mxpx
New Member
Posts: 2
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Post by mxpx on Dec 6, 2017 16:11:44 GMT
Hi,
I'm developing a force feedback steering wheel joystick using a Kollmorgen motor like Leo Bodnar's SimSteering FFB System. This system is working with Project Cars 1.
But, I'm having some problems using Project Cars 2. In Controller Menu
- if I select "type: controller" (like Xbox one), I can associate X Axis for left/right steer, but in the race I have 1 second delay between steering and game response, and I haven't any force feedback; - If I use type: wheel (like Logitech G27), I can associate X axis, I have the force feedback information, but when I steer nothing happens in the game.
Thanks for help.
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Post by Shaul (Admin) on Dec 8, 2017 16:28:14 GMT
Hi, I have not been on the development of vJoy for quite a while. What are Project Cars 1 and 2? I am not familiar with them. Are they some kind of intermediate layer between vJoy and your product? If so, better ask there.
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mxpx
New Member
Posts: 2
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Post by mxpx on Dec 13, 2017 15:34:55 GMT
Hi Shaul,
Project Cars 1 and 2 are games. The feeder run very well for all games I tested (Project Cars 1, MotoGP, Ride2, Dirty Rally, Assetto Corsa), but using Project Cars 2, I'm having this strange behavior that I feel it's because the way how game reads the information. I tested Project Cars 2 with commercial steering wheels controller (Logitech G27, Fanatec) and every goes nice. I can feeder the game using vJoy and configuring the game to use a gamepad, but in this case I haven't FFB information.
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Post by Shaul (Admin) on Dec 16, 2017 13:14:03 GMT
Perhaps "Project Cars 2" is using some non-standard approach? I don't think I have a more intelligent thing to say.
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evilc
New Member
Posts: 32
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Post by evilc on Jan 3, 2018 13:46:10 GMT
Suggest trying an app like the demo feeder or UCR to drive the vJoy stick (eg use UCR to remap keyboard input to vJoy). If the game responds to the vJoy input, then the problem is not with vJoy or the game, it is with your vJoy feeder.
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