Team Sonic Racing™

Team Sonic Racing™

View Stats:
Ju57/n Oct 5, 2018 @ 4:57pm
Steering Wheel Support
Since this is an arcade game, PLEASE support wheels (G25-G29)!
< >
Showing 1-15 of 21 comments
Dark Redshift Oct 20, 2018 @ 8:11am 
I hope they do as I can play the Xbox version of All Stars with my wheel but it doesn't work properly with Transformed.
ScreenName7 Jan 12, 2020 @ 1:20pm 
♥♥♥♥♥♥♥♥♥♥ Sega! Still no wheel compatitiity?
andrecool3d Feb 15, 2020 @ 10:01am 
x360ce controller emulation will sort you out in the meantime ... https://github.com/x360ce/x360ce/releases
Just remember to set Force Feedback effect to PeriodicSine under Force Feedback tab
ScreenName7 Feb 28, 2020 @ 1:07pm 
Originally posted by Hectologist:
I don't mean to be rude. But why would you want a force feedback steering wheel for an arcade game ?

I can understand a steering wheel in general (I play with an xbox controller).

I used to have a force feedback steering wheel (logitech momo), for a racing sim. But with Need For Speed it was useless. I am better off with an xbox controller.

Just curious.


Thats a bit of a narrow minded and rude comment :-p not meaning to be rude.

Ive been sim racing for years and personally, I like switching in games like Aassetto corsa or iRacing and then relaxing on a game like Sonic Team Racing or even ATS. I personally believe, if you are into sim racing then there is a high possibility you are going to like racing games in general. I have only 65 racing/driving games, but even in that small list it is quite surprising the amount of games that do not have wheel support or just have it implemented terrible
ScreenName7 Feb 28, 2020 @ 1:08pm 
Originally posted by Ju57/n:
Since this is an arcade game, PLEASE support wheels (G25-G29)!


YES!! I agree with you!! SEGA PLEASE LISTEN TO US!!!
EF_Neo1st Mar 2, 2020 @ 11:01am 
Originally posted by ScreenName7:
Originally posted by Hectologist:
I don't mean to be rude. But why would you want a force feedback steering wheel for an arcade game ?

I can understand a steering wheel in general (I play with an xbox controller).

I used to have a force feedback steering wheel (logitech momo), for a racing sim. But with Need For Speed it was useless. I am better off with an xbox controller.

Just curious.


Thats a bit of a narrow minded and rude comment :-p not meaning to be rude.

Ive been sim racing for years and personally, I like switching in games like Aassetto corsa or iRacing and then relaxing on a game like Sonic Team Racing or even ATS. I personally believe, if you are into sim racing then there is a high possibility you are going to like racing games in general. I have only 65 racing/driving games, but even in that small list it is quite surprising the amount of games that do not have wheel support or just have it implemented terrible
You should try Jeto Moto 3 from PS1 if you manage to find.
Kind of hard to play.
Hard to master.
Even harder to exploit all possibilities, tricks and shortcuts you can use or even create and really own the tracks like these are your personal parkour parks.
Originally posted by andrecool3d:
x360ce controller emulation will sort you out in the meantime ... https://github.com/x360ce/x360ce/releases
Just remember to set Force Feedback effect to PeriodicSine under Force Feedback tab
I tried with it but still don't works :angelgaze:
V I D A L Nov 29, 2020 @ 12:20am 
Originally posted by WINRAR:
I don't mean to be rude. But why would you want a force feedback steering wheel for an arcade game ?

I can understand a steering wheel in general (I play with an xbox controller).

I used to have a force feedback steering wheel (logitech momo), for a racing sim. But with Need For Speed it was useless. I am better off with an xbox controller.

Just curious.
Because arcade games invented steering wheel for video games to begin with. Everyone here experienced a video game with steering wheel and force feedback on the arcades dating back to the 80s. There were always more racing games on arcade than anywhere else they all had steering wheels.

Plus, there is a version of Sonic Racing on the arcades (not sure what version exactly) and it has a cabinet with steering wheel as well.

There are even 3 Mario Kart games on the arcades and they all have steering wheel. The reason people play racing games with controllers it's because steering wheel is not accessible to everyone due to price and space, but every racing game should support it, arcade games especially.
EF_Neo1st Nov 29, 2020 @ 3:51am 
Originally posted by V I D A L:
Originally posted by WINRAR:
I don't mean to be rude. But why would you want a force feedback steering wheel for an arcade game ?

I can understand a steering wheel in general (I play with an xbox controller).

I used to have a force feedback steering wheel (logitech momo), for a racing sim. But with Need For Speed it was useless. I am better off with an xbox controller.

Just curious.
Because arcade games invented steering wheel for video games to begin with. Everyone here experienced a video game with steering wheel and force feedback on the arcades dating back to the 80s. There were always more racing games on arcade than anywhere else they all had steering wheels.

Plus, there is a version of Sonic Racing on the arcades (not sure what version exactly) and it has a cabinet with steering wheel as well.

There are even 3 Mario Kart games on the arcades and they all have steering wheel. The reason people play racing games with controllers it's because steering wheel is not accessible to everyone due to price and space, but every racing game should support it, arcade games especially.
Truth being said ... these arcade wheels (80s, 90s) never had FFB and I dont remember 1 single wheel with counter steering either, dont know if because they had not find ways to do so, if it did not make sense because it was just a game or if because children could get hurt because of a sudden counter steering.

I dont know about arcade machines with FFB at the years 2000 to 2010 either (and then I never put my hands at an arcade machine again) but, I have a Logitech G29 and at games like NFS (arcade) and GRID 2019 (simcade) the FFB is merely a strong feeling on the wheel and the counter steering is poor (when it exist, not all NFS deliver it).

Comparing that to all the track details, weight transfer, wheels lock when braking too hard, loss of grip or over grip ... to the "FFB" at a simcade title like GRID (or the poor excuse of FFB at a NFS when it delivers) is like comparing just rice and beans (simcade FFB) and just a dry bread (arcade FFB) to a complete and delicious meal made by a 5 michelin star chef (simulator FFB).
Arcade and simcade "FFB" can be considered "food" but way too far from simulators.
V I D A L Nov 29, 2020 @ 5:18am 
What are you kids even talking about? No Force Feedback in arcades? Wut?
Arcade racing games always had force feedback for as long as I can remember. Probably the first time anyone has experienced force feedback steering wheel was in arcades several years before a FFB wheel was even available to consumers.

They all had force feedback, counter steering and all that.

Daytona USA, California Speed, Crusin' USA.. San Francisco Rush... Oh San Francisco Rush to this day still have the strongest force feedback in any game ever. Every jump would have you bracing the wheel as hard as you could to try to hold it during the landing and yet it would still move all over the place and dislocate your shoulder in the process.

I guess you guys weren't in the arcade scene during the 90s. In the 2000s we still got the likes of Outrun 2, Initial D, Daytona USA Championship.

I can't believe you guys are saying that arcade racing games didn't have FFB. They invented it. Arcade manufacturers did it first for arcade cabinets.

My first time playing a game with FFB was Daytona USA back in the early 90s. I remember very clearly as I played in the same arcade for years.

If you look at 0:44 you can clearly see the force feedback pulling away when he hit another car.
https://www.youtube.com/watch?v=0Y_sXFqwl7g


Watch at 17:17 when the guy gets up with the game running and you can see the wheel moving by itself
Rush: https://www.youtube.com/watch?v=p3oW0fNFpQ4

Here the story of a guy who bought a Rush arcade cabinet but the FFB is working just to one side so he is seeking help in how to fix in a forum about arcade machines.
https://forums.arcade-museum.com/threads/rush-the-rock-force-feedback-problem.128936/

How many more proof do you kids need?


Perhaps some arcades would have it turned of for some reason and you didn't try different places. I played a lot of all these games I mentioned and they all had force feedback, rumble, counter steering etc.

Wanna actually see the force feedback motor of California Speed?

Here it is: https://www.ebay.com.au/itm/California-Speed-Arcade-force-feedback-motor-/363161461112

Besides, all those arcade games can be played on Mame using the force feedback plugin, that simply reads the FFB settings inside the rom so it behaves like the arcade, which proves they all had force feedback built in the code of the game.
Last edited by V I D A L; Nov 29, 2020 @ 5:40am
EF_Neo1st Nov 29, 2020 @ 6:00am 
Sorry ...slightly harder or just recentering wheel I cant consider as FFB after having simulators FFB.
V I D A L Nov 29, 2020 @ 5:37pm 
Originally posted by EF_Neo1st:
Sorry ...slightly harder or just recentering wheel I cant consider as FFB after having simulators FFB.
No simulator have better force feedback then San Francisco Rush had.. you just haven't experienced it. It's not just "recentering".. If you play any San Francisco Rush at all, you know how the game was and there were a lot of jumps in the game.. it was amazing how heavy the wheel was when in contact with the ground and the moment you went air borne the wheel would go completely loose while the car is in mid air.. then you had to hold it really tight for the landing and yet the wheel would always pull extremely hard the second in touched the ground.. felt llike trying to land an airplane.

Just because you don't know, it doesn't mean it didn't exist.

None of this matter anyway because SEGA is obviously ignoring it and the game is old enough that is abandoned and they're not going to patch anything in at this point.

It's just annoying that everytime there is a racing game without steering wheel support and people ask for it, there is also that Fortinite player posting something like "Why do you want to play this game with steering wheel? It's an arcade game"...

Even in the Hot Pursuit Remaster, that also doesn't support steering wheel, we have to sit there and listen to the kids criticising us for asking for steering wheel support because they think the game is better with a gamepad.

Just quit questioning. It's a racing game. The characters are holding steering wheels in the game. Let us do the same. Doesn't matter if it's arcade or simulation.
EF_Neo1st Nov 29, 2020 @ 6:31pm 
Originally posted by V I D A L:
Originally posted by EF_Neo1st:
Sorry ...slightly harder or just recentering wheel I cant consider as FFB after having simulators FFB.
No simulator have better force feedback then San Francisco Rush had.. you just haven't experienced it. It's not just "recentering".. If you play any San Francisco Rush at all, you know how the game was and there were a lot of jumps in the game.. it was amazing how heavy the wheel was when in contact with the ground and the moment you went air borne the wheel would go completely loose while the car is in mid air.. then you had to hold it really tight for the landing and yet the wheel would always pull extremely hard the second in touched the ground.. felt llike trying to land an airplane.

Just because you don't know, it doesn't mean it didn't exist.

None of this matter anyway because SEGA is obviously ignoring it and the game is old enough that is abandoned and they're not going to patch anything in at this point.

It's just annoying that everytime there is a racing game without steering wheel support and people ask for it, there is also that Fortinite player posting something like "Why do you want to play this game with steering wheel? It's an arcade game"...

Even in the Hot Pursuit Remaster, that also doesn't support steering wheel, we have to sit there and listen to the kids criticising us for asking for steering wheel support because they think the game is better with a gamepad.

Just quit questioning. It's a racing game. The characters are holding steering wheels in the game. Let us do the same. Doesn't matter if it's arcade or simulation.
Grab a G29, or a thrustmaster t300, a simulator like rFactor 2 and say that again . . .
It is not just about what you describe and, unless you have a motion rig and expensive pedals to react accordingly, the FFB wheel is meant to convey it all through the FFB and you can notice everything clearly, also rF2 (as other serious simulators) have laser scanned tracks and cars made to real life counterpart specs and just the track details + car reactions conveyed through any of these entry-level FFB wheels is already enough to throw San Francisco Rush FFB away.
V I D A L Nov 30, 2020 @ 2:17am 
Originally posted by EF_Neo1st:
Originally posted by V I D A L:
No simulator have better force feedback then San Francisco Rush had.. you just haven't experienced it. It's not just "recentering".. If you play any San Francisco Rush at all, you know how the game was and there were a lot of jumps in the game.. it was amazing how heavy the wheel was when in contact with the ground and the moment you went air borne the wheel would go completely loose while the car is in mid air.. then you had to hold it really tight for the landing and yet the wheel would always pull extremely hard the second in touched the ground.. felt llike trying to land an airplane.

Just because you don't know, it doesn't mean it didn't exist.

None of this matter anyway because SEGA is obviously ignoring it and the game is old enough that is abandoned and they're not going to patch anything in at this point.

It's just annoying that everytime there is a racing game without steering wheel support and people ask for it, there is also that Fortinite player posting something like "Why do you want to play this game with steering wheel? It's an arcade game"...

Even in the Hot Pursuit Remaster, that also doesn't support steering wheel, we have to sit there and listen to the kids criticising us for asking for steering wheel support because they think the game is better with a gamepad.

Just quit questioning. It's a racing game. The characters are holding steering wheels in the game. Let us do the same. Doesn't matter if it's arcade or simulation.
Grab a G29, or a thrustmaster t300, a simulator like rFactor 2 and say that again . . .
It is not just about what you describe and, unless you have a motion rig and expensive pedals to react accordingly, the FFB wheel is meant to convey it all through the FFB and you can notice everything clearly, also rF2 (as other serious simulators) have laser scanned tracks and cars made to real life counterpart specs and just the track details + car reactions conveyed through any of these entry-level FFB wheels is already enough to throw San Francisco Rush FFB away.
This is all besides the point: Arcade games invented force feedback steering wheels before there was any of them available to consumers.

Stop trying to win this as if this is a battle... I already proved you wrong anyway since you were saying that arcade racers didn't have FFB on the arcades. I have a G920, which is the same as G29, but for Xbox. And I have played plenty of simulators. The point I was making about San Francisco Rush wasn't related to realistic FFB, but strong. It's an arcade game and not trying to be realistic, just fun. I won't assume about all wheels, but the max force of a G920 or G29 is not as strong as a Midway arcade cabinet from the 90s and it's bigger motor that wouldn't even fit on a home wheel.
Last edited by V I D A L; Nov 30, 2020 @ 2:18am
EF_Neo1st Nov 30, 2020 @ 3:46am 
Originally posted by V I D A L:
Originally posted by EF_Neo1st:
Grab a G29, or a thrustmaster t300, a simulator like rFactor 2 and say that again . . .
It is not just about what you describe and, unless you have a motion rig and expensive pedals to react accordingly, the FFB wheel is meant to convey it all through the FFB and you can notice everything clearly, also rF2 (as other serious simulators) have laser scanned tracks and cars made to real life counterpart specs and just the track details + car reactions conveyed through any of these entry-level FFB wheels is already enough to throw San Francisco Rush FFB away.
This is all besides the point: Arcade games invented force feedback steering wheels before there was any of them available to consumers.

Stop trying to win this as if this is a battle... I already proved you wrong anyway since you were saying that arcade racers didn't have FFB on the arcades. I have a G920, which is the same as G29, but for Xbox. And I have played plenty of simulators. The point I was making about San Francisco Rush wasn't related to realistic FFB, but strong. It's an arcade game and not trying to be realistic, just fun. I won't assume about all wheels, but the max force of a G920 or G29 is not as strong as a Midway arcade cabinet from the 90s and it's bigger motor that wouldn't even fit on a home wheel.
The thing is .. I am not trying to win anything and:
Originally posted by EF_Neo1st:
Sorry ...slightly harder or just recentering wheel I cant consider as FFB after having simulators FFB.
Here I made clear what I am talking also that it is my opinion, thar "just strong" is not FFB to me and you replied to that with San Francisco Rush.

Despite having strong feeling of a hard wheel and vibrations for the jumps/bumps, Is still dont ser (and wont see despite what argument you use) it as more than a wheel that is harder to turn with a rumble pack for track (what mean, again, I wont consider, to my opinion, this as FFB)
< >
Showing 1-15 of 21 comments
Per page: 1530 50