Let's face it. Some of us don't have the sports car of our dreams just yet and we still haven't been called up to enter our favorite rally. As a result, we look for a means of substitution. For many, this "fix" comes in the form of racing games played on the computer. Whether we play on our computers for fun or race competitively on the Internet, one thing is certain: There are a lot of us doing it.What makes for a great virtual driving experience? Certainly a fast CPU, sufficient amounts of memory and a powerful 3D video accelerator are key. Just as important, however, is the immersion factor created by the use of specific devices meant to control your virtual car. While joysticks work equally well for both flight and driving simulations, there's nothing quite like a good wheel-and-pedals combo to give that "you are there" feeling. Better still, a quality force-feedback wheel used with a driving game properly coded for such effects can take the immersion level to new heights.
Until recently, force feedback has largely been a gimmick, but this hasn't necessarily been the wheel manufacturers' fault. The type of effects provided by most driving games have been nothing more than a simple report to the wheel, indicating the bumps in the road or the jostle of hitting a guardrail or retaining wall. Although fun, effects such as these won't make you a better driver, and the feedback can often slow you enough to become more of a hindrance than a help. In fact, many who race online take their driving so seriously that they refuse to use force-feedback wheels because non-FF wheels often yield faster lap times.
However, there are a few games that take force feedback to a new level, actually improving your driving. One simulation, in particular, still sets the force feedback standard to this day, even though it's officially been discontinued (see the sidebar on Sierra's Grand Prix Legends). The problem is, once you're spoiled by quality force feedback, there's no going back. It can ruin the experience of your other games.
We'll evaluate the pros and cons of three common force-feedback wheels, plus one that's not so common. We'll also talk about some of the better force-feedback driving games that make the acquisition of a force-feedback wheel a worthwhile purchase. In the months to come, look for a roundup of the non-FF wheels, ranging in price from $20, up to $500 plus, as well any new force-feedback wheels that come to market.
Please note these products were tested on an IBM-compatible computer running Windows 98 SE with DirectX 8. Your experience might vary when using Windows ME or Windows 2000. All of these wheels connect to the computer via a USB cable.
Microsoft's Sidewinder Force-Feedback WheelMicrosoft's first incarnation of this wheel connected solely through a computer's gamecard or soundcard gameport and debuted with a $199 price tag. The newer USB version is essentially the same wheel, but can often be found for $130 or less and performs better. As is typical with most hardware from Microsoft, the Sidewinder Force Feedback Wheel is of solid construction and will likely hold up through years of continual use. Many have reported their MSFF wheels are still going strong after a full year's worth of heavy driving, something rare with joystick peripherals. A large part of this longevity comes from the choice to employ optical sensors instead of potentiometers (pots) for the reading of input values. In most joystick-like devices, pots eventually wear over time, resulting in sluggish performance. Pots need to be replaced; optical sensors do not.
Another big plus for the MSFF is the clamping mechanism. The single, quick-clamp at the base of the unit allows for easy set up and removal. In addition, the small footprint is a boon, given that sufficient deskspace is often at a premium in computer work areas. An ergonomic, rubber-like grip surrounds the three and nine hand positions, but the remainder of the wheel is only plastic. Six programmable buttons are available, all within easy reach. Two easily accessible shifter buttons are recessed in the back of the unit, allowing drivers to keep both hands on the wheel. There's even a center on/off button for the feedback effects, which is real handy when a game's FF effects become more of a nuisance than a benefit.
The MSFF's floor pedals are also above par. The throw in both the accelerator and brake pedals are of sufficient length and offer ample resistance. Furthermore, the angle of the pedals are ideal. Be warned: Although the base is big enough to prevent some sliding, the pedals are a bit on the light side and might shift under frenzied use.
As for the feedback effects themselves, the Microsoft wheel is decidedly middle-of-the-road. The MSFF uses gears internally (as opposed to belts or cables), so the resulting effects often feel a little "notchy." You eventually become accustomed to this, however, and learn to adjust. The strength of the effects are somewhat subdued relative to the other wheels mentioned in this article, but sometimes that just means having to crank the forc-feedback settings higher within games that permit such tweaking.
Oddly enough, the MSFF's real problem does not originate from the hardware, but in the software that installs to your PC. The Sidewinder Game Controller software has been shown decrease performance by as much as 10 frames per second on the monitor's display. Those with brand new computers won't necessarily feel the impact, but those with older computers won't welcome this bit of news.
Logitech's Wingman Formula Force GPThis offering from Logitech is the company's second generation force feedback driving product. Those who are cost-conscious about the purchase of a force feedback wheel should definitely give the Formula Force GP a look: at press time, it's the cheapest FF wheel you're likely to find. It can usually be had for under $100 in a retail store and around $80-$90 if bought online. You'll get what you pay for, however, because the Formula Force GP definitely inferior when directly compared with its competition (or its first-generation sibling).
On the plus side, the Formula Force GP offers an incredibly compact design, fitting on most desktops. The clamping system holds the wheel down by two screws found on opposite ends of the unit, offering a fairly secure fit that rarely comes loose if tightened properly. This makes the footprint under the desktop practically nil, which means you won't bang your knees on the clamps-something that happens more often than you'd think. As for the pedals, they're a vast improvement over what was previously offered. Although the base is much smaller, the actual foot pedals are greatly increased in size, and the throw and angle of these pedals are much improved.
The downside to the Formula Force GP outweighs its pluses, however, and one can't help but lament the loss of the design from its predecessor, the original (and better) Wingman Formula Force. It's as if the new GP model patterned itself in many ways after the MSFF wheel instead, and poorly at that. The unit is entirely comprised of plastic, with the exception of the small rubber inserts on the wheel's hand grips-just like the MSFF, but smaller.
Also like the MSFF, the shifters are handled by buttons instead of paddles, but these are a little more difficult to reach. Only four buttons are available, but at least they're programmable with the included Wingman Profiler software. The internal motor, also a gear-based design, isn't able to generate the subtlety that some of the finer force feedback games require. Therefore, it's sometimes difficult to tell the difference between the engine rumble and a bumpy road.
Depending on the games you drive, the Wingman Formula Force can be a sufficient choice if you're just looking for basic force feedback effects. Those of you who are a bit more discerning can do better, though. If you do pick up a GP, be sure to visit www.wingmanteam.com to get the latest Wingman Profiler drivers and utilities.
Logitech's Wingman Formula ForceIf you can find this wheel, you should probably buy it. No longer in production, many of these wheels were available as refurbished models on various Web sites last year (most notably Justdeals.com and Ubid.com), for about $50. Now they only show up occasionally on eBay, often for twice that amount. The original LWFF is superior to the Formula Force GP in just about every facet possible, except for the pedals (which, in a word, were awful). Although larger, the LWFF offers sturdier construction and a much better gripped wheel. Internally, the LWFF employs a "steel cable-operated force mechanism" that produces a powerful, yet more precise effect once the unit has been broken in a bit. In fact, for many computer drivers, the LWFF is still their favorite force feedback device, so they make every effort to amass replacement parts for their wheel in order to assure its prolonged use.
The Act Labs Force RSThe design of the Force RS harkens back to the spirit of the '70s muscle cars: big and mean. Taking up the largest desktop footprint out of all the wheels represented here (15 inches), the feedback generated by the Force RS is also by far the strongest. Thus, not only is available desktop space a concern, so is muscle cramping after prolonged use if the effects are set to maximum. (We're not kidding. And make sure to secure any loose items around your desk as well). Available only through the Act Labs Web site (www.act-labs.com) for $139.99, the Force RS is the most expensive wheel reviewed here. It's even more costly if you buy the peripherals it supports, such as the separate clutch or shifter systems.
The clamping system effectively leverages the massive weight of the Force RS, but might be a little awkward to secure. Dials on either side of the unit lock in place plates that rise up under your desk as you tighten them, but if your desk is too thick, you might not be able to mount the unit at all given the clamps seemingly narrow aperture. The entire wheel is covered in synthetic leather, but doesn't offer much in the way of ergonomics. Sporting 10 programmable buttons and a four-way "hat," the Force RS offers more options than the competition to cut down keyboard use while driving, but only seven of the buttons are within easy reach. The remaining three buttons are on the wheel's recessed dash and the four-way hat is dead center of an extremely large radius, making it a little hard to reach if you want to keep both hands on the wheel.
The internal motor utilizes a belt system, so you won't feel the notchiness typically associated with gears. Over time, however, a belt could loosen too much or break over time, thus needing to be replaced. The force feedback engine itself is derived from a cartridge you insert in the rear of the unit and offers some significant advantages. First, the wheel isn't limited to just one platform. In addition to the PC, you can also hook up the same wheel to either a Sony PlayStation or Nintendo 64 if you have the appropriate cartridge. This also means that the wheel can be adapted to future platforms as Act Labs develops new cartridges.
Despite some questionable engineering, the quality of the Force RS is top-notch all the way, but there is one notable exception. Yep, you guessed it: the pedals. We've still yet to see the perfect marriage between both wheel and pedal. (It's for this very reason that many enthusiasts have been known to take the internal electronics from their Force RS or LWFF pedals and place them into a different wheel's pedal set that's far more to their liking). Like the wheel itself, the footprint found on the Force RS pedals are sufficiently large, and hence less prone to sliding. Unfortunately, the throw for both the accelerator and brake are a bit limited and the resistance is fairly weak. There's also a bit of stickiness to the travel, making subtle acceleration and precision braking at times a little difficult, but that fades with time.
What makes the Force RS especially hard to say no to are its accessories. Sold separately, the RS Shifter costs $59.99. When bought together with the Force RS, it costs $10 less, for a total of $189.99. Taking over the functionality of the F1-style shifter paddles found behind the wheel, the RS Shifter mounts itself on a separate bracket to the right of the wheel (and requiring even more deskspace). While some non-FF wheels include only a simple up/down two-way gear shifter, the RS Shifter actually travels through seven distinct gears, thus allowing for immediate downshifting to a much lower gear instead of having to traverse the gamut sequentially. It should be noted that the RS Shifter only works natively for some games: some require a specific shifter patch and some need to employ special end-user hacks. Either way, it's worth picking up the shifter if you're going to get the Force RS. Better still, look for the new gas/brake/clutch system. (It isn't yet available at press time, but might be by the time you read this). In addition to offering a distinct clutch pedal that operates on its own joystick axis, the gas and brakes will supposedly be improved with twice the throw of the original set.
While there isn't a perfect all-in-one wheel and pedal solution, each of wheels mentioned here have enough going for them to merit recommendation, depending on your needs and pocketbook. The Logitech Formula Force GP wheel works fine as an entry level wheel (but get the original if you can find it), the Microsoft offering is an all-around solid product if you have the horsepower, and you can't go wrong with the Act Labs wheel if you have the deskspace and wallet to match.
Game ReviewsGrand Prix LegendsBack in the fall of 1998, software publisher Sierra released a historical-based 1967 driving simulation called Grand Prix Legends. GPL would go on to earn numerous accolades among both the gaming press and hardcore driving sim enthusiasts alike, but it ultimately failed at the retail level. Almost a full year later, the developer of the game, Papyrus, released a final patch (version 1.2.0.1) and with it forever changed the nature of force feedback. Although force feedback wasn't originally part of GPL when it first shipped, its later inclusion caused quite a stir because of the unique way GPL implemented these new forces. Up until this new patch, feedback in all driving sims was simply a playback of canned effects. By way of contrast, GPL was the first to calculate dynamic forces on the fly and hence deliver something truly useful. Cars now felt like they had real mass, and the steering would fight you coming out of the turns...or slacken dramatically if your wheels lost their grip with the road's surface. It's been two years now since the release of the 1.2.0.1 patch and GPL still retains the pole position when it comes to reference quality force feedback. Unfortunately, getting hold of a copy can sometimes be quite challenging. You might come across it in a store's bargain bin and some have reported seeing it under the "Sierra Classics" line. Most, however, find their copies through auction sites such as eBay or through some of the smaller online retailers.
Viper RacingAlthough Viper Racing is another discontinued Sierra title, you can still easily find this one for sale at Sierra's online store (shop.sierra.com) if you can't find it in the bargain bin at your local computer shop. Viper Racing is one of those perfect sims that manages to find the right balance between hardcore simulation and arcade fun. It's also universally agreed on as being the second best force feedback title ever. The single downside is that the only car you can drive is the Dodge Viper, and if you aren't a big fan of the Viper, well, we can't do much to help you there. Even though it was published by the same company that gave us Grand Prix Legends, Viper Racing was created by MGI, an entirely different development team. In fact, MGI later went on to make Nascar HEAT for Electronic Arts, a compelling sim and decent force feedback title in its own right-once you get the latest patch. (Don't be too quick to dismiss turning to the left all the time; you try bumping and grinding against 42 other cars at Daytona).
Need For Speed V: Porsche UnleashedThe Need For Speed series has long been the hallmark for Electronics Arts racing titles. Force feedback first showed up in Need For Speed III: Hot Pursuit, but pretty much didn't do anything beyond jostling your car around. Same goes for NFS IV: High Stakes. Then came NFS V: Porsche Unleashed and things changed. Dramatically. Although a quick glance at the settings page shows the same forces are at play in NFS:PU as in NFS:HS, you can really feel the road-grip in Porsche Unleashed if you have the right settings applied to both your wheel and your game. For some suggested FF settings for Porsche Unleashed and other games as well, pay a visit to www.slottweak.com /gamesettings.htm.