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Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Mon Oct 03, 2016 2:12 pm
by Matlo
Thanks for the feedback. I'll build another test version later today.

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Mon Oct 03, 2016 8:42 pm
by Matlo
I uploaded new test versions (same links).

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 04, 2016 12:38 am
by dazza83
Just tested the new build very quickly this morning.

Got ffb effects on my g920 in driveclub. Only tested if for like 30 secs. But all good so far.
Program auto changed wheel rotation to 540.

I will give it a good 30 min test tonight.

Will this work on the xbox or is this just a ps4 feature atm?

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 04, 2016 7:31 am
by Matlo
dazza83 wrote:Program auto changed wheel rotation to 540.
The message "adjust your wheel range to X degrees" that shows up in the GIMX output means that you should adjust the wheel range yourself, using the manufacturer's management software. Is this message confusing? If yes, please make some suggestion!
dazza83 wrote:Will this work on the xbox or is this just a ps4 feature atm?
The adapter emulates a G29, which means it only works with the PS4.

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 04, 2016 7:42 am
by dazza83
Matlo wrote:The message "adjust your wheel range to X degrees" that shows up in the GIMX output means that you should adjust the wheel range yourself, using the manufacturer's management software. Is this message confusing? If yes, please make some suggestion!
ohh so when i loaded up the game and the terminal screen changed from 900 to 540, thats just gimx telling me what the game wants and then i need to adjust it manually?
Matlo wrote:The adapter emulates a G29, which means it only works with the PS4.
will this be a easy thing? to emulate a g920 for xbox users? im assuming you would still need to reverse engineer the xbox one ffb protocols to get this to work?

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 04, 2016 8:01 am
by Matlo
Yes, you have to adjust the wheel range manually.

No it is not trivial to emulate a G920 and yes this means reverse engineering the protocol.

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 04, 2016 3:59 pm
by dazza83
Tested out driveclub again tonight. Everything went well and felt good. Downloaded the wrc demo will give that a try tomorrow.

Will we have ways to adjust ffb strengths etc mannually
Matlo wrote:No it is not trivial to emulate a G920 and yes this means reverse engineering the protocol.
Pitty i actually find the xbox ffb a bit weak and different to the pc ffb. Would most likely have used gimx. especially if settings can be adjusted.

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Thu Oct 06, 2016 1:37 pm
by dazza83
just tested the new build on the wrc 5 demo on the playstation store and the g920 wheel does not work ingame. nothing is detected, i can get the wheel to move around the main ps4 menu but as soon as i click back into the game nothing work.
i tested it with the cronusmax (wheel edition firmware) to confirm it had wheel support and it does.

unfortunately driveclub and the wrc demo are the only ps4 games i have access 2 to test. so wont be able to see if other games have issues. i plan to test the thrustmaster tx this weekend.

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Tue Oct 25, 2016 8:28 am
by Matlo

Re: Non-Logitech wheel support over DirectInput (WIP)

Posted: Sat Nov 05, 2016 2:18 pm
by dazza83
Matlo wrote:GIMX 6.0 is out!
nice great work, just got back from a holiday looking forward to tying it soon.

is it certain wheels which wont work on raspberry pi. or all?