четверг, 31 мая 2018 г.

microsoft_sidewinder_force_feedback_wheel_xbox_one

Your Idea. Your Vote. Your Xbox. Share your feature requests and ideas for improving Xbox products and services. The feature teams working on Xbox One, Xbox on Windows, Xbox mobile apps, and Xbox Live regularly review the ideas you submit, incorporating them into their work to make your Xbox experience even better. Introducing the Clubs and LFG Feature Forum. Our newest Feature Area forum, Clubs & LFG, is now live! We've added a bunch of ideas that you can now vote on both in the Feature Area forum and in the Clubs & LFG category. Find ideas for hardware or accessory improvements or hardware ideas. Xbox One support for USB Racing Wheels. Logitech G25, G27, Thrustmaster RGT FFB with Clutch and etc. I would like to be able to use my existing/new USB Racing Wheel with clutch on the Xbox One to play all racing games. 346 comments. "For a controller to be accepted by the XB1 it has to contain a security chip for authentication. So unless the manufactures recall the wheels, upgrade them and pay Microsoft for a license to use the device on an XB1 it will not happen. " Ever heard of a dongle? Yeah as stupid as a USB to USB dongle seems, such a solution, where the dongle is approved and it knows what USB wheels to connect to and how, would solve the problem. But your right, its not going to happen, because why would it. In my gaming life I've purchased 3 expensive steering/pedal controllers, starting with a Thrustmaster non FF back in the early 1990s (remember game ports?), an ACT Labs RS wheel in the late 90's (has USB interface) and a 360 solution Fanatec RS2. And each end every time, once the gaming system hardware moved on, the old wheel hardware wasn't supported anymore. Part of that is on the dysfunction in consumer electronics - had the makers come together to devise a standard communications protocol, wheels would be portable and not require custom drivers. The 360 wheel never really worked well, despite its price, as the wireless lag was just too much (the lag isn't any better with the controller, its the nature of wireless). so at this point I'm done with wireless steering controllers. But that the XBOX consoles (or any consoles) that have a USB port don't support a wheel that has a USB capability is just inexcusable. Driving games just stay toys, or the real of people who are willing to drop many hundreds of dollars on a wheel that gets obsoleted in 5 years. And Driving Force GT. G27 should be supported by Xbox One . period. G27 should be supported by Xbox One . period. G25, that is ALL. If it works on a Windows 10 machine, it should work on a Xbox One. Period. Yes, yes, and more yes. Why hasn't this happened yet? I put off playing racing games because I prefer playing them on my Playseat with a proper steering wheel/pedal setup. Please. Comprare un volante è una bella spesa specie uno di qualità come il Logitech 27 ecc. Ora che Microsoft supporta il G27 sui suoi giochi come Forza 7 e Forza Horizon 3 e che puoi usarli sia su Xbox che su Pc sarebbe logico e opportuno che anche le periferiche supportate siano le stesse ,su questo fronte sono molto deluso da Microsoft ,mi trovo a non comprare Xbox One X perché non potrei utilizzare il mio G27 con Forza 7 ,con quei soldi aggiornerò il mio Pc e continuerò a usare il mio volante ,spero che Microsoft risolva non sono spese irrisorie. I hope that Xbox One, that uses the Windows 10 kernel, can support ALL the PC/Windows 10 accessories like mouse, keyboard and also all the supported Racing Wheels. please do it. you would make mine xbox worth 50% more:) Agree completely, the G27 is fundamentally no different and should be able to be used with an Xbox One. They're not throwaway items, costing as much as the console itself. I guess if I throw the console away and never buy another one that solves that problem. Support my wheel, or I don't buy your driving games. Simple. This is my biggest regret in moving from ps3 to xbox one, and likely the thing that will cause me to switch back. If the GT driving force real isn't supported in the new game I'm not going to buy it. in this case if no support from microsoft, whats about the apadters on the market? i have 3 xbox 360 wired and a logitech momo wheel. whats the best ? is there only one adapter for different joypads/wheels? No he jugado (ni comprado) ningún juego de coches por no dar soporte a los antiguos volantes cuando en w10 si puedes, pues se quedan sin que les compre ningún forzá, una pena, ellos sabrán. Racing wheels are so expensive. WE invest in them to enjoy the games. If a wheel is compatible with windows 10, it should be compatible with the xbox one! ok, so there's probably exclusivity deals, but the manufacturers should realise we'll keep buying them only if we get use of them. I have three wheels sat in cupboards so am not about to buy a G920 when the G27 works with the PC and the Oculus Rift now am I? would be nice of you if you give us a upgrade with support for Logitech® MOMO® Racing Force Feedback Wheel. Yes it would be nice of you if you give us a upgrade with this support. I was a PS Gamer. Having had a PS1, PS2, 3 x PS3's. I finally made the leap of faith to XBOX1 and i cant use my Logitech G25 or G27. Please provide some support for these older wheels as its not feasible buying another wheel. If a solution isnt found soon, i'll probably leap back to PS. The Clubs & LFG Forum Is Live! Our newest Feature Area forum, Clubs & LFG, is now live! We've added a bunch of ideas that you can now vote on both in the Feature Area forum and in the Clubs & LFG category of theNew Ideas forum! Go to the new Clubs & LFG forum and vote for your favorite ideas! Console Hardware & Accessories: Other Controller Requests. Post a new idea… All ideas My feedback Headsets and Other Connectivity 12 Other Controller Requests 7 Other Xbox Accessories 19 Xbox 360 1 Xbox One 21 Xbox One Controllers 35 Xbox One S 4 Xbox Opportunities 13. Feedback and Knowledge Base. Give feedback. Accounts & Subscriptions 265 ideas Apps 179 ideas Avatars 91 ideas Backward Compatibility 1,125 ideas Clubs and LFG 40 ideas Console Hardware & Accessories 100 ideas Cortana & Kinect 130 ideas Ease of Access 51 ideas Friends, Messages, & Activity Feed 57 ideas Games 523 ideas Home, Xbox Guide, and Settings 180 ideas OneGuide & Live TV 63 ideas Parties & Multiplayer 46 ideas Profile, Achievements, & Game Hubs 72 ideas Xbox App on Mobile (iOS & Android) 83 ideas Xbox App on Windows 10 77 ideas Xbox Store 130 ideas Xbox.com 41 ideas. New Ideas 11,138 ideas. More Information. Your password has been reset. We have made changes to increase our security and have reset your password. We've just sent you an email to . Click the link to create a password, then come back here and sign in. Sidewinder on 360? Discussion in 'Xbox 360 Support Archive' started by vvSTRIDEvv, Sep 14, 2009 with 14 replies and 4,686 views. Media. Members. Se7enSins caters to all types of gamers across the globe, aiming to provide access to the latest news, releases, mods and a great deal more. With a diverse range of content and a welcoming, amicable and tight-knit community, Se7enSins is a forum open to anyone and everyone. Please do not hesitate to share the experience. Site Functions. Useful Links. Support the site. Development and day-to-day site maintenance is a service provided by the staff for the members. However, to help fuel the fire, donations go a long way. To provide a better service for everyone, purchasing Premium not only supports the site, but provides for further site progression and grants access to lots of exclusive privileges. Microsoft SideWinder Force Feedback Wheel. The Microsoft SideWinder Force Feedback Wheel component provides support for the Microsoft SideWinder Force Feedback Wheel game controller. This component is associated with the SideWinder HID to Joystick Port Enabler. There are no services associated with this component. Associated Components. No other components interact with this component. There are no configurable settings for this component. Last updated on Wednesday, October 18, 2006. © 2006 Microsoft Corporation. All rights reserved. Racing wheel and force feedback. In this article. This page describes the basics of programming for Xbox One racing wheels using Windows.Gaming.Input.RacingWheel and related APIs for the Universal Windows Platform (UWP). By reading this page, you'll learn: how to gather a list of connected racing wheels and their users how to detect that a racing wheel has been added or removed how to read input from one or more racing wheels how to send force feedback commands how racing wheels behave as UI navigation devices. Racing wheel overview. Racing wheels are input devices that resemble the feel of a real racecar cockpit. Racing wheels are the perfect input device for both arcade-style and simulation-style racing games that feature cars or trucks. Racing wheels are supported in Windows 10 and Xbox One UWP apps by the Windows.Gaming.Input namespace. Xbox One racing wheels are offered at a variety of price points, generally having more and better input and force feedback capabilities as their price points rise. All racing wheels are equipped with an analog steering wheel, analog throttle and break controls, and some on-wheel buttons. Some racing wheels are additionally equipped with analog clutch and handbreak controls, pattern shifters, and force feedback capabilities. Not all racing wheels are equipped with the same sets of features, and may also vary in their support for certain features—for example, steering wheels might support different ranges of rotation and pattern shifters might support different numbers of gears. Device capabilities. Different Xbox One racing wheels offer different sets of optional device capabilities and varying levels of support for those capabilities; this level of variation between a single kind of input device is unique among the devices supported by the Windows.Gaming.Input APIs. Furthermore, most devices you'll encounter will support at least some optional capabilities or other variations. Because of this, it's important to determine the capabilities of each connected racing wheel individually and to support the full variation of capabilities that makes sense for your game. Force feedback. Some Xbox One racing wheels offer true force feedback—that is, they can apply actual forces on an axis of control such as their steering wheel—not just simple vibration. Games use this ability to create a greater sense of immersion ( simulated crash damage , "road feel") and to increase the challenge of driving well. UI navigation. In order to ease the burden of supporting the different input devices for user interface navigation and to encourage consistency between games and devices, most physical input devices simultaneously act as a separate logical input device called a UI navigation controller. The UI navigation controller provides a common vocabulary for UI navigation commands across input devices. Due to their unique focus on analog controls and the degree of variation between different racing wheels, they're typically equipped with a digital D-pad, View , Menu , A , B , X , and Y buttons that resemble those of a gamepad; these buttons aren't intended to support gameplay commands and can't be readily accessed as racing wheel buttons. As a UI navigation controller, racing wheels map the required set of navigation commands to the left thumbstick, D-pad, View , Menu , A , and B buttons. Additionally, some racing wheels might map some of the optional set of navigation commands to other inputs they support, but command mappings can vary from device to device. Consider supporting these commands as well, but make sure that these commands are not essential to navigating your game's interface. Detect and track racing wheels. Detecting and tracking racing wheels works in exactly the same way as it does for gamepads, except with the RacingWheel class instead of the Gamepad class. See Gamepad and vibration for more information. Reading the racing wheel. After you identify the racing wheels that you're interested in, you're ready to gather input from them. However, unlike some other kinds of input that you might be used to, racing wheels don't communicate state-change by raising events. Instead, you take regular readings of their current states by polling them. Polling the racing wheel. Polling captures a snapshot of the racing wheel at a precise point in time. This approach to input gathering is a good fit for most games because their logic typically runs in a deterministic loop rather than being event-driven; it's also typically simpler to interpret game commands from input gathered all at once than it is from many single inputs gathered over time. You poll a racing wheel by calling GetCurrentReading; this function returns a RacingWheelReading that contains the state of the racing wheel. The following example polls a racing wheel for its current state. In addition to the racing wheel state, each reading includes a timestamp that indicates precisely when the state was retrieved. The timestamp is useful for relating to the timing of previous readings or to the timing of the game simulation. Determining racing wheel capabilities. Many of the racing wheel controls are optional or support different variations even in the required controls, so you have to determine the capabilities of each racing wheel individually before you can process the input gathered in each reading of the racing wheel. The optional controls are the handbrake, clutch, and pattern shifter; you can determine whether a connected racing wheel supports these controls by reading the HasHandbrake, HasClutch, and HasPatternShifter properties of the racing wheel, respectively. The control is supported if the value of the property is true ; otherwise it's not supported. Additionally, the controls that may vary are the steering wheel and pattern shifter. The steering wheel can vary by the degree of physical rotation that the actual wheel can support, while the pattern shifter can vary by the number of distinct forward gears it supports. You can determine the greatest angle of rotation the actual wheel supports by reading the MaxWheelAngle property of the racing wheel; its value is the maximum supported physical angle in degrees clock-wise (positive) which is likewise supported in the counter-clock-wise direction (negative degrees). You can determine the greatest forward gear the pattern shifter supports by reading the MaxPatternShifterGear property of the racing wheel; its value is the highest forward gear supported, inclusive—that is, if its value is 4, then the pattern shifter supports reverse, neutral, first, second, third, and fourth gears. Finally, some racing wheels support force feedback through the steering wheel. You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel. Force feedback is supported if WheelMotor is not null ; otherwise it's not supported. For information on how to use the force feedback capability of racing wheels that support it, see Force feedback overview. Reading the buttons. Each of the racing wheel buttons—the four directions of the D-pad, the Previous Gear and Next Gear buttons, and 16 additional buttons—provides a digital reading that indicates whether it's pressed (down) or released (up). For efficiency, button readings aren't represented as individual boolean values; instead they're all packed into a single bitfield that's represented by the RacingWheelButtons enumeration. Racing wheels are equipped with additional buttons used for UI navigation such as the View and Menu buttons. These buttons are not a part of the RacingWheelButtons enumeration and can only be read by accessing the racing wheel as a UI navigation device. For more information, see UI Navigation Device. The button values are read from the Buttons property of the RacingWheelReading structure. Because this property is a bitfield, bitwise masking is used to isolate the value of the button that you're interested in. The button is pressed (down) when the corresponding bit is set; otherwise, it's released (up). The following example determines whether the Next Gear button is pressed. The following example determines whether the Next Gear button is released. Sometimes you might want to determine when a button transitions from pressed to released or released to pressed, whether multiple buttons are pressed or released, or if a set of buttons are arranged in a particular way—some pressed, some not. For information on how to detect these conditions, see Detecting button transitions and Detecting complex button arrangements. Reading the wheel. The steering wheel is a required control that provides an analog reading between -1.0 and +1.0. A value of -1.0 corresponds to the left-most wheel position; a value of +1.0 corresponds to the right-most position. The value of the steering wheel is read from the Wheel property of the RacingWheelReading structure. Although wheel readings correspond to different degrees of physical rotation in the actual wheel depending on the range of rotation supported by the physical racing wheel, you don't usually want to scale the wheel readings; wheels that support greater degrees of rotation just provide greater precision. Reading the throttle and brake. The throttle and break are required controls that each provide analog readings between 0.0 (fully released) and 1.0 (fully pressed) represented as floating-point values. The value of the throttle control is read from the Throttle property of the RacingWheelReading struct; the value of the brake control is read from the Brake property. Reading the handbrake and clutch. The handbrake and clutch are optional controls that each provide analog readings between 0.0 (fully released) and 1.0 (fully engaged) represented as floating-point values. The value of the handbrake control is read from the Handbrake property of the RacingWheelReading struct; the value of the clutch control is read from the Clutch property. Reading the pattern shifter. The pattern shifter is an optional control that provides a digital reading between -1 and MaxPatternShifterGear represented as a signed integer value. A value of -1 or 0 correspond to the reverse and neutral gears, respectively; increasingly positive values correspond to greater forward gears up to MaxPatternShifterGear, inclusive. The value of the pattern shifter is read from the PatternShifterGear property of the RacingWheelReading struct. The pattern shifter, where supported, exists alongside the required Previous Gear and Next Gear buttons which also affect the current gear of the player's car. A simple strategy for unifying these inputs where both are present is to ignore the pattern shifter (and clutch) when a player chooses an automatic transmission for their car, and to ignore the Previous and Next Gear buttons when a player chooses a manual transmission for their car only if their racing wheel is equipped with a pattern shifter control. You can implement a different unification strategy if this isn't suitable for your game. Run the InputInterfacing sample. The InputInterfacingUWP sample (github) demonstrates how to use racing wheels and different kinds of input devices in tandem, as well as how these input devices behave as UI navigation controllers. Force feedback overview. Many racing wheels have force feedback capability to provide a more immersive and challenging driving experience. Racing wheels that support force feedback are typically equipped with a single motor that applies force to the steering wheel along a single axis, the axis of wheel rotation. Force feedback is supported in Windows 10 and Xbox One UWP apps by the [Windows.Gaming.Input.ForceFeedback][] namespace. The force feedback APIs are capable of supporting several axes of force, but no Xbox One racing wheel currently supports any feedback axis other than that of wheel rotation. Using force feedback. These sections describe the basics of programming force feedback effects for Xbox One racing wheels. Feedback is applied using effects, which are first loaded onto the force feedback device and then can be started, paused, resumed, and stopped in a manner similar to sound effects; however, you must first determine the feedback capabilities of the racing wheel. Determining force feedback capabilities. You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel. Force feedback isn't supported if WheelMotor is null ; otherwise, force feedback is supported and you can proceed to determine the specific feedback capabilities of the motor, such as the axes it can affect. Loading force feedback effects. Force feedback effects are loaded onto the feedback device where they are "played" autonomously at the command of your game. A number of basic effects are provided; custom effects can be created through a class that implements the [IForceFeedbackEffect][] interface. Using force feedback effects. Once loaded, effects can all be started, paused, resumed, and stopped synchronously by calling functions on the WheelMotor property of the racing wheel, or individually by calling functions on the feedback effect itself. Typically, you should load all the effects that you want to use onto the feedback device before gameplay begins and then use their respective SetParameters functions to update the effects as gameplay progresses. Finally, you can asynchronously enable, disable, or reset the entire force feedback system on a particular racing wheel whenever you need. Sidewinder on 360? Discussion in 'Xbox 360 Support Archive' started by vvSTRIDEvv, Sep 14, 2009 with 14 replies and 4,686 views. Media. Members. Se7enSins caters to all types of gamers across the globe, aiming to provide access to the latest news, releases, mods and a great deal more. With a diverse range of content and a welcoming, amicable and tight-knit community, Se7enSins is a forum open to anyone and everyone. Please do not hesitate to share the experience. Site Functions. Useful Links. Support the site. Development and day-to-day site maintenance is a service provided by the staff for the members. However, to help fuel the fire, donations go a long way. To provide a better service for everyone, purchasing Premium not only supports the site, but provides for further site progression and grants access to lots of exclusive privileges. Thrustmaster Ferrari 458 Spider Racing Wheel for Xbox One. Drive with greater precision with this fully adjustable wheel for Ferrari GT-inspired racing. Free shipping. Free returns. Description. Drive with greater precision with this fully adjustable wheel for Ferrari GT-inspired racing. Select a Microsoft Store location. We’re expanding our pick-up-in-store service to more Microsoft Store locations every day. Note: In-store availability subject to change without notice. Sorry, the service was unavailable. Please try again later. Unfortunately, we found no Microsoft Store locations within 100 miles, but we can always ship items to you. Thrustmaster Ferrari 458 Spider Racing Wheel for Xbox One. The thrill of Ferrari driving. Take control with this 7/10 replica of the Ferrari 458 Spider racing wheel. You'll be ready to race in any situation, with two paddle shifters, nine action buttons, one Manettino, one D-Pad, one Xbox Guide button, and a pairing detection LED for Kinect. It features a rubber-textured grip and adjustable wheel sensitivity, with four included presets, for more precise driving in all your racing games. Optimized with a Bungee Cord mechanism, it delivers linear resistance, regardless of the rotation angle, ensuring ergonomic and intuitive control. Plus, it has a wide, individually adjustable pedal set, with the brake pedal offering progressive resistance, giving you the control to get past the checkered flag and into the winner's circle. Ratings and reviews. To rate and review, sign in. Your review. Thanks. Your review will post soon. There was an error posting your review. Please try again later. All user reviews. Love This Wheel. I Just Got This Today, Very Simple Setup I Must Say, Only Thing I Would Add Are LED Lights In The Buttons For Night Gaming. One person found this helpful. It's really good. information. it will work with an xbox one s also. I love it. I just wish it had the clutch pedal. Stopped Working. I used my wheel for Forza Horizon 2 and within about a month it just stopped working with no clear reason as to why. Best beginner xbox one racing wheel! I have had this racing wheel for about a year and three months now, and I have had no trouble from it at all since I bought it. One of my favorite things about this wheel is the paddle shifters, which make a very satisfying 'click' when pressed. The wheel also feels very good in your hands, as the red rubber grips keep your hands down very well. The bungee cord used in this wheel is a very good substitute for force feedback, and I was pleasantly surprised as to how much resistance it was capable of giving. This wheel works seamlessly with forza motorsport 5, forza motorsport 6, forza horizon 2, and F1 2015. Although I do not own project cars, I believe that that game supports the wheel as well. I love it and I saved up just for that I have it sitting in my room and I love it but I want force feed back. Love and hate relationships. I like be this wheel when I'm playing on my Xbox one forza!! Unfortunately I hate that I bought a alpha core Alienware gaming system and also purchased euro truck sim just to use this wheel with it and it doesnt even recognize it. I'm furious. Plz someone tell me if there's a fix for this. i just bought it and it is amazing it feels like a real driving wheel. Great handling racing wheel! I love this wheel! Easy to adjust sensitivity while driving, handles great on Forza 5 and Forza Horizon 2. Works good with The Crew also. Need for Speed doesn't support it though. Can't go back to using a controller after using this wheel. Only thing I'd change is that there is no connection for a headset. Translate to English. Язык Microsoft Store: United States - English. Вас интересует язык Microsoft Store: Россия - Русский? Перевести на русский. You are shopping Microsoft Store in: United States - English. Are you looking for Microsoft Store in: Россия - Русский?

Microsoft sidewinder force feedback wheel xbox one

Force Feedback loses some effects with default driver supplied with vista ultimate 32bit after roughly 2+ effects are applied at once. (it happens in multiple racing games) I have noticed that it shows steer Left/Right and accelerate as X/Y axis but brake is listed as Z axis. Shouldn't force feedback be tagged as Z axis? I have tested the controller with xp and the same games and the controller works fine with the default xp driver. Sidewinder software wont install on vista so i can't load any different drivers to check if this is the issue. Note: In the default xp driver it lists left/right/brake/accel. as x/y and z as feedback. Any ideas? According to your post, you are now using Microsoft Sidewinder Force Feedback Wheel mouse. This device has no driver for Windows Vista provided by Microsoft. Therefore, some functions may miss, very possibly including the problems you encountered. For more information about compatibility, please refer to the following site: For better experience in games, I personally suggest you to upgrade the game device, for example, Microsoft SideWinder Mouse. For more information about this product, please refer to the following site : All replies. According to your post, you are now using Microsoft Sidewinder Force Feedback Wheel mouse. This device has no driver for Windows Vista provided by Microsoft. Therefore, some functions may miss, very possibly including the problems you encountered. For more information about compatibility, please refer to the following site: For better experience in games, I personally suggest you to upgrade the game device, for example, Microsoft SideWinder Mouse. For more information about this product, please refer to the following site : it's not a mouse, it's a steering wheel. Hello Tra c ker, Sorry for my misunderstanding , I’m not very with familiar SideWinder series hardware. However, the website I mentioned is right for the device. Therefore, Microsoft hasn’t provided its driver for Windows Vista, which is also true. For more information about compatibility, please refer to the following site: Thank you for correction. Is there a way to use the old Microsoft Sidewinder steering wheel (with force feedback) under Windows XP? I installed my old Soundblaster in order to have a game port. The Soundblaster is recognized and the audio is ok but the game port is not recognized by the system. When I try to install the Sidewinder (control/config panel & add game controller), the system's answer is that the "game port driver is missing". Is it possible to have the missing game port driver? Thank you, bests regards. Lionel, what you have shown is that Microsoft have not put a driver for the Microsoft USB Sidewinder Force Feedback Wheel in Vista . is there going to be one ? I tried to get my wheel to run on Vista and found the same problems as Tracker ie the Y axis is not split and the accellerator pedal shows on the Z axis. I was intending to make it work on Colin Mcrae rally 2005 as it did OK with XP but, surely, Microsoft can put a driver into Vista for one of its own products.That wheel has taken a lot of battering and I am not going to throw it away because it doesn't work on VISTA. As a 54 year old gamer , the thought of driving a car using a wheel mouse made me laugh. Did you allready find out how to get the steeringwheel working in Vista?? I'm having the same problem and will not throw a perfectly good working machine away.. Hopefully you can help me calibrating and installing my apparatus in Visat 32! I bought my SideWinder Force Feedback Wheel some years ago. In the last summer i need to buy a new pc and it comes only with vista. When a connect my wheel, it didn't work. I call for Microsoft Portugal, and they said that haven't more support for this product. I'm thinking to process Microsoft Portugal, because i can't use their hardware with their sorftware!! Edited by DirkMich Sunday, April 26, 2009 4:29 PM. I have Win XP Pro, and the Microsoft Sidewinder Force Feed Back Wheel, (USB) and mine works just fine. the driver/software i use is. sidewinder FFB wheel drivers 4.0. (sidewinder_force_feedback_wheel_drivers_4.0) i can make the pedels combined or separate. I have Win XP Pro, and the Microsoft Sidewinder Force Feed Back Wheel, (USB) and mine works just fine. the driver/software i use is. sidewinder FFB wheel drivers 4.0. (sidewinder_force_feedback_wheel_drivers_4.0) i can make the pedels combined or separate. Yes, it works under XP. The problem is vista (x64) which has a different driver without the option to combine the axis. And. using XP-drivers in Vista simply won't work at all. Proposed as answer by anderoii Friday, September 18, 2009 6:36 AM. I want drive cars usinf a steering wheel, not a silly mouse. Anyone any solution? XP professional user. i lost my drivers. Proposed as answer by CAT01 Friday, September 18, 2009 4:29 PM. what drivers are u guys using on W7 ? and how did u installed them ? Some said it works under Windows7, but were not clear if the pedals work fine and if they used any specific driver. So after reading lots on websites about this issue I realized that I had to use it on XP or find another solution. Dual boot would have been an option as well but it's sort of a pain in the butt to switch over all the time. I opened the pedals and fould two simple potentiometers. I cut the red wire. Then I made parallel wires between the two potentiometers (since the are facing to one another the outside pins are crossed) Not a big issue, just something that needs to be done every time. I tested it with F1 Racing after I did the calibration procedure in this game as well, and it worked pretty good. is it best to use GlovePie and PPJoy? Another problem reported by TrackIr users: software from NaturalPoint is incompatibel with Force-Feedback on Sidewinder FFB2 Joystick (wheel?) under Windows7-64bit. The stutters when using TrackIr+FFB are a nightmare when playing games. Microsoft please develop drivers to support your own hardware on your own Windows platforms (32-64bit). The standard drivers, included in Windows, work but: 1) No possibility to combine the pedal axis of the FFB wheel ( it worked in xp) 2) Force Feedback not compatible with TrackIr device driver on x64-bit Windows. 3) . other hardware malfunctioning ? Sorry, i´m a total noob with using PPJoy and GlovePie and the wheel is too good to throw away just because we are using Win7 64bit. Otherwise the parallel wiring part is an option, but which pins are tied together? I was both surprised and delighted to find that my Sidewinder USB Force Feedback Wheel works PERFECTLY with Codemasters F1 2010 under Windows 7 64bit. I didn't need to install any drivers; I just plugged in the wheel's power supply and the wheel into the USB port. The wheel shows up under Control Panel > Devices and Printers (amusingly, under Properties, the Manufacturer's name is 'unavailable'. ) The hardware shows up as both an 'HID-compliant game controller' and a 'USB Input Device' There is still no option to combine the Y axis for the pedals, however this is not an issue with F1 2010, as the game will happily detect the two separate axes. Force feedback works absolutely fine, too, with no apparent loss of functionality. The only thing I had to do was customise the controller profile in the game a bit to change the barking-mad preset keyboard keys for the quick-menu (1=up,2=right,3=down,4=left just defies logic. ) I have remapped it to the cursor keys instead. All the predefined wheel button functions, gear change paddles,etc work absolutely fine. I also increased the steering dead zone a little to prevent any force-feedback-induced wobbling on the straights. I had all but given up on ever being able to use my beloved wheel again without my trusty XP, but it appears that modern games are designed to work with separate axes for the pedals, so I'm happy again - I'll just have to use my old XP machine if I want to play an older game that relies on a combined Y axis, but as time passes, I feel less inclined to play those old games anyway. Here is the official Microsoft answer: But the drivers are included in Win-7 and are ok for race games but not for flightsims where combined-axis are needed. And what about the poor-man's answer: " The device manufacturer stated this product is not compatible." This is a shame for Microsoft: if they don't take responsibility for their own products they should not put the Microsoft logo in big characters on the device! A logical reaction would be to ask the source code from 'the device manifacturer' and update it. After all, making sofware is their business isn't it ? hi there please tell me what driver/software you installed. many thanks raymond. hi there please tell me what driver/software you installed. many thanks raymond. No drivers to install in vista/win-7. In fact that's the problem: only a standard driver with standard axis-management is available. Me and a friend of mine run an online gaming community and love our racing games, and quite a few of us own the Sidewinder Force Feedback Wheel including myself, we have all trawled the net for a solution to this issue since the release of Windows 7 but unfortunately there is no solution, Microsofts answer to this is 'buy a new wheel' which me and my friends are not going to do, we love our original ones ! The solution I used to combat this problem (and I have also done this with a couple of my friends pc's) is to make your pc a 'dual boot' system with windows xp and windows 7 or vista, that way you can boot into xp for all your racing games or windows 7 for everything else, unfortunately you will not get all the enhancements of windows 7 and direct x 11, but hey you will still be able to use your wheel :-) I just thought I would pass this on to you incase its something that you hadn't thought of, I hope this is of some help to you all ;-) Me and a friend of mine run an online gaming community and love our racing games, and quite a few of us own the Sidewinder Force Feedback Wheel including myself, we have all trawled the net for a solution to this issue since the release of Windows 7 but unfortunately there is no solution, Microsofts answer to this is 'buy a new wheel' which me and my friends are not going to do, we love our original ones ! The solution I used to combat this problem (and I have also done this with a couple of my friends pc's) is to make your pc a 'dual boot' system with windows xp and windows 7 or vista, that way you can boot into xp for all your racing games or windows 7 for everything else, unfortunately you will not get all the enhancements of windows 7 and direct x 11, but hey you will still be able to use your wheel :-) I just thought I would pass this on to you incase its something that you hadn't thought of, I hope this is of some help to you all ;-) Glad to hear I am not alone with this problem. Dual boot is a bypass, not a solution. I am using it too, stuck with XP because MS refuses to write an usb driver for their own wheel. Just read MS also drops support for another device: the KIN handset http://www.dailytech.com/article.aspx?newsid=20802. Just to let everyone know, Race 07 GTR evolution is almost unplayable on win7 because of the lost effects. The game was just fine on XP. I'm so disappointed after finally upgrading my XP to 7. I even paid for that update. What a sucker I must be. If only my games and other stuff worked on Mac or some other platform, I would switch immediately and never look back. It's not that they cannot port the XP drivers with reasonable amount of work. It's about product life cycle management. They want you to buy new versions of their hardware. (Ultimately, this is the same reason why you don't get DX11, IE9, and whatever to your XP.) So they make sure that the drivers work, only with mediocre performance. This way they can add another device to their precious list of (unofficially) supported hardware and brag how just about every piece of PC HW ever made just works. But with the sub-par performance, you get the message that maybe you need to upgrade your HW. Even if the HW is just fine, as is the case here, only a bit old. After so many wasted hours, I'm tired fighting. So I just gave up and put an order to a new wheel. I'm willing to take my chances with Logitech. Just to let everyone know, Race 07 GTR evolution is almost unplayable on win7 because of the lost effects. The game was just fine on XP. I'm so disappointed after finally upgrading my XP to 7. I even paid for that update. What a sucker I must be. If only my games and other stuff worked on Mac or some other platform, I would switch immediately and never look back. It's not that they cannot port the XP drivers with reasonable amount of work. It's about product life cycle management. They want you to buy new versions of their hardware. (Ultimately, this is the same reason why you don't get DX11, IE9, and whatever to your XP.) So they make sure that the drivers work, only with mediocre performance. This way they can add another device to their precious list of (unofficially) supported hardware and brag how just about every piece of PC HW ever made just works. But with the sub-par performance, you get the message that maybe you need to upgrade your HW. Even if the HW is just fine, as is the case here, only a bit old. After so many wasted hours, I'm tired fighting. So I just gave up and put an order to a new wheel. I'm willing to take my chances with Logitech. I fully agree but I refuse to replace good working hardware with other good working hardware. I only need pedals for flightsims but my son uses the wheel for racing. . and who wants two sets of pedals under his desk . Today, there are some interesting new flightsims A-10 Warthog, Cliffs of Dover, . I don't like to install those new games on XP (DX-9, disk full. ) but the pedal-problem forces me to do what I don't like. Anyway, for the moment I don't buy new games and I don't buy any new hardware, . and I will buy nothing from Microsoft any more. This is what I think about win 7 - 64 bit. Its BullShit OS made by a Bull Shit Company. I can;t use any of my old Xp Hard ware devices in win 7 . no gam e controllers are supported. even MS word 2004 doesn't work in win 7. Good Job you lame Screw balls at Microsoft. why not hold a gun up to my head when you rob me. not to mention a SSD 80 gig drive.. windows 7 uses more hard erive space than any OS ever. Microsoft knew this when they made it.. give me a break .. They can make Adroids with OS that us less space and work tons of apps.. byt not windows 7 its a dog.. DO NOT BUY A WINDOW 7. DO NOT WASTE YOUR MONEY. Microsoft does nto suport what they sell. I am a professional graphic designer. I have run and operated many different systems in my 27 years of working as a graphic designer and in my opinion; win 7 - 64 bit is a pig. It uses tons of space that no one in Microsoft can seem to give a straight answer too, why they made it that way your guess is as good as mine.. the best answer they have is hard drives are cheap just buiy another HDD.. let me tell you a 60 gig SSD drive is not cheap in my book. At $180 a pop, unless your Bill Gates. I currently have a desk top Intel i7- 980 extreme, with 12 gigs of ram and a 2 gig GTX Nvida graphic card. Running windows 7 professional 64 bit. I set it up to have a 55 gig corsair SSD 20x gig speed drive especially dedicated just for the OS. I have a 1TB HDD drive for my program’s such as Adobe creative suite CS4 & CS5 and my 3D animation programs. Like Daz and 3D max and poser I use for rendering movie animation, along with a few other programs.. I also have a 2 TB HDD drive for storage for my business & graphic design files etc. which I also had to use also now for my system back up. Because I had to disable the system restore in the OS because it was taking up to much space. which I feel is not a good thing to do but I had to have the space. I got this computer January 27 2011 to replace my XP pro 64 bit and as of today Feb 26 2011 My SSD drive is completely full.. Mind you I have nothing on it but OS system on it.. Now before I installed anything on my new system when I got it. I shut off the system restore and the hibernating features page-fiiling and indexing all the other features I would not use. I over clocked the system by 10% to give me a extra boost during long renders. Now today feb 26 2011 windows went to update today and couldn’t because my SSD drive is completely full. GUESS WHAT? I don’t care. I refuse to let windows use any other of my other drives and I’m not buying anymore for the OS. Hard drives to me are not cheap, and plus I have 3 hard drive now so why do I need more just for a pig of an operating system which should only use a ¼ of the 55 gig drive its on now. I am very very disappointed with Windows 7 64 bit. And I will not recommend it to any of my clients. Because Microsoft doesn’t seem to really care about addressing issues with this fat pig of a system eating up a lot of space. In Double files and double file naming. Not to mention the x986) program file for win 32 programs. And a lot of software companies are not supporting win7 64 bit. . So I refuse to let windows use any of my other drive for their OS . I think 55 gig is way more than enough. So if any of you want a screaming machine at this point that you will need to buy hard drives about every month for to satisfy the operating system. I will gladly sell you my computer for $2800 that is $300 less than I paid for it to be built. so I can get a different machine and operating system. I'm going to post on ever MS forum I can find what a bunch of shit head Microsoft is for developing this program then not support the hardware or the drivers needed for. the products they sell. Again DO NOT BUY A MICROSOFT WINDOWS 64 BIT SYSTEM YOU WEILL REGRETT IT. Cut red wire, leave app 3cm loose wire to pin 2, connect this to pin 2 (yellow) Cut green wire between 3 ---1, cut as close pin 3 as possible. Connect loose end of this wire to pin 1. Cut black wire between 1---3, cut as close pin 1 as possible. Connect loose end of this wire to pin 3. So, connection after mod should be as follows. Remember to press brake before and while connecting USB cable. You Richmond guys, you DON'T get my money for new wheels, never again, next one is something else. Works fine as combined axis. Cut red wire, leave app 3cm loose wire to pin 2, connect this to pin 2 (yellow) Cut green wire between 3 ---1, cut as close pin 3 as possible. Connect loose end of this wire to pin 1. Cut black wire between 1---3, cut as close pin 1 as possible. Connect loose end of this wire to pin 3. So, connection after mod should be as follows. Remember to press brake before and while connecting USB cable. You Richmond guys, you DON'T get my money for new wheels, never again, next one is something else. Works fine as combined axis. This can be a bypass for flightsim-only but certainly not a definitive solution. I understand you have to plugin the usb cable after every boot to calibrate the pedals, but what's worse: you cann't switch back to split axis for e.g. race games. I tried some axis-to-keyboard mapping tools but they are worthless in flightsims because there is no sensitivity in the keys. After some googling I found the reason why MS dropped support: they have abandoned DirectInput in favor of XInput, used by the xbox 360 console! Since Vista a lot of gaming-hardware is malfunctioning: driver problems, many Force Feedback problems, no combined axis, . But even when XInput is the preferred choice, MS could create a virtual x360 controller and write a mapping tool for older hardware. But they did nothing, just drop directinput-support and let people buy new controllers. Just like Hakamaa, I do not accept this discrimination of pc-gaming in favor of (arcade) console gaming nor the laziness of MS to write a compatibility program. I will certainly never buy an xbox other any other device from MS again. I have also been surprised to find the wheel and pedals working fine in Win 7 with F1 2010! I remember packing my wheel away in disgust when driver support vanished after upgrading from XP. I had just discovered my wheel in storage and was going to throw it in the trash or try and sell it and thought I'd test it. Everything worked fine even identified by name in the game controller settings. Callibration page confirmed everything was working and the pedals do function correctly in game which was the issue I remember. I do not own any more recent driving games and have not used the pedals in any flight sim. I will pack the wheel away again and keep it for a spare should anything fail on my Thrustmaster version. These devices are expensive and my game time no longer warrants any further investment in these controllers. I now have 2 working force feedback wheels and a Saitek R220 non force feedback fully supported in Win 7! That should see me through? The resale value would be so small when compared to the purchase price that they will be worth keeping just for fun and nostalgia! HOWEVER MICROSOFT MUST CONTINUE TO UPDATE DRIVERS FOR THEIR OWN HARDWARE. I purchased what was really an unnecessary item to carry on driving with the Saitek, and then again when I upgraded to force feedback with the Thrustmaster. All because the Sidewinder no longer functioned correctly! For the googlers (or ist it "bingers" here?): Before you start cutting wires what did the trick for me is just switching that originally supported RJ11 to RJ11 crossover cable which connects the wheel with the pedals with a patch cable (= straight 1:1 connections if you compare the plugs) of the same type. You still need to hold the brake pedal while plugging in / installing! Works with Win7, Win8.1 and Win10 (all x64 in my case) and the standard drivers provided. Because of a lack of games I only tried racing games, but some of them showed me 2 separate axis, so it should also work with flight simulators. Microsoft is conducting an online survey to understand your opinion of the Technet Web site. If you choose to participate, the online survey will be presented to you when you leave the Technet Web site. Xbox 360 Wireless Speed Wheel. How to set it up and how to use it. The Xbox 360 Wireless Speed Wheel lets you experience realistic, accurate steering, and feel every bump in the road with rumble feedback. The wireless speed wheel puts you in control with intuitive buttons and triggers: Intuitive steering with motion sensors Trigger buttons for accelerating and braking Buttons for game-specific functions: Wireless speed wheel. Watch the video “Wireless speed wheel features and setup.” Note This video is available in English only . Step 1: Install the Wireless Speed Wheel software. The easiest way to install the Xbox 360 Wireless Speed Wheel software drivers is to connect to Xbox Live. If your console is connected to Xbox Live, then you’re ready for Step 2. If your console is not connected to Xbox Live, do one of the following: Insert the Software Driver disc or the game disc included with the Xbox 360 Wireless Speed Wheel. When you’re prompted to update your console, choose to update the software (if you aren’t prompted, the software is up to date). Once updated, go to step 2. Update your console software. Once updated, you’re ready for step 2. Step 2: Insert batteries. Insert AA alkaline (included with the wheel) or fully charged Nickel Metal Hydride (NiMH) rechargeable batteries into the wireless speed wheel. Here’s how: Turn the speed wheel upside down. Press the battery release button to open the battery door. Insert two new AA (LR6) batteries with their positive (+) and negative (–) ends positioned as shown on the battery compartment. For best performance, AA rechargeable batteries are not recommended. Replace the battery door and push to lock in place. Note The wireless speed wheel doesn’t charge rechargeable batteries. You must recharge batteries in a charging device. Step 3: Connect the speed wheel to your console. To connect your speed wheel and console: Turn on your console. Press and hold the Start or Guide button on the wheel until lights flash. Press and release the connect button on the console. Within 20 seconds, press and release the connect button on the wireless speed wheel. The light on the wheel’s right handle will flash while it connects to your console. Once the wheel is connected to your console, one segment on the wheel’s center ring of light is illuminated (this can take up to 10 seconds). The Xbox 360 Wireless Speed Wheel has buttons, lights, and triggers, on the handle bars and in the center of the speed wheel. The controls in the center of the speed wheel include the Start, Back, and the Guide button. A light ring surrounds the Guide button. When you connect the speed wheel to your console, a section on the ring of light illuminates. Each subsequent speed wheel or controller that is connected to the console (up to four) is assigned a section on the ring of light. Start and Back button behavior is the same as on your Xbox controller. Press the Guide button to turn your console on. Once on, pressing the Guide button displays the Xbox Guide. To turn off your console, press and hold the Guide button for three seconds and confirm your selection. Handle bar controls. The controls on the handle bar include the accelerator trigger, the brake trigger, and the A, B, X, and Y buttons. Squeezing the accelerator trigger on the right handle bar makes your vehicle go faster. Squeezing the brake trigger on the left handle bar makes your vehicle slow down. The A, B, X, and Y buttons behave the same as on your Xbox controller. The directional pad behaves the same as on your Xbox controller. Start and use your speed wheel. When you use your speed wheel with driving games, it acts like a steering wheel and ignores unwanted motion. The speed wheel supports pitch, yaw, and roll, but not all games supports these actions. Refer to the game’s manual to find out what actions are supported by the game. To start your speed wheel: Press and hold the Start or Guide button on the wheel until lights flash. Wait for the wheel to be assigned a section on the ring of light. The wheel is ready to play. If lights continue to flash around the Guide button, see the Setup or Troubleshoot speed wheel problems topics on this page. Watch the video “Using the speed wheel with racing games.” Note This video is available in English only. The Xbox 360 Wireless Speed Wheel is designed to work with most Xbox racing games. Because the wheel does not have shoulder buttons, some functionality may be limited in some game titles that use shoulder buttons. Refer to the game’s manual for information about shoulder button functionality, or to see if the game allows remapping of controller functions. Watch the video “Playing Forza 4 with the speed wheel.” Note This video is available in English only. Make sure the batteries are new AA alkaline or fully charged Nickel Metal Hydride (NiMH) rechargeable batteries. See Setup for more information. Four lights keep flashing on the wheel. When four lights around the Guide button flash followed by alternating flashing, this means the wheel is not connected to the console. If this is your first time connecting the wheel to your console, refer to the Setup information above. If you previously connected the wheel to your console, do the following: Press and hold the Start or Guide button on the wheel until lights flash. The wheel should stop flashing and be assigned a section on the ring of light. If the lights flash longer than 15 seconds, try the following: Move the speed wheel closer to the console. Make sure the console and speed wheel are at least three feet away from large metal objects, such as file cabinets and refrigerators. Metallic decorations or stickers on the console or speed wheel can interfere with performance. Remove decorations and try connecting again. Make sure the front of the console is positioned in the direction of the racing wheel, and not toward a nearby wall. Cordless phones (2.4 GHz), wireless LANs, wireless video transmitters, microwave ovens, and some cell phones can interfere with the operation of the speed wheel. Try turning these wireless devices off or unplugging them, to see if the wheel will then successfully connect to your console. Project CARS – Full List of Supported Wheels, Pedals & Controllers for PC, PS4 and Xbox One. Project CARS has a wide range of support for all the latest hardware, from the Oculus Rift to 12K support for PC, while at the same time utilising the raw power of the latest GPUs. Project CARS has support for many steering wheels and peripherals: Thrustmaster T300 Ferrari GTE. Thrustmaster TX Racing Wheel Ferrari 458 Italia Edition. Thrustmaster T100 Force Feedback. Thrustmaster T3PA Pedals. Thrustmaster RGT Force Feedback Clutch. Thrustmaster F430 Force Feedback. Thrustmaster Ferrari F1 Wheel Integral T500. Thrustmaster GP XID Gamepad. Thrustmaster GPX Gamepad. Thrustmaster GPX LightBack Black Edition Gamepad. Fanatec Porsche Turbo. Fanatec Porsche Carrera. Fanatec Porsche 911 Turbo S. Fanatec Porsche 911 GT2. Fanatec Porsche 911 GT3 v2. Fanatec CSR (+ Pedals) Fanatec CSR Elite (+ Pedals) Fanatec ClubSport Shifter (+SQ) Fanatec ClubSport Wheel Base. Fanatec ClubSport Wheel Base v2. Logitech Driving Force. Logitech Driving Force Pro. Logitech Driving Force GT. Logitech MOMO Force. Logitech MOMO Racing. Microsoft SideWinder Force Feedback. Thrustmaster TX Racing Wheel Ferrari 458 Italia Edition. Thrustmaster Ferrari 458 Spider Racing. Thrustmaster T3PA Pedals. Fanatec ClubSport Wheel Base. Fanatec ClubSport Wheel Base v2. Mad Catz Pro Racing Force Feedback. Thrustmaster T300 Ferrari GTE. Thrustmaster T100 Force Feedback. Thrustmaster T3PA Pedals. Fanatec Porsche 911 Turbo S. Fanatec Porsche 911 GT2. Fanatec Porsche 911 GT3 v2. Fanatec CSR (+ Pedals) Fanatec CSR Elite (+ Pedals) Fanatec ClubSport Wheel Base. Fanatec ClubSport Wheel Base v2. Project CARS key features: The largest track roster of any recent racing game with 110+ unique locations A wide variety of motorsports including GT, Touring, Le Mans Prototypes, Karts, and modern Open Wheel and 80+ cars available at launch Dynamic weather, pit stops, and pit strategy creation Dynamic time of day and endurance races including the Le Mans 24H World-class graphics running at 60 fps with up to 45 drivers onscreen Next-gen physics running at 600 fps and deep telemetry & tuning features Competitive multiplayer for up to 16 players and the ability to create public, private and friend-based lobbies with ‘Join In Progress’ Asynchronous Time Trial with downloadable ghosts Regularly-scheduled community events Social connectivity with photo and replay modes powered by The Driver Network Support for 30+ wheels, community apps, and virtual reality via Oculus Rift and Project Morpheus Continual updates and further content after launch. Project CARS is the ultimate driver journey! Guided, tested, and approved by a passionate community of racing fans and real-life drivers, Project CARS represents the next-generation of racing simulation as the ultimate combination of fan desire and developer expertise. Discover an unrivaled immersion fuelled by world-class graphics and handling that allows you to truly feel the road. Create a driver, pick from a huge variety of motorsports in a dynamic career mode and write your own tale in an intense online multiplayer. Featuring the largest track roster of any recent racing game with a ground-breaking dynamic time of day & weather system, deep tuning & pit stop functionality, and support for Oculus Rift and 12K ultra HD resolution, Project CARS leaves the competition behind in the dust. The digital edition of Project CARS also includes the Limited Edition upgrade DLC pack, unlocking 5 legendary cars drivable in any game mode and showcased with special one-make series within your career! Ford GT40 Mk IV BMW M1 Pro Car McLaren F1 Sauber C9 Mercedes-Benz AMG C-Coupe DTM BEYOND REALITY: Next-gen graphics, authentic handling, playable via Oculus Rift and 12K Ultra HD resolution BY RACERS 4 RACERS: Guided, tested and approved by fans & pilots for the perfect gameplay balance YOUR CHOICES, YOUR VICTORIES: Master a variety of motorsports & unprecedented track roster in a sandbox career mode. We will bring you any new information on the subject as soon as it becomes available. Be sure to check our previous Project CARS coverage for more here and here.

Microsoft sidewinder force feedback wheel xbox one

A servomotor is combining a rotary actuator (H.E.A.R.T HallEffect AccuRate Technology™(*) technology) for precise control of angular position, velocity and acceleration with an industrial brushless motor. Thrustmaster has also coupled the servomotor with a relatively sophisticated algorithm FOC (Field oriented Control) to offer the best efficiency, lowest cogging, smoothest feeling, highest accuracy and highest force feedback torque. Brushless industrial motor. Ultra-smooth Force Feedback, with zero cogging. Super-responsive, realistic Force effects, with no latency. Fluid and smooth steering – ultra-quiet system. H.E.A.R.T HallEffect AccuRate Technology™*: contactless magnetic sensor, for precision that won’t decrease over time. 16-bit resolution (65536 values on the wheel’s steering axis) Internal memory and upgradable firmware. Controller pairing LED for Kinect! PC compatibility is ensured thanks to the Thrustmaster drivers available for download from the ts.thrustmaster.com website. With these drivers, you can also make sure that you always have the latest firmware version available for your wheel. Metal pedals, with long range of travel. Brake pedal featuring progressive resistance. Realistic: 28 cm in diameter, with textured rubber grip. 2 large, wheel-mounted sequential paddle shifters. 10 cm tall, and attached to the wheel. Super high-end tact switch (lifespan of more than 10 million activations) 10 action buttons (including 1 on the base) replicating the controls found on the real wheel. Replica 2-position Manettino® dial + replica ENGINE START D-Pad. Detachable wheel featuring Thrustmaster Quick Release system : quickly switch from one wheel to another. Compatible with other detachable Ferrari wheels already available on the market. (Ferrari F1 Wheel Add-On**, Ferrari GTE Wheel Add-On**, etc.) Compatible with the T3PA** pedal set (Thrustmaster 3 Pedals Add-on) Compatible with the TH8A** shifter (Thrustmaster TH8 Add-on) featuring 8-speed or sequential gearbox. Metal central clamping system compatible with all desks and tables. Built-in screw threads for easy attachment to any cockpit.

Комментариев нет:

Отправить комментарий

Related Posts Plugin for WordPress, Blogger...