Re: [Audyssey] Force feedback

2014-12-24 Thread shaun everiss

Well I did have an old crappy logitech stick in the day but never used it.
now days gamepads are the rage, and I haven't managed to find a stick.
Saying that a pad is easier to store, and to be brootally honest I 
have only played tdv and topspeed a few times and none at  all since ages ago.


At 01:17 p.m. 21/12/2014, you wrote:

Hi all,
I was thinking of buying a steering wheel and a flight controller to 
be able to play Top Speed and TDV in a more realistic way. What are 
your experiences? I am particularely interested in devices with 
force feedback. How realistic can it be? Is it a simple vibration on 
impact that reminds of a vibration of a mobile phone, or it can 
really shake you at times where the impact should be hard?
In adition, are flight controllers as big as steering wheels, or 
they are more like joysticks?

Thanks to all in advance, and best regards!
  Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs
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[Audyssey] Force feedback

2014-12-20 Thread Milos Przic
Hi all,
I was thinking of buying a steering wheel and a flight controller to be able to 
play Top Speed and TDV in a more realistic way. What are your experiences? I am 
particularely interested in devices with force feedback. How realistic can it 
be? Is it a simple vibration on impact that reminds of a vibration of a mobile 
phone, or it can really shake you at times where the impact should be hard?
In adition, are flight controllers as big as steering wheels, or they are more 
like joysticks?
Thanks to all in advance, and best regards!
  Milos Przic
Twitter: MilosPrzic
Skype: Milosh-hs
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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-16 Thread shaun everiss

Yeah a friend that had a logitech said it did this and got a presition stick.
But who knows, I may try to get an ms compatible stick mainly because 
they are supported in windows just about every windows that will 
support one well who knows.


At 01:58 a.m. 16/08/2014, you wrote:

Hi Shaun,

I have heard that some joysticks and gamepads had that problem with
not correctly centering even when properly calibrated. Although, I
haven't encountered that problem myself I have heard that was a
problem with some makes and models of force feedback devices. Not sure
if it still holds true now, but that would be a definite disadvantage
to buying one if that was still the case.

Cheers!


On 8/14/14, shaun everiss sm.ever...@gmail.com wrote:
 Well a major reason why back in the day my friends quit  force
 feadback sticks was their tendency to not center right even when
 calibrated.
 back in the day it was the presition sticks.
 My cousin with x box controlers has  these things called control
 flukes which slot over and lock into place on top of your sticks
 making them longer like the old pc gamepads but you need to get these
 online on ebay or other aisian sites these things are not official
 mods but they are good for what they are.

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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-15 Thread shaun everiss
Well a major reason why back in the day my friends quit  force 
feadback sticks was their tendency to not center right even when calibrated.

back in the day it was the presition sticks.
My cousin with x box controlers has  these things called control 
flukes which slot over and lock into place on top of your sticks 
making them longer like the old pc gamepads but you need to get these 
online on ebay or other aisian sites these things are not official 
mods but they are good for what they are.


At 05:55 a.m. 14/08/2014, you wrote:

Hi Tom.

As I said, I do know that force feedback hasn't been used much but I 
find it interesting that the technology was there, at least in 
direct x 8 to make it a much more major part of games (audio or otherwise).


I wonder if Ios development allows for the similar control of a 
phone's vibration features, sinse  i could imagine a light saber 
game much as you describe, complete with swinging the phone around 
as your saber as well, provided the vibration could allow for the 
appropriate variations.


I will say howver that this is also the sort of thing that would! 
make me go out and buy a pc controller sinse as I said previously I 
don't particularly like joypads anyway and am happy with the 
keyboard for most things, but this would definitely qualify as 
something only possible with a controller


Beware the Grue!

DArk.

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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-15 Thread Thomas Ward
Hi Shaun,

I have heard that some joysticks and gamepads had that problem with
not correctly centering even when properly calibrated. Although, I
haven't encountered that problem myself I have heard that was a
problem with some makes and models of force feedback devices. Not sure
if it still holds true now, but that would be a definite disadvantage
to buying one if that was still the case.

Cheers!


On 8/14/14, shaun everiss sm.ever...@gmail.com wrote:
 Well a major reason why back in the day my friends quit  force
 feadback sticks was their tendency to not center right even when
 calibrated.
 back in the day it was the presition sticks.
 My cousin with x box controlers has  these things called control
 flukes which slot over and lock into place on top of your sticks
 making them longer like the old pc gamepads but you need to get these
 online on ebay or other aisian sites these things are not official
 mods but they are good for what they are.

---
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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-14 Thread Jim Kitchen

Hi Thomas,

I don't guess that I ever installed any of the software that came with my 
joysticks.  So that would be one reason that I have never programmed with force 
feedback.  Another would be that I do not particularly care for things 
vibrating in my hands.  My vacuum cleaner doesn't even have a power head for 
that reason.  It is just easier for me to feel where I am vacuuming with a very 
light weight none vibrating vacuum.  But I don't know, maybe I would like some 
extra input in game play.

BFN

Jim

Never agree with me, it shakes my self confidence.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-14 Thread Thomas Ward
Hi Dark,

I don't know much about how much control iOS has over the iPhone's
vibration, but I would imagine there should be some way to control the
rate of vibration and duration. After all we are just talking a
miniature motor that vibrates and should be programmable from a
developers standpoint. All I do know for sure is that DirectX
compatible devices are, and a lot more could be done with them than is
presently being done.

I suppose eventually I should look more into force feedback support
myself. I have the basic concept of how it is to be done, but just
haven't taken the time in large part because it isn't a feature a lot
of audio gamers are looking for. Most are happy with a keyboard and
its hard to justify putting a lot of effort into force feedback
support if only a couple customers have compatible devices. It is one
of those things I was considering adding after more important aspects
of my games have been completed, an extra feature, rather than
incorporating it into the game from the start.

Cheers!


On 8/13/14, dark d...@xgam.org wrote:
 Hi Tom.

 As I said, I do know that force feedback hasn't been used much but I find it

 interesting that the technology was there, at least in direct x 8 to make it

 a much more major part of games (audio or otherwise).

 I wonder if Ios development allows for the similar control of a phone's
 vibration features, sinse  i could imagine a light saber game much as you
 describe, complete with swinging the phone around as your saber as well,
 provided the vibration could allow for the appropriate variations.

 I will say howver that this is also the sort of thing that would! make me go

 out and buy a pc controller sinse as I said previously I don't particularly

 like joypads anyway and am happy with the keyboard for most things, but this

 would definitely qualify as something only possible with a controller

 Beware the Grue!

 DArk.


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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-14 Thread Thomas Ward
Hi Jim,

Obviously weather to use or not use force feedback is purely a matter
of personal preference. However, I will say if a gamer isn't use to it
force feedback may feel a little strange at first. Its a different
form of feedback where you, the gamer, are employing vibration as
another sensation to gather feedback about your game or add a bit of
extra realism. Imagine, for example, firing a machine gun. The
controller might vibrate in sink with the gun simulating the feeling
of a machine gun, or your steering wheel might become hard to steer
when you drive into the marbles. Both are just added for extra
realism, but might be irritating to someone not use to the controller
attempting to simulate things so realistically. Fortunately, there is
a button on most controllers to turn it off if they don't want force
feedback in their games, and it is considered to be purely optional by
most game developers.

Cheers!


On 8/14/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I don't guess that I ever installed any of the software that came with my
 joysticks.  So that would be one reason that I have never programmed with
 force feedback.  Another would be that I do not particularly care for things
 vibrating in my hands.  My vacuum cleaner doesn't even have a power head for
 that reason.  It is just easier for me to feel where I am vacuuming with a
 very light weight none vibrating vacuum.  But I don't know, maybe I would
 like some extra input in game play.

 BFN

  Jim

 Never agree with me, it shakes my self confidence.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-14 Thread Charles Rivard
I would think that it should be a part of your racing game, but not 
necessarily other games.  Just a thought.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 14, 2014 6:36 AM
Subject: Re: [Audyssey] force feedback was: Re: game controller question



Hi Dark,

I don't know much about how much control iOS has over the iPhone's
vibration, but I would imagine there should be some way to control the
rate of vibration and duration. After all we are just talking a
miniature motor that vibrates and should be programmable from a
developers standpoint. All I do know for sure is that DirectX
compatible devices are, and a lot more could be done with them than is
presently being done.

I suppose eventually I should look more into force feedback support
myself. I have the basic concept of how it is to be done, but just
haven't taken the time in large part because it isn't a feature a lot
of audio gamers are looking for. Most are happy with a keyboard and
its hard to justify putting a lot of effort into force feedback
support if only a couple customers have compatible devices. It is one
of those things I was considering adding after more important aspects
of my games have been completed, an extra feature, rather than
incorporating it into the game from the start.

Cheers!


On 8/13/14, dark d...@xgam.org wrote:

Hi Tom.

As I said, I do know that force feedback hasn't been used much but I find 
it


interesting that the technology was there, at least in direct x 8 to make 
it


a much more major part of games (audio or otherwise).

I wonder if Ios development allows for the similar control of a phone's
vibration features, sinse  i could imagine a light saber game much as you
describe, complete with swinging the phone around as your saber as well,
provided the vibration could allow for the appropriate variations.

I will say howver that this is also the sort of thing that would! make me 
go


out and buy a pc controller sinse as I said previously I don't 
particularly


like joypads anyway and am happy with the keyboard for most things, but 
this


would definitely qualify as something only possible with a controller

Beware the Grue!

DArk.


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list,

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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-14 Thread Thomas Ward
Hi Charles,

I was definitely planning on including force feedback support for USA
Raceway. That actually has been one of the reasons that particular
project was held up as I was waiting for SDL 2.0 to come out with
force feedback support so I could include it in Mac and Linux releases
of Raceway. Now that SDL 2 is out and has force feedback support its
more a matter of finding time to upgrade my engine to SDL 2.0 from SDL
1.2.

As far as other games goes I can think of a number of ways it could be
included in games besides Raceway. In Mysteries of the Ancients the
game controller can vibrate when Angela is firing the Uzi or MP5. It
could simulate hitting something when the sword or dagger strikes an
object. Same goes with fists and feet in hand-to-hand combat. Strictly
speaking that kind of feedback isn't necessary but would be there for
added realism.

Cheers!


On 8/14/14, Charles Rivard wee1s...@fidnet.com wrote:
 I would think that it should be a part of your racing game, but not
 necessarily other games.  Just a thought.

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,

 you! really! are! finished!

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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-13 Thread Thomas Ward
Hi Dark,

Well, I agree that force feedback is definitely one of those features
that has never really lived up to its full potential. It is something
that a game developer could use to add a new and much more unique
experience to any game, but has largely been ignored or misused.
Therefore it never caught on as a very important feature. Mainly due
in part to a lack of creativity or insight on part of developers how
to use it to best advantage.

To give you example in a lot of mainstream games at most force
feedback has been used to vibrate the controller when the player was
hit or possibly jerk or vibrate when a weapon was fired. Force
feedback has seen its most use in mainstream simulation games to
simulate turbulence, problems steering, or vibrations when moving over
rough terrain. Other than that it has never lived up to its potential,
and was largely ignored as not being very important. However, I can
think of many non-essential ways in which force feedback can add
flavor to a game bee it accessible or mainstream.

To start with most PC game controllers can be programmed with the rate
of vibration, duration of vibration, and intensity of vibration
meaning there is quite a lot of potential for using force feedback for
several different things. Its not simply an on/off feature that feels
the same regardless of context.

In fact, back in the old DirectX 8 days Microsoft had a number of
custom profiles you could load up which set the initial rate,
duration, and intensity of force feedback for a controller for a
number of types of games. If a developer didn't know what settings
would work best with a particular game all he or she had to do was
load up that profile and use it. However, as of DirectX 9.0C Microsoft
has completely scrapped the force feedback profiles and they are no
longer a part of the developers kit.

However, the point here is that a game developer can use force
feedback for a lot more than vibration when the player gets hit or
vibrating when firing a machine gun. Imagine, for instance, playing a
Star Wars game and activating a light saber. besides the distinctive
hum of the blade as it powers on the controller will gently vibrate in
your hands as if holding a real light saber. When your saber hits
another saber the controller could simulate being struck or blocked by
another saber. It isn't something strictly necessary or essential for
game play but it would add a lot of realism for the player that
wouldn't be their otherwise.

Another use of force feedback technology is setting the rate at which
a stick can be physically moved by the player. Let's just say we are
comparing a knife swing to a broadsword. If we have a stick assigned
to slashes, parries, and thrusts a knife should be easier to use than
a broadsword. So a programmer can control the little motor in the unit
to make the stick easier or harder to move depending on which weapon
is being wielded. Plus use force feedback to make the controller
vibrate as being parried by an enemy weapon.


There are all kinds of little things like this a developer could do
with the device but just have not for some reason. Its not just audio
gamers but mainstream games that don't seem to be taking force
feedback too seriously and experimenting with the various ways the
technology can be used to enhance the game play.

Cheers!


On 8/13/14, dark d...@xgam.org wrote:
 I remember when force feedback started to be a thing on the ps 1 it looked
 like an interesting extra idea for games, but as it stood it never really
 seemed to get much use as it was basically just a vibration switch in the
 stick rather like a phone's vibration.

 I always thought it had more potential for feedback in games, especially
 accessible ones, such as say  increasing level of vibration in a space ship,

 racing or other vehicle game to show how damaged your unit was or what gear

 you were in, or increasing the vibration as you goot closer to a wall but
 whenever I saw it used, it always seemed basically just an on/off properpty,

 rather than something a developer could control and it never added much to
 the game, for example the game bloody roar used  a quick burst of vibration

 when your character got knocked down, but it didn't really do much even for

 atmosphere (or at least it didn't to me),  heck even on the Iphone it
 seems there is only one vibration rate, it either vibrates or it doesn't,
 which is why I've not seen many games that use it.

 A wasted hardware potential I can't help thinking, especially for accessible

 games where you could use it for another level of information thus freeing
 up the audio field.

 Beware the grue!

 Dark.

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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-13 Thread Charles Rivard
A handheld game that used force feedback immediately comes to my mind.  Lunker 
Bass had a fairly realistic feel of a fish taking the bait and fighting back as 
you tried to reel it in.

I would also think that force feedback could be used in a racing game when you 
drive into the marbles on a paved oval track.  Marbles are the bits of rubber 
that accumulate near the wall as the race progresses.  You're very dangerously 
close to the wall, so you'd better turn immediately, or else!

Sent from my iPhone

 On Aug 13, 2014, at 11:15 AM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Dark,
 
 Well, I agree that force feedback is definitely one of those features
 that has never really lived up to its full potential. It is something
 that a game developer could use to add a new and much more unique
 experience to any game, but has largely been ignored or misused.
 Therefore it never caught on as a very important feature. Mainly due
 in part to a lack of creativity or insight on part of developers how
 to use it to best advantage.
 
 To give you example in a lot of mainstream games at most force
 feedback has been used to vibrate the controller when the player was
 hit or possibly jerk or vibrate when a weapon was fired. Force
 feedback has seen its most use in mainstream simulation games to
 simulate turbulence, problems steering, or vibrations when moving over
 rough terrain. Other than that it has never lived up to its potential,
 and was largely ignored as not being very important. However, I can
 think of many non-essential ways in which force feedback can add
 flavor to a game bee it accessible or mainstream.
 
 To start with most PC game controllers can be programmed with the rate
 of vibration, duration of vibration, and intensity of vibration
 meaning there is quite a lot of potential for using force feedback for
 several different things. Its not simply an on/off feature that feels
 the same regardless of context.
 
 In fact, back in the old DirectX 8 days Microsoft had a number of
 custom profiles you could load up which set the initial rate,
 duration, and intensity of force feedback for a controller for a
 number of types of games. If a developer didn't know what settings
 would work best with a particular game all he or she had to do was
 load up that profile and use it. However, as of DirectX 9.0C Microsoft
 has completely scrapped the force feedback profiles and they are no
 longer a part of the developers kit.
 
 However, the point here is that a game developer can use force
 feedback for a lot more than vibration when the player gets hit or
 vibrating when firing a machine gun. Imagine, for instance, playing a
 Star Wars game and activating a light saber. besides the distinctive
 hum of the blade as it powers on the controller will gently vibrate in
 your hands as if holding a real light saber. When your saber hits
 another saber the controller could simulate being struck or blocked by
 another saber. It isn't something strictly necessary or essential for
 game play but it would add a lot of realism for the player that
 wouldn't be their otherwise.
 
 Another use of force feedback technology is setting the rate at which
 a stick can be physically moved by the player. Let's just say we are
 comparing a knife swing to a broadsword. If we have a stick assigned
 to slashes, parries, and thrusts a knife should be easier to use than
 a broadsword. So a programmer can control the little motor in the unit
 to make the stick easier or harder to move depending on which weapon
 is being wielded. Plus use force feedback to make the controller
 vibrate as being parried by an enemy weapon.
 
 
 There are all kinds of little things like this a developer could do
 with the device but just have not for some reason. Its not just audio
 gamers but mainstream games that don't seem to be taking force
 feedback too seriously and experimenting with the various ways the
 technology can be used to enhance the game play.
 
 Cheers!
 
 
 On 8/13/14, dark d...@xgam.org wrote:
 I remember when force feedback started to be a thing on the ps 1 it looked
 like an interesting extra idea for games, but as it stood it never really
 seemed to get much use as it was basically just a vibration switch in the
 stick rather like a phone's vibration.
 
 I always thought it had more potential for feedback in games, especially
 accessible ones, such as say  increasing level of vibration in a space ship,
 
 racing or other vehicle game to show how damaged your unit was or what gear
 
 you were in, or increasing the vibration as you goot closer to a wall but
 whenever I saw it used, it always seemed basically just an on/off properpty,
 
 rather than something a developer could control and it never added much to
 the game, for example the game bloody roar used  a quick burst of vibration
 
 when your character got knocked down, but it didn't really do much even for
 
 atmosphere (or at least it didn't to me),  heck even on the 

Re: [Audyssey] force feedback was: Re: game controller question

2014-08-13 Thread Thomas Ward
Hi Charles,

Yes, using force feedback to determine if a car is on the track or in
the marbles is an excellent example of a good use for force feedback
technology. When racing on the track the racing wheel could lightly
vibrate, a steady and smooth feeling, but when a car is in the marbles
the vibration can be more intense and jerky simulating rough terrain.

Cheers!


On 8/13/14, Charles Rivard wee1s...@fidnet.com wrote:
 A handheld game that used force feedback immediately comes to my mind.
 Lunker Bass had a fairly realistic feel of a fish taking the bait and
 fighting back as you tried to reel it in.

 I would also think that force feedback could be used in a racing game when
 you drive into the marbles on a paved oval track.  Marbles are the bits of
 rubber that accumulate near the wall as the race progresses.  You're very
 dangerously close to the wall, so you'd better turn immediately, or else!

 Sent from my iPhone


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Re: [Audyssey] force feedback was: Re: game controller question

2014-08-13 Thread dark

Hi Tom.

As I said, I do know that force feedback hasn't been used much but I find it 
interesting that the technology was there, at least in direct x 8 to make it 
a much more major part of games (audio or otherwise).


I wonder if Ios development allows for the similar control of a phone's 
vibration features, sinse  i could imagine a light saber game much as you 
describe, complete with swinging the phone around as your saber as well, 
provided the vibration could allow for the appropriate variations.


I will say howver that this is also the sort of thing that would! make me go 
out and buy a pc controller sinse as I said previously I don't particularly 
like joypads anyway and am happy with the keyboard for most things, but this 
would definitely qualify as something only possible with a controller


Beware the Grue!

DArk. 



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Re: [Audyssey] Force Feedback: RE: Quick USA Games Survey.

2008-05-17 Thread Thomas Ward
Hi,
Sure can. Many force feedback controllers will allow you to reverse the 
direction of the motor to act as a counter force thus making them hard 
to steer or simulate hitting something. The only thing is if you try and 
move the controller against the motor you can break your controller 
forcing the issue. So it isn't always desirable to apply to much counter 
force on your controllers motor.


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Re: [Audyssey] Force Feedback: RE: Quick USA Games Survey.

2008-05-17 Thread Thomas Ward
Hi Bryan,
Well, interesting enough you probably don't know this but those arcade 
driving machines are basically big commercial joysticks specially built 
for game x. The entire machine might have force feedback ability 
allowing you to feel the boat, car, or bike to vibrate as you drive it.
For example, Disney world has this really cool ride that looks like the 
car from Back To the Future. you get in it and it looks and feels like 
you are driving it. However, under the surface it is just a computer 
built into a very big joystick that you can climb into. A video game 
machine. Grin.


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[Audyssey] Force Feedback: RE: Quick USA Games Survey.

2008-05-16 Thread Munawar Bijani
Hi,
Good explanation there Tom. I think also if the device supports it, the game
can make the controller wheel jerk in the player's hands to make it harder
to control when scraping against a wall or something. Trust me, it's so much
fun to play around with :). Of course you don't want the jerking to be so
hard that the controller is flying around the room, but it's nice to know
you can do it if you really wanted to. Smile.

Munawar A. Bijani
Are you certain you will awaken from bed tomorrow?
Never assume something of which you lack strong knowledge.
mailto:[EMAIL PROTECTED]
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http://www.bpcprograms.com/

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Thomas Ward
Sent: Friday, May 16, 2008 9:28 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quick USA Games Survey.


Hi,
Force feedback game controllers have little motors in them that allows
you to make it vibrate and allows the developer to set the tension of
the controller. For example, a racing wheel might vibrate as the car
engine is running and you could feel the vibration increase as the
engine speeds up. The developer could also set the tension of the
steering wheel itself to make it hard to steer and feel like turning the
wheel of a real car rather than leaving the wheel slack and loose.
Hth.



constantine (on laptop) wrote:
 Force feedbqck doesn't bother me- since I have no steering wheel. Not sure
 what it does, anyway.


 Have a good day from Tyler C. Wood!


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