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Force Feedback Showdown - Logitech vs. Microsoft
by Len "Viking1" HjalmarsonProduct Names: Logitech Strike Force 3D & Microsoft Sidewinder FF 2
Category: Joysticks
Manufacturer: | Logitech | Microsoft |
Release Date: Released
Minimum Spec: Logitech: PC with Pentium® 166 MHz or faster (or compatible processor,32 MB RAM,20 MB available hard disk space,CD-ROM drive,USB Port,Windows® 98, Windows® 2000 or Windows® ME MS Sidewinder: Microsoft Windows® 98 or Windows 2000 Professional operating system,16 MB of memory (RAM, 25 MB of available hard-disk space, DirectX® 7.0a API (included), Quad-speed CD-ROM drive, Super VGA, 256-color monitor
Files: Drivers & Support - | Strike Force 3D | Sidewinder FF 2 |
Article Type: Review
Article Date: December 28th, 2000
I recall the first entry into the force feedback market in 1997 by CH Products, at a pricey $180 US. It was revolutionary chasing Fokker Triplanes in Flying Corps with the stall and buffet effects provided using the Force FX.
Not long afterward, Microsoft released their Sidewinder Force Feedback. It was a better effort, and required less desk real estate than Logitech’s Force FX.
Shortly after, Logitech entered the market with the Wingman Force, the best offering yet, with choice of USB or serial connection. This stick is almost legendary for prop sim pilots, allowing the use of separate rudder pedals and simple to program. After some teething problems with drivers, the Wingman Force became THE force feedback stick for all my prop combat sims.
The original Wingman is long in the tooth now, and it never had the snazzy appearance it could have shown. Likewise Microsoft was due for a new entry. Both makers have released new force feedback joysticks. Time for a showdown!
Feature Comparison
My test system is an Abit KT-7 RAID mainboard, with Athlon Tbird running at 990MHz. My OS is WIN ME, and I have 256MB of system RAM. Video is supplied by Nvidia GeForce2 Ultra, and audio is supplied by the Turtle Beach Santa Cruz (or Videologic Sonic Fury for those in the UK).
Logitech recently released TWO new sticks to the force feedback market: the Wingman Force 3d, and the Wingman Strike Force 3d. The entry level stick lacks the dual hats of the Strike Force, but like the Strike Force has seven programmable buttons in addition to the 8-way POV hat.
Logitech's WingMan® Strike Force 3D
Each of the eight directions on the secondary hat can be programmed to your keyboard or with a DirectX button function using the Wingman software. The hats offer a soft “click” when deflected. One of the seven buttons is a wheel, just like the one on a scroll mouse. You can click it like a button or scroll it forwards or backwards, offering three functions in one switch.
The stick is smaller than the earlier Wingman Force, looks much better, and placement of the buttons is intuitive. It’s a two hand job, with the best throttle lever I have seen.
The Microsoft Sidewinder FF 2 is much changed from the first version. Microsoft’s first Sidewinder Force Feedback was a solid entry in the joystick market. It compared well to Logitech’s Force FX. Both had a huge footprint, and both were serial port devices. The original Sidewinder FF, however, had a better response time than Logitech’s stick owing to the speed of its onboard processor.
But the positive points of the stick were marred by its large footprint and the noisy cooling fan built into the base. Others were put off by the enormous power brick that took up two AC slots on most power bars.
Microsoft's Sidewinder Force Feedback 2
The footprint is smaller now, and gone is the serial port, it’s USB only. The onboard fan is no longer necessary with the improved motors, and the power brick has disappeared. The thumb wheel style throttle of the earlier model has given way to a traditional lever style unit which makes precise control attainable. (Yeah, I know, some of you just LOVED that thumb wheel). Even the hat switch is transformed. The original stick hat was sized for an elf rather than the average human. The twist handle is much the same, and serves the traditional rudder function.
Installation
Installation for both units was painless. Install the software, then plug in the stick. The Logitech unit was detected immediately. Because I am running an Athlon system with VIA logic chips, I had to download a software update for the Sidewinder software. Detection was then completed.
Logitech Wingman Strike Force 3D Configuration
MS Sidewinder FF 2 Configuration
Programming the stick was child’s play on both devices. The software for this type of hardware is about as intuitive as it can get, and works flawlessly. One can quickly create and save a configuration for any game, or use one of the game configuration files provided.
Flight Tests
The FM in both sticks is quite similar. Handling in the Logitech unit is less precise around the dead zone, probably owing to the lack of canards. Ooops, these are joysticks, right?
In order to tighten the feel around the dead zone I activated the center return function and set it to 80%. That helped, but didn’t alleviate the center looseness completely. I noticed that Microsoft’s software allowed adjustment of the dead zone, and also of the travel limits along each axis. Nice!
Controller Set-up Screen in Rowan's
Actual force feedback is similar in either unit, though comparison of both in Rowan’s Battle of Britain left me feeling that response time was better in the Logitech Strike Force. That puzzles me, since both use USB interface, and both have onboard processors. Both sticks are very strong at maximum strength, though the weight and size of the Microsoft stick would argue that potential force would be greater.
Programmability, while simple in either case, is much more limited on the Microsoft stick. The shift button is gone, leaving you with a hat and seven buttons. Logitech offers two eight way hats, seven buttons and a wheel with three functions. One of the two large buttons on the base can be programmed as a SHIFT function, doubling the assignments for other buttons.
The greater concern is that the Microsoft designers chose to mount three buttons on the top of the stick, creating a diamond formation with the hat at the top. This button placement is not good. Button two can only be activated by trying to roll the middle of your thumb downward or by removing your thumb from the hat and using special Olympic gymnastics to achieve touchdown.
Puzzling.
The base layout for each stick differs significantly. The Logitech unit has two buttons and the wheel on the left side of the base. One places one’s left hand on the base and the thumb then nicely reaches the throttle lever. The wheel falls nicely under the left index finger.
Microsoft has arrayed four buttons in a box on the left side of the base. At any time only two of the buttons come readily to reach, with the other two covered by your hand, or just beyond reach, requiring you to slide your hand forward or back to achieve contact. Hmm. Logitech’s intuitive button and wheel arrangement suddenly appears ingenious.
I tested both sticks in several simulations including MiG Alley, Battle of Britain, European Air War, WWII Fighters and Jane’s USAF.
The price difference may be a consideration for some virtual pilots. The average street price for the Microsoft unit is around $15 higher at $99.
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