View Full Version : Microsoft Racing Wheel
mikejohst
11-02-2007, 12:41
Does XBOX 360 Test Drive Unlimited now fully support the Microsoft Racing Wheel?
The one I've tried seemed to be hard to setup properly.
Just what is the linearity setting good for?
Any suggestions on whats works best appreciated.
Snowgasm
11-02-2007, 12:45
Try the search function ;-)
The 3rd patch will fix the FF support. You can use the wheel in game, there is an option. It just feels weird now..........
crappucino
11-02-2007, 13:10
Does Test Drive Unlimited now fully support the Microsoft Racing Wheel?
The one I've tried seemed to be hard to setup properly. Any suggestions on whats works best appreciated.
I wouldn't bother with the wheel until the patch does come out. The only way I've found it remotely usable is by dropping the linearity right down and increasing the sensitivity a bit and having at least some sort of driving aid on to reduce the risk of going into a tank slapper at high speed when you come out of the non-existent deadzone.
Sebringmgb
11-02-2007, 13:53
the non-existenent dead zone is what makes this wheel good mate.
HappySpaceInvdr
11-02-2007, 16:16
the non-existenent dead zone is what makes this wheel good mate.
Quite. A real car steering wheel doesn't have a dead zone, so why should the MS Racing Wheel have one?
Alex3349
11-02-2007, 18:11
The steering wheel is great as it is, bu i would like the 900' funktion like the logitec PS2 wheel!
crappucino
11-02-2007, 21:31
Quite. A real car steering wheel doesn't have a dead zone, so why should the MS Racing Wheel have one?
I don't think it's that important tbh as it seems to be more of a linearity and responsiveness issue. Some people do like to set a dead zone though so it should at least be an adjustable option.
Mojo1965
12-02-2007, 00:30
I have been using the MS Wireless Wheel with TDU since the New Year. I personally love the thing. It beats doing Tantalus with the thumbstick. The upcoming Force Feedback patch will only be a bonus! The wheel IS worth it in my opinion. It removes a lot of the thumbstick frustration.
HappySpaceInvdr
12-02-2007, 09:21
I don't think it's that important tbh as it seems to be more of a linearity and responsiveness issue. Some people do like to set a dead zone though so it should at least be an adjustable option.
A dead zone is only really necessary with a thumbstick, and it's due to the way a tiny movement will have a big effect on your steering. Imagine trying to steer your real car with your left thumb for example!
With the Racing Wheel, it's less of an issue, except that the vast majority of people drive cars with around 900 degrees of rotation, so they're not used to the sensitivity of the MS Wheel.
In TDU at the moment, the Racing Wheel feels really odd, because as soon as you try and turn it, a resistance kicks in that feels totally unnatural and always wants to spring back to the centre position. This causes you to overcompensate in your turns, which leads to fishtailing. You could set a large dead zone, but this would only help you driving along very straight roads; shallow bends in the road would still be difficult.
When the force feedback is introduced, all of this will cease to be an issue.
Sebringmgb
12-02-2007, 17:44
^^^
agreed.... the electronic resistance currently in TDU has a bit og "dead-zone" where the motors kick the wheel in the opposite direction... right around center they seem to get a bit confused. played PGR3 with FF and this isnt an issue with ff activated.
I've sold my wheel already.
I purchased it to play test drive with force feedback back in December, you know the rest.
Crackdown is out on the 23rd, goodbye test drive.
HappySpaceInvdr
12-02-2007, 21:21
I've sold my wheel already.
I purchased it to play test drive with force feedback back in December, you know the rest.
Crackdown is out on the 23rd, goodbye test drive.
Wow... I think I just felt the forum get lighter...
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