12-23-2010, 02:27 PM
Hi,
first let me thank the developers and contributors for their efforts; VDrift is a really nice game and quite a joy to drive.
I have a Guillemot FF Wheel, which uses iforce module. I had some trouble setting up the wheel with vdrift (svn 2996). It didn't seem to work at all, although it has been reported in the console that the force feedback has been initialized. So I looked at the code and by some experimenting I found that if I uncomment the line:
and remove the default:
the FF starts working. I looked at the kernel headers, which have the following to say about the ff_effect struct:
I only guess there are some wheels that require this to be set to 0x0000 to work properly and some others need different values. Any comments on what was the idea behind this?
Cheers,
Marko
first let me thank the developers and contributors for their efforts; VDrift is a really nice game and quite a joy to drive.
I have a Guillemot FF Wheel, which uses iforce module. I had some trouble setting up the wheel with vdrift (svn 2996). It didn't seem to work at all, although it has been reported in the console that the force feedback has been initialized. So I looked at the code and by some experimenting I found that if I uncomment the line:
Code:
effect.direction=0xC000;
and remove the default:
Code:
effect.direction=0;
the FF starts working. I looked at the kernel headers, which have the following to say about the ff_effect struct:
Code:
* Direction of the effect is encoded as follows:
* 0 deg -> 0x0000 (down)
* 90 deg -> 0x4000 (left)
* 180 deg -> 0x8000 (up)
* 270 deg -> 0xC000 (right)
I only guess there are some wheels that require this to be set to 0x0000 to work properly and some others need different values. Any comments on what was the idea behind this?
Cheers,
Marko