SimXperience AccuForce Pro Steering System

bvillersjr

Hello,

As many of you may know, we at SimXperience have been working hard to take force feedback to a new level of realism. We're dong this by making advancements on the hardware and software side of things.

The purpose of this post is to introduce myself, share some basic AccuForce information and get positioned to work with this community to refine the combined AccuForce / rFactor 2 experience. Over the years, I've found that the majority of our innovation comes simply from listening to our customers. We've done a significant amount of rFactor 2 based beta testing with real drivers and sim racers but there is nothing quite as informative I've found as simply asking for feedback in public forums, being open to bounce ideas around and fielding questions.

We put a signifant amount of effort into detailing and documenting the AccuForce product in an attempt to explain it's many unique features and capabilities. In case you haven't seen it, AccuForce details can be found here: http://simxperience.com/en-us/products/accessories/accuforcesteering.aspx

I am especially interested in your thoughts about the many tuning features which we've started attempting to describe by video on the Documents tab of the product page.

If you have force feedback related woes that you think we might be able to solve with the AccuForce or ideas for cues that you think you're missing, etc, please do share. With each community we participate in, our goal is to understand how we might help to improve the driving experience and user experience. In the case of rFactor 2, which has an extremely robust API, there are a tremendous number of really cool effects, etc that could be developed to address specific needs.

Best Regards,

Berney Villers Jr
President
SimXperience Racing Simulation
 
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Nice of you to reach out Berney :)

One I think of, personally which I have seen people ask for, is to be able to mix some inputs better, kerbs/rumble strips for example tend to be quite harsh sometimes but at the same time self aligning torque is not as 'heavy' in the
wheel as I want it (I realise the latter is also due to a weaker wheel than lets say an accuforce).

What also might be a nice touch, I found back in rF1, that you could dial in a gearshift effect, very subtle, but you'd feel a gearshift, while not exactly realistic when you think about it, it does give that extra bit of immersion for people
without some sort of motion or shaker setup.

Just some of the things I could think of, to be honest, I can't find any faults with rF2's excellent force feedback and these would just be nice additions to get but nothing you can't do without.
 
Thanks for the feedback!

I think we've covered about 98% of your requests.

We offer the following
-Game provided force feedback
-User enhanced game force feedback (for example you could add additional over steer or road bump feel, etc)
-Fully customizable alternative to game provided force feedback

Here is a tutorial video showing a bit of how this works: http://simxperience.com/Portals/0/Videos/AccuForceAlternativeFFB2/AccuForceAlternativeFFB2.html

I did not think to add the gear shift effect you mentioned. We should be able to get this added in the next week or so. Thanks again for taking the time to offer your feedback!
 
Thanks for posting Berney, i didn't even realize those videos were available, so i'll be sure to watch through those.

I'll be sure to give my feedback here on the wheel in use with rF2 when i get it and have tested it thoroughly.
 
Nice video!

Some nitpicking though, when your software is called simcommander, it's a bit odd you are constantly referring to 'games', to me those are console arcade games, instead of proper pc sims ;)

One thing more after seeing the video is maybe a way of controlling how much you feel of tirescrub or understeer. For example a touring car vs a high downforce openwheeler will probably feel
different (less scrubbing in the latter due to downforce unless you're really going over that limit). (vanilla rF2 already does a great job at this all by itself btw)

Really hoping to try the wheel some time :)

edit:
If I remember correctly, you can save different profiles for different cars/classes right? Are the profiles attached to certain cars and/or
loaded automatically, or do you have to select the appropriate profile manually? Automated would be a nice bonus in terms of usability :)
 
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Thanks for the feedback once more.

It's a challenge to come up with terminology that all of our customer segments can wrap their heads around, therefore the term "game". Also, we support over 30 titles and growing. Only a handful qualify as legitimate simulations.

Use definable tire scrub would be nice. I'll see what we can do to get that implemented as well.

It is indeed possible to create car and track specific profiles. We've been toying around with automating it. Only a handful of the supported titles tell us a car and track name so we must retain the manual capability as well. The challenge isn't so much the automation but rather UI presentation. Things start to get convoluted in software when there are 2-3 ways to accomplish a given task. My hope is to come up with something rather self explanatory but haven't quite landed on a layout that doesn't confuse the novice just yet.
 
Just wondering if anyone actually purchased one of these wheels yet? I have seen discussion, but few reviews.
 
Just wondering if anyone actually purchased one of these wheels yet? I have seen discussion, but few reviews.

The only reviews out so far are of the beta test units, no one has received the actual production units yet since they're still being built. I ordered mine as soon as i could back in late December, as did many other people, which put me in the first batch which is supposed to ship very soon, probably within the next month or so. If you place an order right now you'd be in the third batch, which should ship sometime through April and May.
 
Very interesting Direct Drive FFB Wheel System Comparison from Barry

 

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