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out run 1986 the classic arcade game in motion sim

Discussion in 'Off Topic - All other stuff here' started by chu, Jun 13, 2016.

  1. chu

    chu 2dof racingseat

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    Take a look to this video, is about the classic outrun (not the 2006 version) runing on a motion simulator.
    • Like Like x 1
  2. chu

    chu 2dof racingseat

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    Investigating on the web i´ve found this site https://github.com/djyt/cannonball/wiki where there is a new version actualized of the 86´classic outrun, that supports force feedback. https://github.com/djyt/cannonball/wiki/Cannonball-Manual#enhancements

    As the creator saids
    "Cannonball is a program which allows you to play an enhanced version of Yu Suzuki's seminal arcade racer, OutRun, on a variety of systems.

    Cannonball is not an emulator; it is a complete rewrite of the original game into portable C++."
  3. chu

    chu 2dof racingseat

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    I don´t know yet how to but if it supports force feedback... Could it be posible to make a plugin for simtools?
  4. chu

    chu 2dof racingseat

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  5. Relieve3d

    Relieve3d New Member

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    My Motion Simulator:
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    Yes It is possible, but I'm a rokie and I do not how.

    Respecto force feedback It has native supoort, but It is off by default.
    In order to active force feedback you hace to edit config.xml:

    <!-- Force Feedback / Haptic Support -->
    <haptic enabled = "0">
    <!-- Make both of the below values negative,
    if force feedback is in the wrong direction -->
    <!-- Maximum Force To Apply (0 to 10000) -->
    <max_force>8500</max_force>
    <!-- Minimum Force To Apply (0 to max_force) -->
    <min_force>7000</min_force>
    <!-- Length of each effect. (1/x seconds) 1/20th suggested. -->
    <force_duration>20</force_duration>
    </haptic>

    If you want I could update my T300 config.xml file.

    In addition the wheel should be limited to 180' degrees at Thrusmaster control panel, To be playable if not the wheel Will react too slow, resulting unplayable.
  6. Relieve3d

    Relieve3d New Member

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    Sorry to forcefeedback chance 0 -> 1

    <haptic enabled = "1">
  7. BlazinH

    BlazinH Well-Known Member

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    Haptic support for a steering wheel is not the same as telemetry and is worthless for a motion simulator for the most part. I assume they found the locations in memory where the necessary telemetry is and then used memory hooks to hack into it.
    • Agree Agree x 2
  8. Relieve3d

    Relieve3d New Member

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    Of course. The plugin must read the memory from road, sprites, sound fx... In Order to create the ilusion, the effect of a virtual motion. I think in this Game doesnt exist any telémetry at all ;-)
  9. bob williams

    bob williams OSW sfx100

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    Man that looks lame. Also the simulator just slowly rotating it simulates what force? Sometimes I feel a simple seatmover simulates gforces way better.
  10. OzzyO

    OzzyO New Member

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    My Motion Simulator:
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    pretty good way to play with style! one of the best game ever!