Atari Force Feedback

FrizzleFried

Well-known member

Donor 2011
Joined
Mar 20, 2007
Messages
54,193
Reaction score
5,245
Location
NAMPA, Idaho
I've been putting some time in to both my Rush the Rock and Race Drivin' over the last number of days... and something strikes me as odd...

Why didn't Atari implement the same "type" force feedback used in Hard Drivin'/Race Drivin' in Rush The Rock?

Sure... I understand that RTR has a more "arcade" feel to it's force feedback... and I'm not talking about the "amount" of feedback, etc... but rather how "SMOOTH" the Hard/Race Drivin' feedback is compared to the herky-jerky "feel" of Rush The Rock... not really herky-jerky... but you can "feel" the feedback as little "pops" of feedback (especially when just barely moving left/right) vs the nice and smooth feel of Race Drivin.
 
That would be a good question for the designers since the control pulses sent to the motor are very controllable with code. The only thing I can think of is if the motor in Rush is a servo/stepper type or if its just a DC motor, and what is in Hard Drivin. That would make a difference depending on how cheap they went with picking a motor.

I always thought it was on purpose to keep you from making a smooth corner, which cuts your time.

I wonder if real tires skip a bit at high speeds (165mph) on hard corners, if so then that would seem realistic then.
 
Back
Top Bottom