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Full Version: Anybody own a Logitech Speed Force Racing Wheel for GameCube?
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Nope ,seems to be = to one burst of X (power). So, as you can see in the logs, the game just keep sending the command. The 0x04 is just normal get status of buttons with out jerking the wheel. Your welcome, looking forward to you piece.
Will we see this in 4.0 possibly?
I'm hoping to work on this around New Years.
its showing up to be a good NY this year, best of luck with it. Will be fun to play really FFB on an emulator.
I have committed a preliminary version with Speed Force emulation. I have added the code to DirectInput devices using a constant force effect. First, change the GameCube configuration for Port 1 to a "Steering Wheel" and then configure the GCPad like this:
[Image: ibeB61KUeYy1HR.png]
Note that the steering wheel is mapped to Main Stick Up and Main Stick Down.

Before starting the game, verify that the "constant" effect works on your steering wheel by testing it in the Rumble pop-up.

The pedals are mapped to Main Stick Right and C-Stick Up. Only certain ranges are accepted and I have not worked out which ranges they are yet. Would you please test out the pedals on your Speed Force wheel and let me know the signals that are sent from the device?

The other thing that I am finding is that the vehicle leans to the right while I am pressing the A button to accelerate. I have to hold down the Left trigger (paddle) control to negate the lean. Would you also check out what happens while you press the A button on the actual wheel hardware?

Builds are available here:

http://dl.dolphin-emu.org/builds/dolphin-GC-Wheel-3.5-105-x86.7z
http://dl.dolphin-emu.org/builds/dolphin-GC-Wheel-3.5-105-x64.7z
Little confused on the constant force bit? Normally constant is used to rumble not force. Fortunately the steering wheel does not use rumble so in this case I guess it would work. I'm not entirely sure what type of effect you would use for a steering wheel but a constant force would not be the best choice. I'd recommend sine and use magnitude for the value bit. Perhaps I'm missing something here?

Observations:

Testing constant does jerk the wheel to the left.
In game the games shows wheel
In game there are no setting for force but rumble is on ( assuming this is what the game calls force, maybe that is why you did that?)
In game rumble cause an effect of running over road stoppers. The game constantly hits rumble on and since the choose effect is constant its always a left jerk ( pretty strong ).

I think you got it my friend but personally I would use since and give it some value. The only value constant force has is time or period. So force for X amount of time. Most emulators just turn force on......then of and use that for time instead. I could try to misuse use the time value and try to determine what is 0. Like 00 to ff where 80 is center. I may have to go back and look at the logs if that is your intention. Sine has the values ( Magnitude, Phase, ans Period). Magnitude would be used for the range -128 to 128 or so.

Nice work thus for let me know your thoughts or anything else you need tested.

FYI: I do not have the peddles I may try to find them on ebay.

Quote:The other thing that I am finding is that the vehicle leans to the right while I am pressing the A button to accelerate. I have to hold down the Left trigger (paddle) control to negate the lean. Would you also check out what happens while you press the A button on the actual wheel hardware?
I dont see this? I think its because your not using the wheel I'll try to test with a GC controller later.
Thanks for checking. I am getting the leaning effect because I had set up the controls to emulate the pedals. Check what controls have been set up in F-Zero by going to:

Options -> Controller -> Customize and press the A button again when it asks for the controller

If, in the background, you see a picture of the steering wheel by itself that means the pedals are not being emulated/detected by the game. If you see both the steering wheel and the pedals beside them, then the pedals are being detected.

This is what it looks like with just the steering wheel:

[Image: Haidh.png]




This is what it looks like with pedals detected:

[Image: PGuSI.png]




Constant force is the correct type of effect. It controls a magnitude (strength) as well as polarity (left or right force). For example, hitting a wall on your right will jerk the wheel to the left. Also, the spring force (the centering of the wheel) is totally controlled using force feedback sent by the game. If the effect were to change to a sine effect, you'd get a pulsing feedback which is not what we are after. And yes, F-Zero GX uses the term Rumble to mean Force Feedback too.

On my Logitech Driving Force Pro PC steering wheel using the Constant force effect, a positive magnitude from 0 to 10000 jerks the wheel to the right, where 0 is a weak movement, and 10000 is a strong large movement. A negative magnitude 0 to -10000 jerks the wheel left, where -10000 is a strong movement to the left.

I'll keep experimenting with the controls. Shame you don't have the pedals. They are not vital, I can probably work it out after using a bit of trial and error.

Here's a list of GameCube games that use the steering wheel:

4x4 Evolution 2
Burnout 2: Point of Impact
Dakar 2: The World's Ultimate Rally
F-Zero GX
Hot Wheels: Velocity X
Mario Kart Double Dash
NASCAR HEAT 2: Dirt to Daytona
NASCAR Thunder
NASCAR Thunder 2003
Need For Speed Underground
Need For Speed Underground 2
Need For Speed:Hot Pursuit 2
PRO RALLY 2002
R: Racing Evolution
Rally Championship
Street Racing Syndicate
The Simpsons Hit & Run
V-Rally 3
ok fair enough ill work with it. I need a favor though that will really help. First what is output in the test constant for box? If possible can you put the other value in there? If out put is magnitude can you put the polarity in there?
The magnitude is 10000 (positive).
I guess what I mean is
Quote:It controls a magnitude (strength) as well as polarity (left or right force).
So can you add that to the test app so its easy to implement?

Quote:The magnitude is 10000 (positive).
Didn't follow that? I see the "output" in the test app and its 500 all the way right. Zero all the way left.

All I need here is a way to generate the value I want to work with and then sniff and test for it on my end.

Thx for that quick reply.

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just a bit of an update info.
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The usb implementation of constant force does not have two values as I originally pointed out. So I dont see how you would have a polarity value. Further just one value is needed here looking at the usb PID spec.
Physical Minimum D8F0h (-10000d)
Physical Maximum 2710h (10000)

my guess is that the SDK calls for two values to make it easy for you. ->magnitude( int ) and -> polarity( bool or int ) but really puts that together for me in one int 0 to 2000 in hex. Where 0 == -10000 and 20000 == 10000 in hex
hex( 0 to 2710h to D8F0h ).
int(0 to 10000 to 20000).

So maybe all that I need is for the output bar to work properly. At least it does not seem to be sending what it shows(0 to 500)... I would expect to see 0 to 10000 ( with a polarity setting) or 0 to 20000.
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