Use A Steering Wheel To Drive!
If you are a PC racing fan, driving with a keyboard or joystick can be something of a hassle. While special accessories for other kinds of games often turn out to be no more than gimmicks, here it is an obvious essential. It goes without saying that a car needs a steering wheel to be driven, so there’s no reason why that shouldn’t apply for PC games as well. Games are becoming increasingly sophisticated and their backdrops ever more realistic, so it would be a real pity to be deprived of another way of making them even more true to life, especially when it makes for more precise driving. It’s easy enough to see: with a good wheel you make better time! And then there’s the matter of cost. You always feel a bit guilty about spending so much money on something that the rest of the family (and you as well, sometimes) sees as a luxury. But if you think about it, a good wheel priced at $60 costs just a little more than a game, so the best idea is to stick to a higher-grade game and invest in a good wheel. No doubt about it.
A Good Wheel
Let’s start by defining what makes a good wheel. To begin with, it must be accurate. This involves a number of factors. First, there should be no problems with settings. Actually, this is not really a problem, because most wheels now have a self-setting function, which centers them automatically. Anyway, they are connected to the PC via USB port only, and once they are plugged in, they are automatically detected.
The Potentiometer: The Vital Nerve
The next factor is the quality of the potentiometer. This determines the movement on each axis by supplying a higher or lower output voltage, depending on the displacement. The principle is fairly straightforward. An unclosed conductor ring has a certain resistance. A cursor moves along it and its position determines the amount of current that flows through it. This variable is used to deliver movement to the wheel and pedals. The quality of the potentiometer depends chiefly on the quality of the ring and its material, likewise the cursor. If the contact is not permanent, or if the resistance changes, then kiss precision goodbye! Practically all wheel makers use standard potentiometers. The cursor is made of metal with a rounded end and rests on a spiral structure. The resistance ring is usually made of bakelite. The production of potentiometers is so well controlled these days that problems are few and far between. They are all small and low-priced. Just to show that their quality is not a precision factor, MOMO, the dearest wheel, uses a potentiometer like the Logitech starter-price wheel. At least that’s what it looks like. Only Microsoft and Saitek have absolutely solved the problem of wear, by using a digital potentiometer instead. A disk with holes in it is set opposite a light beam, and the light is measured as it passes through. The system is precise and free from wear and tear.
A Good Wheel, Continued
Hold the axis!
The third factor for precision is how well the axis is held. Obviously, if the axis starts to move, precision is lost. The easiest way is to fit the axis into a plastic sheath. The most sophisticated solution is to use a proper ball-bearing system. So, it’s pretty clear that making a wheel is not as easy as it looks. Especially because the physical pressure on a wheel and pedals is much greater than that placed on a joystick, and therefore these components need to be able to take the pressure, and well. There are usually two axes, and so there are two potentiometers, one on the wheel and one on the pedals. The pedal set can be divided into separate axes and so they can integrate two potentiometers.
Back to the center
There is just one more factor that has an indirect influence on precision, namely, the return spring. This is what is normally would bring the pedals back to their forward stop position or the wheel to its center. It has to be strong enough to stop the wheel from going slack and, above all, good enough to ensure that neutral is always remains the same.
A Good Wheel, Continued
Reality can be deceptive
We discovered something really astonishing in this test – apparent quality, even from an objective point of view, has no discernible bearing on wheel precision. The MOMO of course, being ball-bearing mounted, is more precise, but for all the others, appearances are deceptive.
Ergonomics
Ergonomics are very important for a wheel. If the design forces you to play in an unnatural position, you will tire quickly and lose precision. The wheel must be designed to let the hands and thumbs immediately fall into a familiar and comfortable position when in neutral. The grip of the wheel is just as important; it should not slip out of your hands, so smooth plastic is not as good as, say, rubber.
The pedals are even more important. Very few allow your feet a really convenient position. Your foot should not get tired, and the pedal must be designed so that it takes just the right amount of pressure without you having to force it, but with enough travel and firmness for an adequate gaming experience. Some manufacturers have made the brake pedal firmer than the accelerator, which is a good idea because this is closer to what you get on a real vehicle.
Clamping
This aspect is not to be neglected, either. If the wheel wobbles or detaches itself when you are playing, it can be a real pain. So clamps must be sturdy but uncomplicated to use. For the pedal set, there are no two ways about it – they generally have anti-slip pads, so their mobility during the game will depend on size and weight.
Force Feedback
Now we come to the most controversial issue for PC racing wheel players. Do you need force feedback or not? Before going any further, we’ll just give a rundown on the technology itself. The game emits signals to the wheel so that it can respond to the situation. A classic example is the shock that you should feel in the wheel. Or, if you hit a bump, the wheel should vibrate.
So there are two aspects here – the game should handle such effects realistically, and the wheel should be able to respond accordingly. In flight simulation, force feedback has never been convincing because the real-life model is far too complex for game developers to be able to render the effects properly. In a car, it’s a bit easier. The best games can reproduce the driving surface, collisions and, for some, the effect of skidding in a vehicle that under- or over-corrects. The wheel does this with a motor and sprocket system, which is now used by all manufacturers. Logitech previously used a cable system, but the effects and the cost ultimately defeated this effort. The gear-wheel system is fairly simple. A wheel driven by a motor turns the wheel axis in one direction or the other. You can feel this on all force feedback wheels because the gear movement is always perceptible when you turn the wheel.
So what does force feedback quality depend on? First of all, the motor needs to be powerful and precise, capable of a strong drag or tiny vibrations when steering quickly in all directions. Secondly, the gear-wheel systems need to be sturdy and precise, and this is where they often fail, because they are usually made of plastic and therefore tend to wear out. A good force feedback wheel needs to be strong, able to return big slams and yet transmit the smallest change in surface.
Force Feedback, Continued
Pros and Cons
But is it worthwhile? There is no final answer to this. Clearly, force feedback in racing games improves the impression of “being there” and adds to the thrill, but often it’s not very realistic. Only some games create this illusion properly. On the other hand, the motor-controlled gear system and the centering affect the wheel’s precision. My view is that, for equal quality, you get the best times from a wheel without force feedback. Objectively, I am neither for nor against, it’s just that I find that the cost is not really justified, and so I prefer a top-grade wheel without force feedback. The Logitech MOMO is an exception, but what a price!
Testing Procedure
The first assessments were made during use and are therefore subjective. We looked at clamping quality and the overall impression of the wheel. Then we tested ergonomics. Several testers played long enough to form an opinion. Here, we should point out that, on the whole, everyone agreed. Lastly, we tested the precision and efficiency of the wheels in our two favorite games: Colin McRae 2 and F1 Championship by Ubi Soft. The rally game tests the wheel in difficult steering maneuvers and pretty harsh driving. In Formula 1, what counts is precision and alignment. We liked the force feedback in some of the games, including Midtown Madness 2, Need for Speed 5 and others.
For objective analysis, we took the wheels apart to see what their mechanics look like. We examined the potentiometers, axis holding, spring quality and the gear-wheel system in the force feedback models. We checked Windows XP compatibility in both automatic detection and driver installation.
For this test, we have only considered wheels of a certain quality. We may have let one or two slip, so if you know of any that are worth it, please let us know and we’ll test them for the next update.
Microsoft Precision Wheel
The Microsoft range of wheels is by no means new, but it is still among the cream of the crop. The non-force Precision Wheel is now available for the attractive price of $65. But whatever you do, don’t install its SideWinder 4.0 software in XP. Depending on the configuration, it either works or makes the whole system crash. And this is Microsoft… I really did see the comical side of the situation when I unpacked the brand new wheel with a CD proudly marked, “Designed for Windows 98”! It would be good to see a downloadable update in the near future, all the more so because the software programs that come with the paddles are not mutually compatible! It’s high time for Microsoft to provide a common XP driver for all its USB SideWinder peripherals. That said, without a driver, the Precision Wheel works in XP on one axis.
So let’s forget these glitches and get down to the goods. The wheel is very compact and won’t require much storage space. The clamp is great. In one go, you adjust the thumb wheel to the thickness of your desk and fit the wheel with a lever in a flash; and it can all be detached just as quickly. Once in place, it doesn’t budge. The fairly big pedal set sits well on a smooth surface, but if it is on a carpet, it will need a stop.
Well-designed ergonomics
The ergonomics are excellent, evidently the work of specialists. Your hands will drop naturally into place and will never get tired. However the plastic is not too pleasant to the touch. If there were an improvement to make on this wheel, it would be a rubber grip. Behind the wheel are two buttons for shift changing and, in front, six for the main functions. The pedals are just as comfortable for the feet. The travel is long, and also firm enough for perfect precision, both in accelerating and in braking. The wheel is a wonder of precision. Due to its optical system, it never derails, never wears out, and self-sets with ease. Its centering is firm enough. For me, along with the Logitech MOMO, it is the most precise wheel on the market.
Microsoft Precision Wheel, Continued
Well-made goods
Manufacture is top quality and the Precision Wheel resists all the onslaughts the most furious racers can throw at it. When it is opened up, you can see why. The potentiometer is of classic design, but in heavy metal and of impressive size, ten times bigger than the MOMO.
The axis is carefully made and housed, held by a strong metal plate. Even though it is plastic on plastic, you can see that game hazards are kept to a minimum. The spring shows no weakness, even after two years of intense use. Of the non-force wheels, in spite of its XP problems, the Precision Wheel is my favorite for its precision. It is perfectly adapted to all kinds of simulation in rally or Formula 1.
Microsoft Force Feedback Wheel
This wheel has the same shape and pedal set as its non-force mate (see previous paragraph). Ergonomics are the same for both the wheel and the pedals. The only thing that’s different is a rubber grip, much nicer than the other grip. The trouble starts with the force feedback and XP. Without the SideWinder 4.0 program, you cannot adjust force intensity, and the program crashes on some computers. This will continue to be a problem as long as Microsoft hasn’t developed a program specifically for XP. It is truly scandalous that Microsoft cannot produce a release to support its own OS. As such, its own force feedback system works pretty well with both precision and power – no criticisms there. But you can’t adjust a tension for centering, particularly for non-force games. This puts us in a bind, because we are accustomed to the wheel returning to its center position. All other manufacturers with the Immersion 2 standard use this adjustment.
Stylish and robust
When the wheel is taken apart, you can see a very smart design with two plastics racks, fitted under a metal plate solidly screwed to the front, i.e. the wheel axis. It all looks nicely finished, and the axis has no play even though it is housed on plastic. The optical sensor in the motor axis is equally well-designed and the electronic panel is solidly attached. So we have an ergonomic, highly precise and well-finished wheel with good effects. On the other hand, it is unreliable in XP and has a force feedback problem. Its price is a standard $115.
Logitech MOMO Force
When Logitech, the reputable maker of PC peripheral devices, announced its association with MOMO at a press conference, I first thought it was a joke. But I got the message when I saw the logo. We’ve all seen the name time and time again, if only in F1 Grand Prix broadcasts, via the Ferrari’s built-in cameras. MOMO has been the racing wheel manufacturer since the 60s. Gianpiero Moretti, a car racer himself, started out by making a leather wheel for his own car. It was also adopted by the Ferrari driver John Surtess, who used it when he won the world championship. So Ferrari had it fitted to all its racing cars and the legend was born. MOMO still makes the Ferrari F1 wheel, but also supplies many other makes with all sorts of motoring needs. Apart from wheels for professional racing, MOMO sells racing wheels throughout the world to the happy owners of race cars, such as the Subaru Impreza, or to those who want to customize their cars with a final touch, you might say.
Logitech has not been very conspicuous in top-grade wheels recently, so they made a deal with the Italian manufacturer to design the ultimate wheel for the truly passionate. The result is called MOMO Force.
Like an F1
Let’s start with the wheel. The shell is still plastic but emanates an aura of strength. It is attached to the desk with two classic clamps – it requires some time to tighten them, but on the other hand, they ensure utter stability. For the more aggressive racers, Logitech even suggests drilling a hole in the desk for a third anchorage point. That’s perhaps pushing it a bit and doesn’t really improve the looks of the desk. And besides, stability is perfectly ensured by the two clamps. The aluminum wheel is sheathed in real hand-stitched leather. Logitech claims that the process takes thirty minutes per wheel! The shape is taken from the Formula 1. The wheel is round at the top and angular at the bottom. It is also very thick, and a bit disconcerting to hold at first compared to the usual wheels, but it turns out to be perfect when you use it; your hands find their place naturally, and you can make the most abrupt movements without ever slipping. The six buttons are colored for easier identification, as on a Formula 1. There are two aluminum shift levers behind the wheel, which are also ergonomically perfect. The wheel is mounted on ball bearings. There is no play, which is good for precision.
Logitech MOMO Force, Continued
Pedals deluxe
The pedal set is in the same league. It is covered with an aluminum plate and the pedals are forged with the same alloy. The feet press easily on the gas and brake pedals, and their position comes naturally. Just a small gripe though: the travel for the gas pedal is a bit too short, and it’s not firm enough for my taste. But I’m splitting hairs. A cable leads from the pedals and connects to the wheel and the USB port of the PC. The power supply is plugged into the pedals, which is an excellent idea as electrical sockets are usually near the floor, so it prevents a tangle of wires on the desktop.
Not just a pretty face
When it is open, you can see that it’s just as impressive inside. The wheel axis is fitted into a hermetically sealed plastic casing and mounted on two steel ball bearings. You can’t beat that! On the other hand, the potentiometer is the same as all the others, at least in appearance. However, this doesn’t stop the MOMO from being absolutely precise. Note too that all the electrical connections are plugged in, not welded!
Logitech MOMO Force, Continued
In use
The wheel is completely compatible with Windows XP, but it is advisable to install the software to get the most out of the advanced settings. The Immersion 2 force feedback can be set to a hair’s breadth and you can choose the centering strength, which is essential for rallies such as Colin McRae. The profile program lets you customize settings for each game, notably wheel sensitivity.
The MOMO Force was tested on two of our favorite games: Colin MacRae 2 for rally, and F1 Championship for Formula 1. I won’t leave you hanging – this wheel works wonders in both cases. In rally racing, it is lively and responds gracefully to sudden movements. Force feedback is both powerful and precise, a real pleasure. That said, I personally would prefer a non-force version for even more accurate driving. I was less enthusiastic about the gas pedal. The pedal set is ergonomic, but the travel was a bit short.
Well let’s be honest about it. The MOMO Force is a lovely thing that all racing lovers would dream of having in front of their PC. And don’t consider the $220 to be a waste. If you like racing games, you’d best be content with some of the better games and buy a really good wheel. Personally, I only play one game at a time, and for months on end. A good PC, Colin McRae 2 and MOMO Force – what more could you want? Clearly, if you can afford it, this wheel wins every time in this test!
Logitech Formula Force GP
Unfortunately, the other Logitech wheels are simply not up to MOMO level. Though there are whispers at Logitech that a lighter version of the MOMO might be presented at the E3, which is the video game show held in Los Angeles in May. Still, the Formula Force GP is not a bad wheel. It’s not at all too expensive, and it looks pretty good, though a closer look shows the finish is a bit tacky. The wheel itself has a comfortable rubber grip, although it’s not outstanding. The spot for the thumbs is fine, elsewhere less so. The clamp system with two plastic screws is simple and holds well, but the buttons and shift levers are badly positioned and hard to operate.
Good, on the whole
The pedal set is light and easy to use. Feet don’t get tired and the travel is long and firm enough. The brake is stiffer than the gas pedal, and that’s not a bad thing. The Immersion 2 force feedback is easy to adjust and has a variable centering system. The effects are fine, fairly powerful and accurate enough. The driver is no problem to install with Windows XP, and there are no glitches.
Precision is good when in use, but not exceptionally so. It is well suited to rally and arcade games, but lacks precision in Formula 1, where it wavers in the center. In the end, this wheel is respectable and attractively priced, but the Microsoft model is more precise and ergonomically designed.
Logitech Formula Force GP, Continued
Nice surprises inside
The Formula Force shows up pretty well when it is taken apart. It may be plastic, but it is neatly and logically put together with a simple series of sprockets. So the precision problem is electronic, rather than mechanical.
Logitech Formula GP
This is the same wheel when it comes to looks and molding, but in yellow. The pedal set is also the same, as is the shape of the wheel, so no need to go into further details. On the other hand, the return spring is too slack and the precision is poor. Plugged into the game port, the wheel has to be adjusted each time it’s used, and even then it’s not always precise. It has no problems with XP compatibility though. Anyway, you can quite happily ignore this wheel, which is only good for arcade games and still costs $50.
But inside…
Like the force feedback wheel, the interior of this model is nicely finished and mechanically well-designed. The fastenings are simple but strong, and the spring seems pretty good. So again, precision is due to electronics, because the thing itself is well made.
ACT Labs Force RS
The Force RS by ACT Labs commands immediate respect. The casing is the most solid of all those we tested and the pedals no less so. As for looks, it’s not so handsome. Some people will appreciate its serious side, whereas others will find a bit too bulky. The wheel is clamped by a rather clever system of pads tightened by two dials on the sides. This is not the fastest method, but does ensure great stability. The wheel is classically shaped – perfectly round and trimmed in artificial leather. As for its comfort level: it is good and pleasant to grip, but there are some aspects that make it seem cheap. The plastic of the spokes does not look very good, and the two levers behind inspire little confidence. Yet, the ergonomics are good and honest with a straight, relaxed position. There are no less than nine buttons and a d-pad in the middle, so you shouldn’t need to use the keyboard.
The pedal set is so heavy that it’s not likely to slip. Although its position might be odd, it is still pleasant and restful for the feet. The travel is not long enough for both the brake and the gas pedals, but it is fairly firm.
The real innovation here, however, is the plug-in cartridge system at the back. This holds the electronics and connections so that the wheel can be upgraded without having to buy new equipment. The cartridges allow for connection to a serial and a USB port. Not just this, but you can also add extra modules for more complete shift and pedal sets. More on this later.
There were no installation problems. You can install the driver and plug-in while your computer is running. We found no difficulties with either Windows 9x or XP.
As usual, we tried it with Colin McRae 2 and F1 Championship. It behaves well in rally games, taking sharp turns in stride. On the other hand, F1 simulation reveals some weakness in central precision. It’s not bad, but nowhere near as good as the MOMO and Microsoft models. You’ll find that everything depends on game adjustment capacity. If you can set neutral, linearity and displacement, you should manage to achieve satisfactory precision. The force feedback is incredibly harsh, so you won’t be able to complain that it is lacking in effects, though it’s not the tops for vibration nicety. Its price is pretty stiff at $140.
ACT Labs Force RS, Continued
Inside the leviathan
The interior assembly is very neat. This is the only force feedback wheel to have a belt that reduces the friction in wide movements. The motor is big, and the gear-wheel system well-designed. The potentiometer is large as well, and so is the amount of unused space, which means that the wheel could quite easily have been less bulky.
ACT Labs Shifter
The unique aspect of the RS system is that it can be extended at will by adding cartridges at the back. The Shifter is a very professional lever with a seven-gear metal shift plate. This plate can be changed for other shift models. More simply, there is a six-gear plate and synchro shift gear in plastic, which come with the wheel. Simply mount them on the metal plate. The Shifter is easily fastened under the wheel with the metal tab, and then the cartridge is connected at the back. The only trouble is that you then need a game for the lever.
In F1 games, there is not much point in this, because they have synchro shift gear boxes behind the wheel, so the accessory serves no purpose. It’s more logical for rally games, but the system is still synchro shift and you will only use the two-gear plate, which is a pity when you think of the capacity and price ($60). So we’re left with the Papyrus/ Sierra products as just about the only ones with games worthy of the Shifter. The most recent, Nascar 2002, and Grand Prix Legends, the most advanced simulator ever, are truly designed for the Shifter. With Nascar, you’d think you were actually there.
ACT Labs Shifter, Continued
ACT Labs Clutch Performance System
ACT Labs does not leave it at that. They also have a highly advanced pedal set used with or without the Force RS wheel. It consists of a gas pedal, a brake pedal and a proper clutch. The whole thing is really impressive – heavy duty and solid with a metallic design on the pedals. You feel like you are in a real auto. To use the pedals without an ACT wheel, you plug it into the USB port, and it is detected on X and Y axes. Then you have the problem of game recognition. The program should be able to manage two peripherals at once, plus manual clutch control. There aren’t many games that can do that — the Sierras, Nascar 2002 and others, Virgin 4×4, and that’s about it. So you really need a favorite game that you play day and night to justify the purchase of this system, which, combined with another wheel, will cost you the modest sum of ($70). So, like the Shifter, it does make a lot of sense. Quite frankly, I only got any real pleasure out of it with Grand Prix Legend and Nascar 2002. You’ll need a good year’s practice before you can get results as good as with an automatic.
So all in all, I have mixed feelings. The wheel is starting to become dated, and even though it is impressive, its precision and ergonomics are not of the highest level. The accessories, the Shifter and the Clutch, are tremendous, but they are really only meant for those who are really into pure simulation as found in Papyrus games. What’s more, for our European readers out there, ACT Lab systems are hard to find in Europe.
Thrustmaster 360 Modena
If you didn’t know already, two years ago, the company Guillemot (from Breton, France) took over Thrustmaster, the American company with a solid reputation for paddle and wheel manufacture. Guillemot now markets its entire range of paddles under this name. There are three wheels for PCs, which have one thing in common: they have a Ferrari license in Europe and a Nascar license in the USA. This is a good marketing ploy that should help sell the products. And the added bonus for consumers is that they get to enjoy the logo of the prancing horse set proudly in the center of the wheel. In practice, what happens is that Thrustmaster uses Ferrari designs and Ferrari has a say in the matter. The products have certainly gained by this partnership.
The 360 Modena, named after one of the finest cars ever built, is the lowest-priced non-force wheel of the brand. But it’s not tacky. It is nicely profiled and compact, so it doesn’t take up a lot of storage space. It is clamped by a screw and lever system that is quite handy, though not always totally stable. The wheel looks very good. The ergonomics are excellent and your hands fall naturally into place. In addition to two buttons on the front, there are two d-pads for programming views, which is a good idea. Behind the wheel are four levers – two digital levers for changing gear and two analog for the gas and brake if you don’t want to use the pedals – also a good idea. It is all solidly built and there is no play in the axis.
The pedal set is similarly built, solid with big pedals that meet the feet as they should, though just a bit too upright when at the position of rest. Travel is long and firm enough to ensure good precision.
Installation with XP is no problem, whether you use the software or not. The software, by the way, is well-designed. Thrustmaster drivers are unified and the same ones can run all products, so Microsoft has lost at home there.
The wheel behaves very well in our usual games. In Formula 1, precision is excellent, virtually equal with Microsoft and just a tad below MOMO. It’s just as good for rally games, except that you have to be careful to tighten the clamps properly to prevent the wheel from sliding in the sharp turns which go with this kind of driving.
For $65, this is a self-respecting wheel, very precise and ergonomic to use. The only room for improvement is in the clamping system.
Thrustmaster 360 Modena Pro
This, as the name implies, is the top-of-the-line version of the same wheel. It has the same pedal set, with the only difference being the shell of the wheel. It is wider and has a rally- or saloon-style gear shift on the right. I personally do not find that very useful. On the other hand, the two-screw and lever clamp system, though not very practical, ensures perfect stability compared to the plainer model. The wheel is completely clad in rubber for extra comfort. Still, the $25 price difference is substantial and not entirely justified. But if cost is not an issue, this is one of the best non-force wheels.
Surprises inside
When the Modena and Modena Pro wheels are opened up, we were surprised by their simplicity and all-plastic parts. There isn’t even a spring, just a tensioner for centering. You wouldn’t swear to its precision just by the look of it, so the electronics behind the mechanics must play a primary role. Play on the axis is kept to a minimum by wide, greased, plastic guides.
Thrustmaster Force Feedback GT Racing Wheel
It’s impressive, that’s for sure – big and heavy, to the detriment of its looks. But this is a really superb, all-rubber wheel, excellent to hold and touch. There are the same four levers at the back as on the other wheels made by this brand. As with the Modena Pro, there is an extra gear shift on the right and two d-pads for views. The clamp system is not too good and you have to be careful to wet the suction pads to hold them down in order to keep the leviathan still when you are in the thick of things.
The upright pedals are not the most ergonomically designed ever, but the travel is long enough, though a bit slack to my taste. Like the other wheels of this make, XP installation is no problem. The force feedback is Immersion 2, so you can adjust the strength of centering, which is a good thing. The effects are fairly powerful and precise enough. But the wheel’s precision is not as good as on the non-force models. For rally and arcade games, this doesn’t matter, but for Formula 1 it’s not so good. Generally speaking, when precision is needed in simulation, this wheel is not too happy. It is reasonably priced at $105, but the model is becoming dated. It’s time that Thrustmaster came out with a new one.
The leviathan’s innards
The inside is splendid. The gear-wheel system is firmly fixed by a metal plate and axis play kept right down. The whole thing inspires confidence. This is definitely a strongly built wheel you can ill-treat without fear. The old-fashioned potentiometer is also huge.
Saitek R220
Saitek renewed its range of products in 2001 to sport a decidedly UFO look, which applies equally to the wheels. You either like it or you don’t. It’s true it doesn’t look much like a steering wheel of the 20th century. On the other hand, the pedals are pretty much what you get in a real vehicle.
The wheel is clamped to the table by a rather involved system, but once in place, it doesn’t budge. It is pleasant enough to grip, due to its shape and trim, but the rearward-pointing spokes make for an odd position far from the axis. The finish doesn’t really inspire confidence because the wheel has a lot of play in its axis; the two gear shifts at the back are definitely tacky and too far from your finger-ends for a natural feel in gear shifting. The wheel has four buttons for extra functions.
The pedal set, though logical when compared to a real car one, is not a model of ergonomics and your feet tire very quickly. Travel is long enough but a bit slack, though this is quite easy to control.
The wheel without a driver plugs into a USB port and is detected by the system, whether Millennium or XP, with no trouble. However, it is detected as a three-axis system, i.e., brake and gas pedals on separate axes. Some games do not manage this code, so you couldn’t use the wheel with them.
The wheel turns out to be fairly precise in games, but centering is too slack and stops you from getting that real racing feeling. The pedals are also fairly precise, but there’s a notch in the middle that is inconvenient for the feet when steering. It’s better in rally driving because the movements are more clean-cut. In the end, this wheel gives somewhat mixed feelings. The outside finish and overall shape are not too good. Its overall ergonomics are good though not without drawbacks. Precision is respectable but spoiled by a slack return. The price is an honest $50.
Saitek R220, Continued
Better inside than out
The quality of its interior build is a nice surprise. There is no potentiometer, instead there is an optical sensor which should ensure excellent precision. The axis mounting with the spring coiled around it is very neat. But it appears that the electronics are not up to it, and the spring is under-sized. The most surprising thing is the play on the axis. It’s hard to understand how the engineers who designed such an ingenious and compact system managed to let such a weakness creep in!
Saitek R440
The RX 440 is the force feedback version of the 220, with the same ergonomics and pedal set. No need to go into further details on these aspects we have already discussed. This version does need a driver, which is installed with no trouble in Windows Millennium. For XP, you have to download an update (http://www.saitek.co.uk/). Like its stable-mates, it comes with Immersion 2, so you can adjust the strength of the effects and centering in games without or without force feedback. The effects are pretty strong and well-defined, enough to be able to feel a change in surface, for instance. The wheel is fairly precise, though not in the same league as the Microsoft and MOMO. In short, this wheel has the same defects in the finish and ergonomics as its mate, but is more precise when in use. It costs $105.
On the inside, it is the same quality as the RX 220, with cleverly placed gear-wheels for force feedback. Unfortunately, there is still the same play on the axis.
Conclusion
If you can afford it and are a real racing game enthusiast, then don’t hold back – the Logitech MOMO Force is what you need. The quality of its manufacture, finish, ergonomics, precision and appearance was irresistible for us, in spite of its cost. Otherwise, in the non-force wheels, the Microsoft Precision Wheel was our favorite, followed closely by the Thrustmaster Modenas.