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In 1997, Microsoft Corporation publishes CART Precision Racing on Windows. This racing / driving game is now abandonware and is set in a licensed title, vehicle simulator, automobile and track racing themes.

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Racing wheels are input devices that resemble the feel of a real racecar cockpit. Racing wheels are the perfect input device for both arcade-style and simulation-style racing games that feature cars or trucks. Racing wheels are supported in Windows 10 or Windows 11 and Xbox One UWP apps by the Windows.Gaming.Input namespace.

Different racing wheels offer different sets of optional device capabilities and varying levels of support for those capabilities; this level of variation between a single kind of input device is unique among the devices supported by the Windows.Gaming.Input API. Furthermore, most devices you'll encounter will support at least some optional capabilities or other variations. Because of this, it's important to determine the capabilities of each connected racing wheel individually and to support the full variation of capabilities that makes sense for your game.

Due to their unique focus on analog controls and the degree of variation between different racing wheels, they're typically equipped with a digital D-pad, View, Menu, A, B, X, and Y buttons that resemble those of a gamepad; these buttons aren't intended to support gameplay commands and can't be readily accessed as racing wheel buttons.

As a UI navigation controller, racing wheels map the required set of navigation commands to the left thumbstick, D-pad, View, Menu, A, and B buttons.

Additionally, some racing wheels might map some of the optional set of navigation commands to other inputs they support, but command mappings can vary from device to device. Consider supporting these commands as well, but make sure that these commands are not essential to navigating your game's interface.

Detecting and tracking racing wheels works in exactly the same way as it does for gamepads, except with the RacingWheel class instead of the Gamepad class. See Gamepad and vibration for more information.

After you identify the racing wheels that you're interested in, you're ready to gather input from them. However, unlike some other kinds of input that you might be used to, racing wheels don't communicate state-change by raising events. Instead, you take regular readings of their current states by polling them.

Polling captures a snapshot of the racing wheel at a precise point in time. This approach to input gathering is a good fit for most games because their logic typically runs in a deterministic loop rather than being event-driven; it's also typically simpler to interpret game commands from input gathered all at once than it is from many single inputs gathered over time.

In addition to the racing wheel state, each reading includes a timestamp that indicates precisely when the state was retrieved. The timestamp is useful for relating to the timing of previous readings or to the timing of the game simulation.

Many of the racing wheel controls are optional or support different variations even in the required controls, so you have to determine the capabilities of each racing wheel individually before you can process the input gathered in each reading of the racing wheel.

The optional controls are the handbrake, clutch, and pattern shifter; you can determine whether a connected racing wheel supports these controls by reading the HasHandbrake, HasClutch, and HasPatternShifter properties of the racing wheel, respectively. The control is supported if the value of the property is true; otherwise it's not supported.

Finally, some racing wheels support force feedback through the steering wheel. You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel. Force feedback is supported if WheelMotor is not null; otherwise it's not supported.

Racing wheels are equipped with additional buttons used for UI navigation such as the View and Menu buttons. These buttons are not a part of the RacingWheelButtons enumeration and can only be read by accessing the racing wheel as a UI navigation device. For more information, see UI Navigation Device.

Although wheel readings correspond to different degrees of physical rotation in the actual wheel depending on the range of rotation supported by the physical racing wheel, you don't usually want to scale the wheel readings; wheels that support greater degrees of rotation just provide greater precision.

The pattern shifter, where supported, exists alongside the required Previous Gear and Next Gear buttons which also affect the current gear of the player's car. A simple strategy for unifying these inputs where both are present is to ignore the pattern shifter (and clutch) when a player chooses an automatic transmission for their car, and to ignore the Previous and Next Gear buttons when a player chooses a manual transmission for their car only if their racing wheel is equipped with a pattern shifter control. You can implement a different unification strategy if this isn't suitable for your game.

The InputInterfacingUWP sample app on GitHub demonstrates how to use racing wheels and different kinds of input devices in tandem; as well as how these input devices behave as UI navigation controllers.

Many racing wheels have force feedback capability to provide a more immersive and challenging driving experience. Racing wheels that support force feedback are typically equipped with a single motor that applies force to the steering wheel along a single axis, the axis of wheel rotation. Force feedback is supported in Windows 10 or Windows 11 and Xbox One UWP apps through the Windows.Gaming.Input.ForceFeedback namespace.

These sections describe the basics of programming force feedback effects for racing wheels. Feedback is applied using effects, which are first loaded onto the force feedback device and then can be started, paused, resumed, and stopped in a manner similar to sound effects; however, you must first determine the feedback capabilities of the racing wheel.

You can determine whether a connected racing wheel supports force feedback by reading the WheelMotor property of the racing wheel. Force feedback isn't supported if WheelMotor is null; otherwise, force feedback is supported and you can proceed to determine the specific feedback capabilities of the motor, such as the axes it can affect.

Once loaded, effects can all be started, paused, resumed, and stopped synchronously by calling functions on the WheelMotor property of the racing wheel, or individually by calling functions on the feedback effect itself. Typically, you should load all the effects that you want to use onto the feedback device before gameplay begins and then use their respective SetParameters functions to update the effects as gameplay progresses.

The Venue Race Application (VRA) allows you to connect two or more indoor rowers with PM3s, PM4s or PM5s for racing. Indoor rowers can be linked using USB hubs and cables or PM4s or PM5s can also use ethernet cables. This program is designed to meet the needs of venue races, such as the World Rowing Indoor Championships.

Race TerminatorWhen sending signals down long wires, the electrons tend to bounce off the ends of the wire and come back. This creates an interference similar to the reverberation an echo chamber makes, which makes it hard to understand someone speaking. In racing, this can cause problems, especially with long runs of cable. Terminators prevent this reflection/interference, similar to sound dampening in a room. This makes your venue race system more reliable.

I have an Xbox 360 wireless racing wheel connected to my windows 10 PC by the Microsoft dongle. I confirmed the wheel is working with windows in the devices & printers menu. Going into properties I am able to fully calibrate my wheel, IE every button is working. However when I boot up Forza 7 and try to set up keybindings for a custom wheel the only buttons that are recognized as inputs are the start and back buttons, and the d-pad. Any help here would be much appreciated.

I am not 100% sure (and I doubt it as this was deprecated in 1995) but I wonder if the 360 wheels use DirectInput for input rather than the newer XInput. If that is the case it explains why it does not show up in modern games but works fine in windows itself. e24fc04721

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