Join Date Mar Posts MS Sidewinder Joystick Drivers? It wouldn't install just by plugging it in, and also when I installed the CD. Anyone know how to get this working? If not, any recommendations for a new similar joystick? Mine works fine under Win 10 without having to do anything. Does Device Manager have it listed?
Plug it into one of the USB jacks that are in front of your PC case, not the back ones and see what happens. Hi i got a sidewinder joystick and the disc installer, it is a installer for windows Tuesday, January 28, PM. Best Regards, Wendy Please remember to mark the replies as answers if they helped. Wednesday, January 29, AM. Hi, As I know the driver should be installed automatically when the device is connected to the machine unless there is no compatible driver in Windows Update store.
Best regards Please remember to mark the replies as answers if they help. Hi, Haven't received your message a few days, was your issue resolved? I am proposing previous helpful replies as "Answered".
Games use this ability to create a greater sense of immersion simulated crash damage , 'road feel' and to increase the challenge of driving well. In order to ease the burden of supporting the different input devices for user interface navigation and to encourage consistency between games and devices, most physical input devices simultaneously act as a separate logical input device called a UI navigation controller.
The UI navigation controller provides a common vocabulary for UI navigation commands across input devices. Due to their unique focus on analog controls and the degree of variation between different racing wheels, they're typically equipped with a digital D-pad, View , Menu , A , B , X , and Y buttons that resemble those of a gamepad; these buttons aren't intended to support gameplay commands and can't be readily accessed as racing wheel buttons.
As a UI navigation controller, racing wheels map the required set of navigation commands to the left thumbstick, D-pad, View , Menu , A , and B buttons. Additionally, some racing wheels might map some of the optional set of navigation commands to other inputs they support, but command mappings can vary from device to device.
Consider supporting these commands as well, but make sure that these commands are not essential to navigating your game's interface. Detecting and tracking racing wheels works in exactly the same way as it does for gamepads, except with the RacingWheel class instead of the Gamepad class. See Gamepad and vibration for more information. After you identify the racing wheels that you're interested in, you're ready to gather input from them.
However, unlike some other kinds of input that you might be used to, racing wheels don't communicate state-change by raising events. Instead, you take regular readings of their current states by polling them. Polling captures a snapshot of the racing wheel at a precise point in time.
This approach to input gathering is a good fit for most games because their logic typically runs in a deterministic loop rather than being event-driven; it's also typically simpler to interpret game commands from input gathered all at once than it is from many single inputs gathered over time. You poll a racing wheel by calling GetCurrentReading; this function returns a RacingWheelReading that contains the state of the racing wheel.
In addition to the racing wheel state, each reading includes a timestamp that indicates precisely when the state was retrieved. The timestamp is useful for relating to the timing of previous readings or to the timing of the game simulation. Many of the racing wheel controls are optional or support different variations even in the required controls, so you have to determine the capabilities of each racing wheel individually before you can process the input gathered in each reading of the racing wheel.
The optional controls are the handbrake, clutch, and pattern shifter; you can determine whether a connected racing wheel supports these controls by reading the HasHandbrake, HasClutch, and HasPatternShifter properties of the racing wheel, respectively.
The control is supported if the value of the property is true ; otherwise it's not supported. Additionally, the controls that may vary are the steering wheel and pattern shifter. The steering wheel can vary by the degree of physical rotation that the actual wheel can support, while the pattern shifter can vary by the number of distinct forward gears it supports. You can determine the greatest angle of rotation the actual wheel supports by reading the MaxWheelAngle property of the racing wheel; its value is the maximum supported physical angle in degrees clock-wise positive which is likewise supported in the counter-clock-wise direction negative degrees.
You can determine the greatest forward gear the pattern shifter supports by reading the MaxPatternShifterGear property of the racing wheel; its value is the highest forward gear supported, inclusive—that is, if its value is 4, then the pattern shifter supports reverse, neutral, first, second, third, and fourth gears. Finally, some racing wheels support force feedback through the steering wheel.
You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel. Force feedback is supported if WheelMotor is not null ; otherwise it's not supported. For information on how to use the force feedback capability of racing wheels that support it, see Force feedback overview. Each of the racing wheel buttons—the four directions of the D-pad, the Previous Gear and Next Gear buttons, and 16 additional buttons—provides a digital reading that indicates whether it's pressed down or released up.
For efficiency, button readings aren't represented as individual boolean values; instead they're all packed into a single bitfield that's represented by the RacingWheelButtons enumeration. Racing wheels are equipped with additional buttons used for UI navigation such as the View and Menu buttons.
These buttons are not a part of the RacingWheelButtons enumeration and can only be read by accessing the racing wheel as a UI navigation device. For more information, see UI Navigation Device. The button values are read from the Buttons property of the RacingWheelReading structure. Because this property is a bitfield, bitwise masking is used to isolate the value of the button that you're interested in.
The button is pressed down when the corresponding bit is set; otherwise, it's released up. Sometimes you might want to determine when a button transitions from pressed to released or released to pressed, whether multiple buttons are pressed or released, or if a set of buttons are arranged in a particular way—some pressed, some not.
For information on how to detect these conditions, see Detecting button transitions and Detecting complex button arrangements. The steering wheel is a required control that provides an analog reading between A value of The value of the steering wheel is read from the Wheel property of the RacingWheelReading structure. Although wheel readings correspond to different degrees of physical rotation in the actual wheel depending on the range of rotation supported by the physical racing wheel, you don't usually want to scale the wheel readings; wheels that support greater degrees of rotation just provide greater precision.
The throttle and brake are required controls that each provide analog readings between 0. The value of the throttle control is read from the Throttle property of the RacingWheelReading struct; the value of the brake control is read from the Brake property. The handbrake and clutch are optional controls that each provide analog readings between 0. The value of the handbrake control is read from the Handbrake property of the RacingWheelReading struct; the value of the clutch control is read from the Clutch property.
The pattern shifter is an optional control that provides a digital reading between -1 and MaxPatternShifterGear represented as a signed integer value. A value of -1 or 0 correspond to the reverse and neutral gears, respectively; increasingly positive values correspond to greater forward gears up to MaxPatternShifterGear , inclusive.
The pattern shifter, where supported, exists alongside the required Previous Gear and Next Gear buttons which also affect the current gear of the player's car. A simple strategy for unifying these inputs where both are present is to ignore the pattern shifter and clutch when a player chooses an automatic transmission for their car, and to ignore the Previous and Next Gear buttons when a player chooses a manual transmission for their car only if their racing wheel is equipped with a pattern shifter control.
You can implement a different unification strategy if this isn't suitable for your game. The InputInterfacingUWP sample github demonstrates how to use racing wheels and different kinds of input devices in tandem, as well as how these input devices behave as UI navigation controllers. Many racing wheels have force feedback capability to provide a more immersive and challenging driving experience. Racing wheels that support force feedback are typically equipped with a single motor that applies force to the steering wheel along a single axis, the axis of wheel rotation.
ForceFeedback namespace. The force feedback APIs are capable of supporting several axes of force, but no Xbox One racing wheel currently supports any feedback axis other than that of wheel rotation. These sections describe the basics of programming force feedback effects for Xbox One racing wheels. Feedback is applied using effects, which are first loaded onto the force feedback device and then can be started, paused, resumed, and stopped in a manner similar to sound effects; however, you must first determine the feedback capabilities of the racing wheel.
Force feedback isn't supported if WheelMotor is null ; otherwise, force feedback is supported and you can proceed to determine the specific feedback capabilities of the motor, such as the axes it can affect. Force feedback effects are loaded onto the feedback device where they are 'played' autonomously at the command of your game. A number of basic effects are provided; custom effects can be created through a class that implements the IForceFeedbackEffect interface.
Once loaded, effects can all be started, paused, resumed, and stopped synchronously by calling functions on the WheelMotor property of the racing wheel, or individually by calling functions on the feedback effect itself.
Typically, you should load all the effects that you want to use onto the feedback device before gameplay begins and then use their respective SetParameters functions to update the effects as gameplay progresses.
Finally, you can asynchronously enable, disable, or reset the entire force feedback system on a particular racing wheel whenever you need. ZIP Code. Continue to next page 01 Topics Gaming Microsoft mouse peripherals Wireless. It is it another good quality 1 Surround Sound. Report abuse. Details required :.
Cancel Submit. How satisfied are you with this discussion? Thanks for your feedback, it helps us improve the site. How satisfied are you with this reply? Norm Does it give options in game for keyboard or controller also can you see the joystick in the options in game to enable or customise? The only other thing is to see if any patches on game sites Good luck. I open the game controllers interface, and theres nothing listed on installed controllers, is there a driver I need to get first?
In reply to JordanGlad's post on July 23, Jordan, I have my Sidewinder 2 working it just loaded once connected. The only hint I can give you is try a different USB slot.
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