A collection of tools for flight and driving simulation gamers on Windows
Through this document, FFB is used as an acronym for Force Feedback.
FFFSake
, or For Force Feedback’s Sake, is:
tl;dr if you’re having a wheel/joystick binding, input, or FFB problem, Joystick Gremlin with
FFFSake
can usually help you work around that.
In a perfect world, your game controller (typically a racing wheel or joystick/HOTAS, plus additional hardware like pedals, H-shifter etc.) would allow configuring inputs in ways that work for everyone. They would also correctly implement outputs i.e., the FFB specification for DirectInput devices completely and correctly, so that the player gets the game developers’ intended experience.
Meanwhile, the game you’re playing would have a nice configurable control scheme. It would allow you to tune your FFB experience based on your preferences and your specific hardware.
In the real world, both hardware and software can fall short or fail at these for a variety of reasons. This is where third-party tools like Joystick Gremlin and vJoy come in. You configure your game to use the vJoy virtual joystick as a FFB capable input device, and use Joystick Gremlin to read control inputs from various sources (say, your physical steering wheel), and “feed” them into the vJoy virtual joystick. This allows you to fix a broad range of input-related issues, such as:
FFFSake
handles the output i.e. FFB side of things, taking these commands
from the vJoy device (coming from the game) and writing them to your physical
FFB capable device. In this process, it can also fix various force
feedback issues and allow some amount of tweaking; see the Features section later.
While there are other applications with similar functionality, feeding vJoy with inputs from DirectInput devices, none of them appear to be maintained by the time of this writing. Joystick Gremlin is actively being developed; we will be using the older but stable R13 version.
Support could be added for other vJoy feeders, especially if someone is willing to
help integrate FFFSake
as a DLL or Python module into the feeder. Please get in touch
via
GitHub Discussions.
Budget about 15-45 minutes for the one-time setup.
Once you’ve completed the above one-time setup, future usage involves (do all these BEFORE starting your game):
Activate
. FFFSake
will activate if it’s a plugin loaded for this profile.
FFFSake
. Tools
> Log Display
> User
will show a message when FFFSake
is
turned on or off.At this point you can launch your game and configure it for vJoy. You should be able to select and configure it inside the game as you would a physical controller.
FFFSake
has two “engines” that connect the FFB commands received by the vJoy
device to your physical FFB-capable controller. They do this in rather different
ways, as described below.
The forwarder
engine takes FFB commands received from vJoy (coming from
the game or from Windows) and writes them to the physical device using DirectInput.
In this process, the common compatibility fixes, described later, are also applied.
This engine has relatively lower CPU usage but cannot fix all compatibility issues.
This engine supports force feedback joysticks (X and Y axes are force feedback).
The reducer
engine takes FFB commands received from vJoy (coming from
the game or from Windows) and “reduces” them to a stream of constant forces, which
are written to the physical device using DirectInput. This way the above common and
following additional compatibility issues can be fixed:
Both engines have the following features:
Activate
in Gremlin).The following limitations exist because I don’t know of any gamers who are affected by them; if you are, please in touch via GitHub Discussions
reducer
engine. In other
words, it’s only expected to be used for racing wheels. I don’t know of any
FFB joysticks that have mistakes in their hardware effects implementation.The following known issues may be addressed in a future release but are low severity:
reducer
engine.reducer
engine could be refined.
These effects are not commonly used.The plugin publishes some messages via the Joystick Gremlin logging system, which you can
view in the latter by going to Tools
> Log Display
> User
.
FFFSake
generates an error log file in the directory where Joystick Gremlin is running
from. If you run into an issue and the file contains errors or warnings, please open a
GitHub issue attaching the log file.
If force feedback cuts out or you seem to suddenly be missing effects, try Alt-tabbing out
of the game and then getting back into it, this should generally fix the problem. Please
check the FFFSake
log for errors and send feedback via GitHub.
See the Setup
section above, and follow the steps to replace the vJoyInterface.dll
packaged
with Joystick Gremlin with the latest one you downloaded from GitHub earlier.
(Section to be filled out based on user experience. Please share yours via the GitHub Discussions page!)