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everything is working for the G27 wheel now. However my force feedback is still missing what I think is called the "center spring", where the wheel fights for center position and provides resistance when trying to turn the wheel. It is completely non-existent. I had it working only once and i forget what config+dll combo made it work this way.

I though that the "constant" setting under force feedback provided this. However there is really no documentation to tell you what half of these config setting translate into.

Anyone have the resistance FFB working on their wheel?
You got it working? Oh god forgive me, i been working on this for the past hours. Thank this forum and the members who posted some solutions but i am still a newbie at this. Just turning the wheel is a chore with too much sensnitivy, none or deadzone. These settings confuse me anyways. May i ask you to share your config or files?
 
Xinput does not suport forcefeed back, so center spring being missing is simply a limitation of the api

Xinputs vibration consists of directional constant vibration.

Games that support wheels on the consoles use custom made input libraries for wheel support.
If the G27 is an XInput compatible device you can enable ForcesPassThrough=1 for the controller in the config file, but I don't think it is XInput compatible.

Squall, what about an option to enable center-spring when the wheel is initialized via DInput? Right now I'm getting force feedback on my 360 controller and on my wheel simultaneously (I added that support via the ForceFeedbackCombiner). But I too nave no center spring on my wheel and it's a little annoying. Isn't that just an effect? Can we just enable it always if we detect the effect is there or that it's a wheel? Or through a config option? I'm pretty new to DInput.


I read the tutorials and the posts here and every post assumes you already know what they're talking about and leaves out idiosyncrasies. I don't have a background in programming and this is extremely unintuitive for me.
Sorry man. If the steps above don't make sens and the stickied tutorials don't help you'll probably have to wait for a walk through video. I wont' be able to complete that until I get the GUI updated though, which is why all of the steps right now are talking about manually editing the config file.


hey eXntrc, again thank you for your fast support :D
You bet! :)


In GTA, the Bumper-Buttons on the controller are for the rudder at flying.
My Logitech Extreme 3D Pro has Z-Rotation and I would like to set the Z-Rotation as the rudder.
Therefore, I tried to assign the Bumper-button with the InvertedHalfAxis 6, but it doesnt work.
So, how do you control the rudder when using the joystick to fly?

I'm pretty sure this is working for me right now. You might want to set CombineDisabled=1 in the config and use the GUI to try and setup the mapping for you. Try using the Record feature to do the mapping and see what it puts in the config. Don't forget to set CombineDisabled back to 0 before you play the game though.
 
I got centerspring working. As soon as it was mention the API is not supported. I enabled centerspring in the Logitech profiler and disabled force feedback in x360ce. This acted as sort of a passthough. So now I got that working too. Driving is now so much more fun than a friggin mouse or gamepad.
 
Try using the Record feature to do the mapping and see what it puts in the config. Don't forget to set CombineDisabled back to 0 before you play the game though.
I selected [Record] for the LEFT "Bumper" and then turned the Joystick-Z-Rotation-Axis to the left and the program detects it as "|Haxis6".

The program writes following lines in the ini-file:
Left Shoulder=x-6
Right Shoulder=x6

But when I turn the Joystick-Z-Rotation-Axis, nothing happens...
At the moment, the Left/Right Bumper/Shoulder is assigned to button 3 and 4 of my Joystick and I can fly with this option. But it would be better to set it to the Z-Rotation...

I believe it doesnt work, because the Bumper/Shoulder can only be assigned with a Button, not an Axis? is that correct?
 
You got it working? Oh god forgive me, i been working on this for the past hours. Thank this forum and the members who posted some solutions but i am still a newbie at this. Just turning the wheel is a chore with too much sensnitivy, none or deadzone. These settings confuse me anyways. May i ask you to share your config or files?
Yes, I will post them in a little bit. I mapped the keys on the steering wheel to do useful things as well. The shifter accessory I am not using at all.
 
I can't get it working.

I configure everything, then copy the xinput1_3.dll from 64bit libraries to game folder, and when I try to launch i get GTAV Launches stopped working..

My copy is from Rockstar Warehouse (no steam). I'm on WIndows 8.1..

Any clue?
 
I selected [Record] for the LEFT "Bumper" and then turned the Joystick-Z-Rotation-Axis to the left and the program detects it as "|Haxis6".

The program writes following lines in the ini-file:
Left Shoulder=x-6
Right Shoulder=x6

But when I turn the Joystick-Z-Rotation-Axis, nothing happens...
At the moment, the Left/Right Bumper/Shoulder is assigned to button 3 and 4 of my Joystick and I can fly with this option. But it would be better to set it to the Z-Rotation...

I believe it doesnt work, because the Bumper/Shoulder can only be assigned with a Button, not an Axis? is that correct?
I got around this issue by mapping the twist function of the flight stick to "A" and "D" keys on the keyboard, this can be done using the "Logitech Profiler" software.
The throttle slider and the X and Y axis of the stick are the only things I have mapped through x360ce, all buttons I just mapped to keystrokes in the Logitech Profiler to make it simple.
 
If the G27 is an XInput compatible device you can enable ForcesPassThrough=1 for the controller in the config file, but I don't think it is XInput compatible.

Squall, what about an option to enable center-spring when the wheel is initialized via DInput? Right now I'm getting force feedback on my 360 controller and on my wheel simultaneously (I added that support via the ForceFeedbackCombiner). But I too nave no center spring on my wheel and it's a little annoying. Isn't that just an effect? Can we just enable it always if we detect the effect is there or that it's a wheel? Or through a config option? I'm pretty new to DInput.
tbh, i always considered centre spring to be a driver effect,

I have a Logitech Force3D Pro joystick that uses a on/off checkbox for center spring.

But the FFB library does include Spring conditions, so it should be possible to define this condition when a device is specified as a wheel type.

Looks like theres already been a discussion on this at http://forum.arcadecontrols.com/index.php?topic=132498.0

going by that thread, it is literally 2 lines of code that needs adding to enable center spring.
 
I got centerspring working. As soon as it was mention the API is not supported. I enabled centerspring in the Logitech profiler and disabled force feedback in x360ce. This acted as sort of a passthough. So now I got that working too. Driving is now so much more fun than a friggin mouse or gamepad.
Ok, seems this setting is literally an override for racing games that don't export the spring condition, but as above, we should be able to do it from the software side when a wheel is specified.
 
You got it working? Oh god forgive me, i been working on this for the past hours. Thank this forum and the members who posted some solutions but i am still a newbie at this. Just turning the wheel is a chore with too much sensnitivy, none or deadzone. These settings confuse me anyways. May i ask you to share your config or files?

Here is what I have. The ini seems to work good for me for the g27. Overall the x360ce dll flakes out and I get "ghost keys" happening every once in a while. It will go to menu for no reason or sometimes it is like the down arrow is always pressed. This is due to something in the dll. None of the dlls work perfect IMO. Sometimes they crash too, starting the game, exiting the game, during the game. Most of the time I can get a few hours of uninterrupted game play though. Good enough for me.

Otherwise. The G27 controller config is setup pretty sweet after playing it for a few hours last night. Deadzone is taken care of by inverting one of the settings to make the steering wheel more sensitive in the center. This eliminated the really bad deadzone in the steering wheel with the default setting.

If you want the center spring force feed back on your wheel, you will have to enable that in the Logitech game profiler. Just make sure you leave FFB in x360 for the G27
unchecked (it is unchecked already in the ini below). Otherwise x360ce will override your centerspring.

https://www.dropbox.com/s/1v6h7p1t4gbppk0/g27_x360ce_GTAV.zip?dl=0

I like to thank eXntrc for all the work and research to bring this to another level and Stolen_X for his x360ce 64bit editor (part of this zip). The 64bit 1.3dll in this zip works ok. If you are having problems, use eXntrc's 64bit dll. I get small issues with both here and there.

FYI, I am using 64bit windows 8.1 and the Steam version of the game

Can wait till some more research and advancement is made on this tool. Or better yet, Rockstar realizing they dropped the ball adding no real controller support on a billion dollar driving and flying game and adding it in sometime soon.
 
Unfortunately my game will not launch when using eXntrc's 64 bit dll.
When launching the game the splash screen displays for a brief moment and then disappears, the patcher/launcher window never displays and the game never launches.
No error messages are popping up and the game log files are not logging any problems.
The "launcher.log" log file is being created however the file is blank.
The "bootstrap.log" log file looks fine:

Code:
[2015-04-19 08:33:33.480] [DISPLAY] Initializing downloader...
[2015-04-19 08:33:33.481] [DISPLAY] Adding patch checks...
[2015-04-19 08:33:33.481] [DISPLAY] Checking for updates...
[2015-04-19 08:33:33.552] [DISPLAY] Download complete!
[2015-04-19 08:33:33.562] [DISPLAY] File version 10000:14b0001 (for C:\Program Files\Rockstar Games\Grand Theft Auto V\GTA5.exe)
[2015-04-19 08:33:33.676] [DISPLAY] File version 10000:0 (for C:\Program Files\Rockstar Games\Grand Theft Auto V\PlayGTAV.exe)
[2015-04-19 08:33:33.756] [DISPLAY] Download complete!
[2015-04-19 08:33:33.761] [DISPLAY] File version 10000:14b0001 (for C:\Program Files\Rockstar Games\Grand Theft Auto V\GTAVLauncher.exe)
[2015-04-19 08:33:33.762] [DISPLAY] Shutting down downloader...
I'm running Windows 7 Ultimate 64 bit and the game is from Rockstar's SocialClub (not steam).
If there is any other information that would help trouble shoot this issue please let me know.
I appreciate the work you guys are putting into this, would be awesome to play the game with my flight stick and wheel.

I had the flight stick working before with a different version of xbox360ce and dlls, it was great.
 

Attachments

I got around this issue by mapping the twist function of the flight stick to "A" and "D" keys on the keyboard, this can be done using the "Logitech Profiler" software.
The throttle slider and the X and Y axis of the stick are the only things I have mapped through x360ce, all buttons I just mapped to keystrokes in the Logitech Profiler to make it simple.
thank you for this awesome idea!! :D it works like a charm. Flying is like a dream now :)
this forum is really great. so many helpful people here...wow
 
That's pretty cool vengox. Do you know Stolen_X? I'm curious what was done to support 64-bit in the editor. I'm guessing the editor was just built in 64-bit instead of 32-bit, but I would also assume we could use an 'Any CPU' build. If he did anything special I'm wondering if he'd like to contribute his work to the project. We are in the process of migrating to GitHub and it would be awesome for his 64-bit modifications to be one of the first pull requests.
 
[EMAIL said:
Squall-Leonh@rt, post: 2303273, member: 446277[/EMAIL]]Looks like theres already been a discussion on this at http://forum.arcadecontrols.com/index.php?topic=132498.0

going by that thread, it is literally 2 lines of code that needs adding to enable center spring.
Now THAT'S awesome. And I think that would be a much better approach than people having to turn it on and off in their control panel.

I'm working on getting the code migrated to GitHub right now. Unfortunately because there are more than 1,000 issues in our issue tracker this is going to have to be done manually. Their export tool doesn't handle that.

After the export is done I want to get my changes incorporated. Then I want to update the GUI to support the new merging features. After that, if you haven't had a chance to look more into it, I can possibly look at the spring.
 
Squal-Lionh@rt , can you tell us where to find the crash dumps created for Steam?

Finalout, I can probably get you a debug build of the DLL tomorrow. If you can get me the crash dump from GTA V when using a debug build I can try to take a look at it.
I will be able to do that around may 3rd. Currently doing annual training so no where near my computer to test till then.
 
Xinput does not suport force feedback, so center spring being missing is simply a limitation of the api

Xinputs vibration consists of directional constant vibration.

Games that support wheels on the consoles use custom made input libraries for wheel support.
First of all i would like to thank everyone here for all there hard work , this is absolutely amazing that you got this working, i have been trying for days to make this work, i eventually turned to Xpadder, Lol, then i came across this site, yeha.

Now my issue is that with my center spring also, i have a G27, and when using the old x360ce i was able to set it to FF type 2 and it took the info i set from the Logitech profiler, but not anymore, as soon as the game starts my wheel goes as limp as a bowl full of jelly, i can reconnect it and it will work after the game has started, it just feels stiffer than the settings i have made, but it works, Is there anything i am missing here ?.

Thanks again guys for all the hard work, this was driving me crazy.
 
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