Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UGRlc3N0ZX » Mon, 10 Aug 2009 02:00:01


Hi,
I am using FSX SP2. I have a Sidewinder Force Feedback 2 joystick. I
recently also joined the Stanfrod Quake Catcher Network (QCN--
http://www.yqcomputer.com/ ). QCN detects temors using a Joywarrior USB sensor.
This appears to be causing FSX issues. It likes the Generic Joystick more
than my Sidewinder (no matter how I set things). I tried the solution in the
KB article 823621. All was fine until I plugged the Joywarrior back in. I
can't seem to get FSX to ignore the Joystick and just use the Sidewinder. I
did a bunch of searching and am now at a stalemate. I can fly with the
keyboard, but that is not as much fun. Any help would be greatly appreciated.
I don't want to drop out of QCN.

PS
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UmVuZWVGb3 » Mon, 10 Aug 2009 12:58:01

Sounds like the drivers of your Sidewinder are not compatible with this game.
I doubt you'd get Microsoft to tell you that, but it's just a hunch on my
part. Then if you bug the Sidewinder manufacturers, they may just point
fingers at Microsoft. The ole' accountability problem. I wouldn't be
surprised if that device just isn't compatible.

 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by tsperlin » Mon, 10 Aug 2009 17:33:51

The Sidewinder is a discontinued Microsoft product with a USB connection, so
it works without a driver - or rather, the driver software is in the OS. I
have a slightly older Sidewinder with a Game port connector, and that needs
a driver which doesn't exist for a modern OS since it's discontinued, it
works fine on my beloved Win2K machine, though.

Some games prefer to have its controller set up as Device ID number 1 - if
you try to use the number 2 device it might have a conflict with two devices
attached. I don't know if you can automate the ID to change with your game,
but as they are both USB, you can manually switch them, only using one at a
time, or, if the other is a Logitech using the proprietary Profiler, you can
have the Sidewinder set up as number one (1) and the Logitech as number two
(2) but force the Logitech to USE the number one (1) device with the
profiler, as it will not be aware of the non-Logitech Sidewinder.

There could also be a difference if your machine has non-USB2 connectors on
the front and you use one of each for each one?



Tony. . .
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UGRlc3N0ZX » Mon, 10 Aug 2009 19:08:02


Thanks for the replies. The KB article 823621 is a workaround to try to make
the Sidewinder joystick #1. When I peek in the registry, it appears like it
is #1.

As far as the drivers go, the Sidewinder does everything as it should when
the QCN sensor (Joywarrior) is not plugged in.

I am baffled why FSX has a pull down choice for the controller that does not
stay selected after I say OK. I can use settings and select the Sidewinder
and say OK. Then go back in and it is now "Joystick" (which is the
Joywarrior).

I may be wrong that the Sidewinder is #1. When I look in the registry (XP).
I look under:

HKEY_LOCAL_MACHINE\SYSTEM\ControlSet001\Control\MediaResources\Joystick\Dinput.dll\CurrentJoystickSettings

Joystick1OEMName points to the Sidewinder
Joystick2OEMName points to the Joystick

I get the same issue in FS 2004. They were both plugged into the same USB 2
card. I now have the Sidewinder on the USB 2 card and the Joywarrior on the
system board USB 1.

PS
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by tsperlin » Mon, 10 Aug 2009 20:24:55

You are probably right about your devices. One other way to see this is from
the 'Game Controller' Control Panel applet (I think it's the 'Advanced'
tab?) But this probably depends on your OS. I am on Win7 at the moment (no
game controllers!) so cannot double check for you.

In your place, I would probably try and have both controllers on USB2 or
simply yank the controller that I will not be needing for the moment and not
have both plugged in at once - with USB you can switch them on the fly.

It has been a problem, that configuration options are not remembered, that I
have seen in XP x64 and that I have heard about with Vista and that I am not
quite sure about with Win7 yet. I don't have a clue why this happens, it
sometimes tend to go away, since I have seen it in the 64bit OS's it may be
a *** ie or Java 'thing', but I first saw this in FS9 so. . .?

This KB ID: is that correct? I get a page describing a Microsoft Project
error message!



Tony. . .
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UGRlc3N0ZX » Mon, 10 Aug 2009 20:39:01

Hi Tony,
I messed up the KB number. The real data is at:
http://www.yqcomputer.com/

PS
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UmVuZWVGb3 » Tue, 11 Aug 2009 07:20:01

What I meant was why would FSX have Sidewinder functinality built-in, or
anything with feedback? What would the feedback be coming from? Turbulence?
Logically, it wouldn't make any sense. It expects joystick-type
controllers; doesn't it? Maybe I read the post wrong, but I thought Pdesstep
wants the added functionality to work. FSX would have to be programmed for
it. Right?
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by tsperlin » Tue, 11 Aug 2009 10:03:30

Oh, it really is programmed for it, it was added in FS 2000, I think, and FS
may even have been the premier app for introducing FFB devices. For
turbulence - yes! And runway roughness when taxiing, but definitely when
landing and extending gear and flaps. If done right, ideally, it should add
realism by conveying back to you the feel of weight and inertia of a moving
body (or bodies). I have to agree that it does that, but overall, I am not
impressed. It's a brilliant idea and the logic of it is there, but I don't
think it is very well implemented, certainly less than ideal, so your
skepticism bears weight on its own.

To let you see how it is implemented, take a look at the 'Panel.cfg' file of
one of your planes (you can open it in Notepad), there's a [Forces] section
that may not be very revealing, but it should give you some idea of what's
going on.

One type of flying that make FFB really 'shine' I think is Bush Flying.
Landing on grass and dirt strips, and perhaps water too. If you know someone
who can lend you a FFB stick, you should try it out just for the experience.
It would require to activate the forces in the 'joystick' section of the
hardware options - and that option doesn't even show I think, if you don't
have the hardware for it.


Tony. . .
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UmVuZWVGb3 » Wed, 12 Aug 2009 06:50:01

I am mistaken and surprised. Thanks for the explanation tsperling.
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by tsperlin » Wed, 12 Aug 2009 09:09:42

You are welcome! It's one of those things - if you know, it is a natural
thing - if you don't, it is natural to miss!


Tony. . .
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by UGRlc3N0ZX » Mon, 24 Aug 2009 05:46:01

Hi Folks,
An update. I am also dialoging with MS Support. They say I should
unplug the QCN Joy Warrior
( http://www.yqcomputer.com/ #Purchase). This is OK as a
short term thing. I wanted to avoid that as I want to attempt to detect
earthquakes. It can do that when it off. I wish they would fix this
issue. In the mean time I can fly by keyboard and mouse or unplug the QCN
detector. If anyone knows of any other solutions, please reply back.

Thanks,
PS
 
 
 

Sidewinder Force Feedback 2 vs Quake Catcher Network and FSX

Post by Grand_Poob » Mon, 24 Aug 2009 05:53:33

--->

As flying using a mouse or keyboard is roughly the same as trying to
drive with your feet :) I'd unplug the QCN when I wanted to fly and plug
it back in when I was done.

GP