Microsoft sidewinder force feedback pro gameport game controller




















Author Info Last Updated: September 22, This will require some soldering skills, or you could just twist the wires together then electric tape them. Soldering will help hold the build together though, and if you have other ways of securing the wires, please do share. Cut the Gameport end off of the joystick about 3 inches 7. Do the same with the spare USB 2.

Strip the rubber shields off both wires to reveal the true wires underneath the rubber and foil shields. Sorry forgot a picture for this step. Strip the casing off the wires from pin 1,14,10, and 4 on the joystick cord. Do the same with all wires from the USB. Twist the corresponding cords together. USB Red with Pin 1 wire from joystick. USB White with Pin 14 wire from joystick. USB Green with Pin 10 wire from joystick. USB Black with Pin 4 wire from joystick. Now the reason for Pin "14, 10, etc.

If it is then they should correspond as so,. If not, just go by the pins. Tape all 4 connections up separately so that no wires are touching each other.

Strip wires on the joystick Pins 2 and 7. Twist these two together making a connection. Check buttons and so on. The three wires from the SideWinder joystick are spares and are no longer needed. Tape them up so they don't touch any wires. This particular model of joystick had USB built in, but you needed an adapter to access it. Yes No. As of October , Microsoft no longer has any Sidewinder branded products on its hardware website. Gamepads sold on the website use Microsoft's Xbox or Xbox One branding.

Game must also support FFB. There is a bug in the Windows 8 joystick control panel which causes the joystick to be reported as non-functional. Games will still recognize and use the joystick. There is no support for Force-feedback at this time. The original Microsoft SideWinder gamepad had a digital directional pad, six fire buttons, two trigger buttons, and a 'Mode' and 'Start' button.

The original gameport version had a pass-through, so additional joypads or joysticks could be used without unplugging the SideWinder, and also allowed the connection of up to four SideWinder gamepads working simultaneously. Newer USB versions of the SideWinder gamepad have a round digital directional pad instead of the more traditional cross-shaped directional pad, and lack the mode button.

The Microsoft SideWinder's button layout is very similar to that of the Sega Saturn controller, which was released over the same time period. As Microsoft's first SideWinder joystick, the 3D Pro was responsible for setting the overall design as seen in all of Microsoft's future joysticks. Designed as a gaming-neutral joystick, rather than a specialized joystick for use with realistic combat flight simulators, the 3D Pro was built with a functional, but low-key geometric design.

By going with a geometric design however, it meant the 3D Pro lacked an effective adherence to ergonomic principles, making it unsuitable for long gaming sessions for some users. Additionally, some soundcard gameports, and so-called accelerated game-ports - which attempted to resolve CPU overhead issues presented by polling the gameport directly themselves - such as those produced by Gravis, would not always be able to handle the stick in digital mode.

The 3D Pro had a unique feature in that it could fall-back to an 'analog emulation' mode, where it could emulate either a CH Flightstick Pro or a Thrustmaster FCS Selectable by a switch on the base , in environments where the digital mode would not work. In this mode, manual calibration was required, the four base-buttons no longer function and, the joystick would function essentially like a CH Flightstick Pro or Thrustmaster FCS depending on the mode selector switch.

However, on later operating systems the digital mode would be less and less reliable, and on modern PCs most 3D Pro owners can only run in analog mode. The joystick was widely praised in its inception and was one of the few joysticks with multiple buttons that did not require a keyboard pass-through. The stick was especially popular with MechWarrior and Descent players as it was one of the few multi-button joysticks supported by the games natively.

The joystick's popularity has created a small die-hard following, with many people still holding onto them despite their age. The SideWinder Standard joystick was a more basic joystick released around the same time as the 3D Pro. It was a simple two button, three axis joystick. It featured a trigger button, a thumb button and a throttle wheel on left side of the base. In addition it had two additional dials on the base for adjustment of the stick itself, one above stick and the other to the right of the stick.

It used a gameport connector to interface with the computer. Microsoft introduced the SideWinder Precision Pro in , correcting the ergonomic issues, fixing some of the electrical issues, and adding new features.

The Precision Pro introduced a new stick that was far more ergonomic than the 'geometric' design of the 3D Pro. Microsoft also gave the rest of the Precision Pro a more rounded design, replacing the rectangular base buttons with more rounded versions at the top of the base, the slider-based throttle with a wheel-based throttle, and the base itself was made more rounded.

The Precision Pro also added a shift button to the base, doubling the number of possible button combinations. Signatures can be seen inside the joystick, on the base coverplate. Fred Iyc and Edie Adams [10] are among the 17 people who have signed it. For its electronics, the Precision Pro featured a refined hybrid system, resolving some of the hardware compatibility issues with the 3D Pro. However, with the widespread introduction of USB in consumer computers shortly after the Precision Pro was released, Microsoft soon re-released the joystick in a USB-compatible form joysticks labeled as Part No.

X, Product I. The revised joystick still featured a gameport connector but had additional circuitry for interfacing with USB, and was bundled with a USB converter a DIY converter project exists. Original Precision Pros remain incompatible with this converter, [11] but a user made converter exists.

However, due to a flaw in the design of the Precision Pro, in rare cases the stick would build up a static charge in its electronics and require either a complex process to discharge that was not always successful, or simply needed to stay unpowered for a number of hours to slowly discharge on its own. The only moving parts were mechanical on the throttle and joystick pivots which gave this joystick virtually unlimited lifetime. The Precision Pro 2 had reintroduced potentiometers to save money and thus their lifetime was limited to wear and tear of the potentiometers.

Thanks to the timing of the launch of the Precision Pro to coincide with the widespread launch of USB along the ergonomic corrections and rarity of the static charge problem, the Precision Pro saw a much higher sales volume and review scores than the earlier 3D Pro. Built on the design of the Precision Pro, the Force Feedback Pro differed only in the inclusion of motors for the force feedback effects, and the lack of USB compatibility.

A DIY converter project exists. Due to the inclusion of the motors, the Force Feedback Pro was significantly larger and heavier than the Precision Pro, making it easy to differentiate between the two. As the PC joystick port is input-only, the only way for data to be sent to the joystick to trigger force feedback events is to use the MIDI capabilities of the port. This means that force feedback would be unavailable on the earliest of PCs, where the gameports lack MIDI functionality.

The basis of Microsoft's last generation of SideWinder joysticks, the Precision 2 design was a further refinement of the previous Precision Pro. Compared to the Precision Pro, the Precision 2 dropped the Pro's shift button, replaced the throttle wheel with a more traditional lever, and rearranged the face buttons on the stick into a symmetric design.

The Precision 2 also dropped all gameport compatibility by only shipping in a USB version, and was slightly smaller and lighter than the Pro. Compared to the Force Feedback Pro and the Precision 2, nothing new was added to the Force Feedback 2 that wasn't added to the Precision 2, in fact the shift button was taken away.

Some may even be better that way, which is why a lot of wheels offer the ability to lock your maximum rotation to lower angles. This is in line with most actual steering wheels, and will provide the best experience overall. Another important aspect of selecting a PC racing wheel is force feedback, especially if you want realism. Additionally, not all force feedback is made equal. Our 3 Logitech pick uses dual motors to provide its force feedback, which puts it a step ahead of competitors at and below its price range.

However, the last two entries on our list are of particularly high-quality, providing the closest force feedback to the real deal out of all the options on the list. Rumble is generally secondary when compared to force feedback, but can be nice for adding an extra layer of immersion.

All of the entries on our list come included with pedals— at least two. Brake and gas- no surprise. This is for clutch control, which allows you to change gears. Anyway… this is worth the money. In other words, high-end wheels like this one are made for two types of consumer: People for whom money is not an object, who want the best experience possible People who want the most immersive virtual driving experiences possible, especially for VR and driving sims 5.

Does this make any wheel with less than degrees of rotation obsolete? Not necessarily.



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