The best solution is
a racing seat/chassis for racing games that will
allow you to mount the wheel and pedals and sit in
the perfect driving position. Two of the most
reasonably priced models are the
VRC from
Bob Earl Racing
and the
Playseat.
The VRC is perfect if space is limited in your
living room, den or recreation room, and if you want
something that you can break down quickly and easily
with the wheel and pedals still attached—and tuck
away in a closet when you’re through racing. If you
have a bit more room and prefer a Sparco or
Bride-style seat, there’s the
Classic
and
improved
Evolution
models of
the Playseat.
Trust me when I tell you: once you’ve played your
favorite racing game in one of these, you’ll leave
your lap for your pet, kids or significant other
(not necessarily in that order of course), and your
table for magazines, snack bowls and ashtrays.
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| Repeat
the process for the wheel and engage the
clamps. |
Here's
the finished job. |
The
pedals and AC Adapter connected to the
DriveFX. |
Plug the
DriveFX USB cable into one of the
available ports on your Xbox 360. |
Plug in
the AC adapter into a power outlet and turn
on the 360. The light above the hub
indicating that it has power, should turn
green as you see it here. The Logitech
DriveFX Axial Feedback Wheel will
automatically assign itself to the first
available controller slot. |
For the review, I’ll
attach the Logitech DriveFX to my Playseat
and connect it to my Xbox 360. The games I’ll use
are
Forza Motorsport 2
and
Project Gotham Racing 3 (which is bundled with
the Microsoft Wireless Racing Wheel).
As you can see from
the photos, attaching the
DriveFX to the
Playseat is a quick and easy affair with common,
easily attainable household items. The dual clamps
on the DriveFX are practically tailor-made
for the mounting plate on the Playseat, whose
support bar runs right down the middle of the plate.
The dual clamps on the DriveFX does a much
better job of securing the wheel to the mounting
plate than Microsoft’s Wireless Wheel—whose single
clamp with an adjustable clamp pad, presses up
against support bar on the Playseat’s steering wheel
mounting plate. As a result, the clamp can’t be
tightened enough to make the wheel really solid, and
has a tendency of working loose every now and
then—which can be quite frustrating in the middle of
a race. Meanwhile, the Logitech Drive FX has
no problem and stayed put.
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Forza Motorsport 2
(top) and Project Gotham Racing 3
(bottom) were used to playtest the
Logitech DriveFX Axial Feedback Wheel for
Xbox 360. |
I should also point
out that on the VRC with Microsoft’s Wheel, you’ll
also need to insert a block of wood that’s at least
½” thick—or a spacer that’s ½” thick and 2” in
diameter, between the clamp pad and steering wheel
mounting plate, even though the VRC’s support bar
for the plate doesn’t run all the way down the
center as it does on the Playseat. Chalk up another
one for Logitech in the design department.
Impressions and
Conclusion
Although
there are a number of areas where the DriveFX
is clearly the better wheel, it’s not exactly a
slam-dunk victory across the board against
Microsoft’s offering either.
First,
the
DriveFX isn’t wireless. It needs power
for its force feedback motor and a physical USB
connection for your 360. Whether or not that’s a
plus or minus to you depends on a number of things.
Although both the power and USB cable are over seven
feet long, if your Xbox 360 is set up in the living
room and connected to a big HDTV that you normally
sit over seven feet away from, you’re not going to
appreciate being forced to sit closer and tethered
to your 360 because of the USB cable. Although the
Microsoft wheel’s force feedback motor also requires
a power outlet for it to work (and
believe me, it performs horribly without it),
the wheel’s wireless connection allows you to sit
further than seven feet away from your TV and
Xbox—with the wheel in your lap, where you can plug
it into a outlet that’s closer by (though you may
want to return it to Microsoft for this
safety retrofit
first, before sitting it on your lap). If you do
prefer to race with the wheel in your lap, Microsoft
definitely wins in terms of convenience and comfort.
With the DriveFX, you’ll have to do some
cobbling and improvising. Also, its smaller, lighter pedal
base is at a distinct disadvantage, especially on a
carpeted surface since it lacks carpet grips found
on Logitech’s PC and PS2 wheels.
Force feedback is
just as much a subjective as a technical
matter. Every gamer is different and has their own
idea on how “good” or “bad” it is on
a particular wheel while playing a specific game.
The ability of force feedback to simulate physics
as realistically as possible from bumps in the
road and applying too much power in the corners, to
an impact with other cars and the effects of damage
on vehicle performance—ultimately depends on both
the hardware implementation in the wheel and how it
is utilized by game programmers. And it’s here
where perceptions of what makes force feedback the
most “realistic” in games, meets the reality of what
the game and hardware developers allow. The only way to
actually experience real-world force feedback is to
get behind the wheel of a real car and drive it.
Since many of us will probably never get the chance
to drive a race car or an exotic, $200,000 sports
car, virtual representations of the real thing will
just have to do.
In Forza Motorsport
2, you can tweak the wheel’s force feedback and
sensitivity settings, as well as other wheel and
pedal-related settings through the Advanced
Options menu. Project Gotham Racing 3 has no
adjustable force feedback or any other advanced
wheel and pedal settings within the game. While
there’s not much you can do about the force
feedback in such a game, the Logitech DriveFX
Axial Feedback Wheel for Xbox 360 has a rather
interesting—if not readily apparent solution, for
adjusting wheel sensitivity.
Remember that little
unmarked button on the left spoke of the wheel that
I mentioned earlier? Turns out that it controls the
sensitivity of the Logitech DriveFX. Press it
and the DriveFX’s power LED blinks the
appropriate number of times for each sensitivity
level. Ironically, there is no mention of this
button in the Installation Guide, though it is in a
Logitech’s original press release for the wheel, and
a Troubleshooting FAQ in their forum
here.
There are also two additional sensitivity settings
besides the one listed in the FAQ. I don’t know if
it was just my particular wheel, but it was only
safe for me to change the sensitivity settings while
at the Xbox 360 Dashboard. Changing the sensitivity
while in the game—not during a race mind you, but at
the game’s main menu—made both Forza 2 and PGR3 go
absolutely nuts. The cars were uncontrollable until the games were exited and
restarted. If you use the sensitivity
button, be advised that the game does not save
the settings when you power off your 360 and
the wheel.
Ultimately, I had
better results with the DriveFX at its
default sensitivity setting in both games anyway—but
that’s just my personal preference. You may get
different results depending on yours, and the games
you play. One advantage that the DriveFX
reportedly has that the Microsoft Wireless Racing
Wheel doesn’t, is that the Drive FX’s force
feedback is compatible with many of the more recent
and older Xbox 360 racing games that you won’t find on the
list on
Microsoft’s site. Strange, but this is
Microsoft we’re talking about…
Whether it’s gaming
mice or racing wheels, you win or lose
by responsiveness—and you simply cannot beat
a wired game controller when it comes to
that. The Logitech DriveFX Axial Feedback Wheel
for Xbox 360 was noticeably more responsive to
my input than the Microsoft Wireless Racing Wheel,
in both Forza 2 and PGR3, hands down. Plus no
worries about batteries—rechargeable or otherwise—or
the associated added expense. No controller
weirdness due to dropped wireless signals or
interference, either.
DriveFX’s
Axial Feedback felt more “natural” to me than the
heavy-handed force feedback implemented on
Microsoft’s wheel. In Project Gotham Racing 3, all
of the cars from the easiest to drive, to the
high-powered “beasts,” were more manageable and
predictable from Street Races to Cone
Challenges with the Logitech DriveFX. It
took a lot less trial-and-error with much less
frustration learning how far to push each car to
break the tires loose when going for big “Kudos”
points in PGR3’s drift and style events. And equally
less trial-and-error and frustration learning how
far not to push a car when trying to get through a
corner as quickly as possible, with the competition
seconds off my rear bumper, ready to overtake me in the
blink of an eye if I screwed up.
Putting a
Lingenfelter Corvette at Sebring through
its paces in Forza Motorsport 2
, the DriveFX faithfully transmitted every
seam and bump in sections of the concrete track and
the complete loss of adhesion when I got a little
too carried away in the turns—and a nasty jolt when
slamming into a retaining wall. Catch air coming
over the ridge at the Mazda Laguna Seca Raceway
just before that nasty downhill turn, and you lose
all input from the wheel—until you come slamming
back down to earth again, spinning out of control off
the track, raising a cloud of dirt and sand around
you.
Although I prefer the
feel of the
Logitech DriveFX over the
Microsoft Wireless, the Microsoft wheel has larger
paddle shifter buttons with
better tactile feedback and larger, more responsive
pedals than the DriveFX. The brake pedal on
the DriveFX should have been equipped with a
stiffer spring, as a brake pedals are usually
stiffer than the accelerator.
Had the pedal base on
the Drive FX been the same size as the MOMO
Racing Force and Driving Force Pro, Logitech
probably would have been able to make the pedals
larger and space them apart a bit more. Also due to
its size, weight and design, the pedal base on the
Microsoft Wireless is a lot less likely to slide
around on a carpeted floor than the DriveFX’s
base.
Since it has a USB
connection, I did try the Logitech DriveFX
on a PC. Windows XP does recognize it and asks for a
driver to install. Unfortunately, Version 4.60
of Logitech’s Gaming Software, which contains
wheel drivers as well as the configuration utility
for the wheel, does not recognize the DriveFX.
Some users on the
Logitech Forum were able to get XP
to recognize the wheel by turning off their PC and
unplugging and plugging the wheel back in again. For some users, it worked; for some it worked
for awhile then stopped. And for others, it wouldn’t
work at all. In spite of my best efforts, I fell into the last category (luck of the draw, I
guess). It’s ironic and almost laughable that the
Driving Force Pro for the Playstation has the ability to
function under Windows, while a wheel designed
for Microsoft’s own gaming console, does not. Just
another example of Microsoft’s frequent
short-sightedness and how out-of-touch they can be
with the gaming community when they put their minds
to it…
None of the
shortcomings of the DriveFX are enough to
remove it from consideration as a prime candidate
for your Xbox 360—particularly in light of the
current safety recall
on the Microsoft Wireless Racing Wheel—and the fact
that the DriveFX’s street price is in the
neighborhood of $65 - $85. A very nice neighborhood
indeed, when you take into account the Microsoft
Wireless Wheel’s street price of $125 - $140. If the
lack of wireless and native lap support isn’t a
problem, you’ve got something suitable to clamp it
to, and you can’t justify spending over a hundred
bucks for a wheel, then the Logitech DriveFX
Axial Feedback Wheel for Xbox 360 deserves a
spot in your winner’s circle.
