left.
I have tried setting the constant force to -100 but it will just do the same thing pull right and left and not center.
The only way i can get it to center is by setting output force to square then it will center and i get force feedback in game and it feels good.
Also port 1 is set to steering wheel in all my tests.
I thought that dolphin was designed to only send constant effects when using the steering wheel option?
Thanks for all the great work done on Dolphin.
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08-25-2014, 12:26 AM
#2
skid Offline
skidau / skid_au
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Posts: 2,006
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Yes, directional force feedback effects are emulated using the constant effect.

Are you getting true force feedback with the square effect or are you getting more of a rumble type effect?

On the logitech and microsoft wheels, positive numbers pull the wheel to one side and negative numbers pull the wheel to the other side.

Do you know if this is the case for the Thrustmaster force feedback wheels?
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08-25-2014, 04:41 AM
#3
dotexe
Unregistered
 
(08-25-2014, 12:26 AM)skid Wrote: Yes, directional force feedback effects are emulated using the constant effect.

Are you getting true force feedback with the square effect or are you getting more of a rumble type effect?

On the logitech and microsoft wheels, positive numbers pull the wheel to one side and negative numbers pull the wheel to the other side.

Do you know if this is the case for the Thrustmaster force feedback wheels?

The force feedback feels like it should do using the square setting, when other pilots hit on the left or right side the wheel pulls in the right direction and feels as good as some other force feedback driving games i have played.
I am not sure how the force feedback is controlled on the thrustmaster wheel so i can't help on that one sorry.
I will do some more testing and will post my findings.
Thanks for the reply.
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08-25-2014, 05:47 AM
#4
dotexe
Unregistered
 
(08-25-2014, 04:41 AM)dotexe Wrote:
(08-25-2014, 12:26 AM)skid Wrote: Yes, directional force feedback effects are emulated using the constant effect.

Are you getting true force feedback with the square effect or are you getting more of a rumble type effect?

On the logitech and microsoft wheels, positive numbers pull the wheel to one side and negative numbers pull the wheel to the other side.

Do you know if this is the case for the Thrustmaster force feedback wheels?

The force feedback feels like it should do using the square setting, when other pilots hit on the left or right side the wheel pulls in the right direction and feels as good as some other force feedback driving games i have played.
I am not sure how the force feedback is controlled on the thrustmaster wheel so i can't help on that one sorry.
I will do some more testing and will post my findings.
Thanks for the reply.

Just done some more testing and as far as a can tell the force feedback is spot on using the square setting, if i take my hands of the wheel and let the vehicle hit the left side of the track, the wheel will turn right and if i let it hit the right side it will turn left.
The force feedback using the square setting on F-Zero GX is as good as when i play Daytona USA 2 with my wheel.
Hope my findings help you to help others.
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08-25-2014, 10:22 AM
#5
skid Offline
skidau / skid_au
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Thanks for the report, dotexe. I have taken another quick look at Dolphin's latest force feedback code and it treats Square and Constant the same way. This explains why the Square effect works on the Thrustmaster T500rs wheel.

Although Square signifies a different force feedback effect according to the Microsoft specs, it looks like Thrustmaster have ignored the spec and went with their own implementation in their DirectInput force feedback driver.

Either way, glad it works for you.
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01-27-2016, 09:57 AM
#6
Darksim
Unregistered
 
I have a t300rs, and I have this exact same issue, but switching to square doesn't seem to change anything.

(08-25-2014, 12:26 AM)skid Wrote: On the logitech and microsoft wheels, positive numbers pull the wheel to one side and negative numbers pull the wheel to the other side.

Do you know if this is the case for the Thrustmaster force feedback wheels?

When using the test function in the window for setting up ffb with my old logitech wheel it rotates to the right until it locks, but with the thrustmaster wheel it always rotates left until it locks. I'm not sure what the range setting actually does, but it doesn't appear to change the behavior in the test or in game at all.

EDIT: In ForceFeedbackDevice::ForceConstant::SetState I changed the 10000 to -10000 and it works perfectly, so I guess it was reversed. Pretty hacky.
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01-28-2016, 08:01 AM
#7
skid Offline
skidau / skid_au
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Posts: 2,006
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I'll take a look at that ForceConstant change. I agree it's ugly, but if that's what's needed...

Thanks for reporting.
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07-12-2016, 11:42 PM
#8
Firulais
Unregistered
 
I'm getting the same issue in Dolphin 5.0 but it doesn't give me the square option. Anyone have a link to a compiled version with the above fixes?

(01-27-2016, 09:57 AM)Darksim Wrote: In ForceFeedbackDevice::ForceConstant::SetState I changed the 10000 to -10000 and it works perfectly

Hope this isn't too old to bump.
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07-13-2016, 03:56 AM
#9
isamu Offline
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Posts: 257
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(07-12-2016, 11:42 PM)Firulais Wrote: I'm getting the same issue in Dolphin 5.0 but it doesn't give me the square option.  Anyone have a link to a compiled version with the above fixes?


Hope this isn't too old to bump.

WOW I was just going to bump this in hopes that Darksim reads it. Seems There are now three of us and probably a lot more. I PM'ed Darksim over at the NeoGaf forums but haven't received a reply. Darksin if you read this please reply and post a link to your compiled build of version 5.0 of Dolphin containing the reverse forces fix. Also if it's not too much trouble, please make contact with the devs to point out what exactly you did to fix it, so they can repair it permanently using this Bug Ticket:

https://bugs.dolphin-emu.org/issues/9605
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07-13-2016, 04:32 AM
#10
Darksim
Unregistered
 
(07-13-2016, 03:56 AM)isamu Wrote: WOW I was just going to bump this in hopes that Darksim reads it. Seems There are now three of us and probably a lot more. I PM'ed Darksim over at the NeoGaf forums but haven't received a reply. Darksin if you read this please reply and post a link to your compiled build of version 5.0 of Dolphin containing the reverse forces fix. Also if it's not too much trouble, please make contact with the devs to point out what exactly you did to fix it, so they can repair it permanently using this Bug Ticket:

https://bugs.dolphin-emu.org/issues/9605

5.0 Reverse FFB

This isn't a true fix, all I did was hardcode the ffb to be the opposite direction so it's going to break every logitech wheel. It's perfectly fine to use until the slider gets fixed though.
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