A collection of tools for flight and driving simulation gamers on Windows
First, check the list of games below and see if it already has the game you’re looking for.
If not, you’ll have to do some investigation yourself. First, check the list of controllers and see if your device has known compatibility issues.
Then check the list of issues to see if one or more matches what you are seeing; try the suggested fixes. Please share your experience via GitHub Discussions so I can grow this reference.
Each game entry lists, in short form, the fixes that might be needed with some or all DirectInput controllers.
The following short forms are used to refer to common issues:
Slip
: “FFB commands block game loop” fix is needed via FFFSakeCombined pedals
: Two axes (usually accelerator and brake pedals) need to be
combined into a single axis.Zeroed pedals
: An axis needs to be zeroed. Pedals and analog paddles on
modern wheels are usually not zeroed.Hardware Effects Usage
: This can help explain why a game might not “feel
right” on your force feedback device if the latter doesn’t implement built-in
effects properly. A rating is given out of:
High
: The game uses a lot of hardware FFB effects, and uses them in
advanced ways.Medium
: The game uses some hardware FFB effects in simple ways.Minimal
: The game uses only constant and damper forces, the latter in
very simple ways.None
: The game only uses constant forces.FFB high effect count
: This game uses a large-ish number of FFB effects and
is known to crash or lose effects with some wheels.FFB Saturation
: Force feedback from the game saturates; FFFSake user gain
settings are advised.IndirectInput
: The game needs the listed feature from
IndirectInputAlso applies to the Remastered and Ultimate Box versions. This Criterion game has a common issue with other Criterion racing games from this time that requires forced wheel detection.
A driving game that curiously uses Unreal Engine, which may be to blame for compatibility issues with FFB wheels:
TODO: Game needs further study
This game supports joystick, HOTAS and racing wheel input, the latter with force feedback.
The implementation has changed since Crew 2
but has the same issues and then one more:
HidHide
is needed to hide the problematic controller from the game, while
using vJoy
to play the game.FPS drop (like in previous versions of Crew
) has not been reported for Motorfest
.
This game came out when H-shifters were rare. Even with the fix below, the shifter will occasionally drop to neutral in-game; there is no known fix for that and appears to be game logic.
TODO: Game available but study pending. The following are pending confirmation:
TODO: Game available but study pending
Only the first 32 buttons can be mapped from a single controller (suspected source of limit). Players often use vJoy and Joystick Gremlin to map buttons >= 32 from the physical device to the 0-31 range of buttons on vJoy.
This game does not have force feedback. It (probably still) does rumble on Xinput devices.
TODO: Game available but study pending
An “arcade” racing game with one of the better force feedback effects for its time. Known compatibility issues:
Constant
, Spring
, Square
and Sine
.One of the few racing games I have seen that simply doesn’t allow you to bind controls!
This Criterion game is similar to their other games from this time in terms of DirectInput usage.
This Criterion game is similar to their other games from this time in terms of DirectInput usage.
This game currently lists an incorrect fix on various online forums, a DLL replacement that rotates forces.
TODO: Game available but study pending
TODO: Game available but study pending
TODO: Game available but study pending
TODO: Game available but study pending
The following games generally have excellent implementations and offer plenty of input and FFB configuration in-game that they can be made to work with most wheels.
You should not need FFFSake
and Joystick Gremlin for these games. However you could
still Joystick Gremlin (without FFFSake
) to use your
joystick as an H-shifter.