Games PC Fifa 2001
Developed by EA Sports - EA Sports (2001) - Soccer - Rated Everyone
FIFA 2001: Major League Soccer represents a continuation of the venerated series of top-selling soccer games from EA Sports. Features that made the previous versions successful return in this release. In addition, this version provides more accurate player representations with detailed facial animations and improved skeletal modeling. Gameplay is improved by smarter goalies and defenders that are more likely to "stay home" when they need to.
Developer: EA Sports
Publisher: EA Sports
Release Date: August, 2001
Controls: Joystick/Gamepad, Keyboard, Mouse
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Games PC Fifa 2001
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User reviews and opinions
|Anime Jester||11:58pm on Friday, September 24th, 2010|
|FIFA Soccer continues to get better. In this version, the graphics have been far improved from FIFA 2000. Real player celebrations.|
|kerm1t||9:02am on Tuesday, August 31st, 2010|
|Fifa 2001 is just an arcade, hack and slash kind of game that looks like soccer, but is not realistic enough to satisfy any real footy-fans.|
|n0mer||1:32am on Thursday, July 1st, 2010|
|Tried, many have failed, but FIFA 2001 is still the best of the bunch by far. I bought this game for £29.99 on day in the shops.|
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
FINNAIR STADIUM, FINLAND
Financial revenue through Football turf
HJK Ltd has a premier league team, a farmteam in the second highest level (I division) and junior A and junior-B teams also belong to the same organisation. HJK has other age levels, womenss football and so on but they are not organisationally (and in terms of business) part of HJK Ltd. From stadium point of view these HJK junior teams are considered as a 3rd party. The Finnair Stadium operates on the principle that all the services are out-sourced including staff, housekeeping, maintenance of the pitch, cleaning and so on. The maintenance of the pitch is provided by city of Helsinki sports division and the stadium company pays for the materials and labour hours but not for the machinery nor for the machinery operating costs.
Two teams in the premier league with 33 matches, both teams participating in the UEFA Cup, UEFA U-18 Championships, few Finnish Cup matches. In Year 2001 the pitch was totally changed including the growth layer the stadium was closed for 4 weeks in the middle of the summer.
One team in the premier league (HJK with 15 matches in league), one team (FC Jokerit) in the I-division (10 games). Partial pitch renovation closed for three weeks in middle of the playnig season. No national team matches, no concerts.
Finnair Stadium was the rst ever purpose built football stadium in Finland. The opening match was played on 10th of June, 2000. The stadium is owned by a facility company HUJA Ltd whose main partner is City of Helsinki with 97,5% of the shares and 99,7% of the votes. The other shareholders are FA of Finland (shares for the ofce premises), stadium operating company (VIP seats) and 6 investment companies owning the shares for 36 VIP boxes. The stadium company Helsinki Stadion Management Ltd (Finnair Stadium) has rented the stadium from HUJA (city of Helsinki) for ten years plus options thereafter of ve years. The two equal partners in the stadium company are FA of Finland and HJK Helsinki.
After the FIFA RECOMMENDED Football Turf was installed Year 2003
A FIFA RECOMMENDED 1 STAR Football turf was installed before the season opened. Two teams in the league but number of the games in the league was reduced with the new system 14 teams (26 home games with two teams). Highlight of the season FIFA 2003 U17 World championships with 10 games at the stadium. When the rst articial turf was installed at Finnair Stadium, it also meant that the two teams really moved into the house and started to practice at the Finnair Stadium.
Before the FIFA RECOMMENDED Football Turf Year 2000
Two teams in the premier league with 33 matches, both teams in the UEFA Cup and Finnish Cup, three national team matches were also played at Finnair Stadium. The average rent for HJK and Jokerit was euros per match including the staff, cleaning and other costs. The grass pitch was poorly designed, there were severe mistakes in the pitch construction and the grass was loose with large holes. Due to the poor quality of the natural grass the teams had to practice elsewhere.
One team in the league (13 games), the other farm team in the second division (3rd highest league). The farm team played 14 matches , 12 in the second league and 2 nnish cup games. Few junior tournaments,
no international or national team matches took place at Finnair Stadium. The number of matches for private companies started to grow and started to show signs of business potential. Also the number for junior matches (no spectators) started to grow. However the revenue for this is fairly low due to the pricing.
When the articial turf was installed, there was certainly a dramtic increase in practicing hours/company games and with more people coming into
the stadium; ultimatley using the FIFA RECOMMENDED football turf surface. This in turn meant more were eating and drinking in the restaurant/bar afterwards. (More income)
Pitch football usage
Year Number of games Junior Games Number of (no of games) Company Games Practicing hours TOTAL hours
One team in the premier league (13 games) and the other in the 2nd division. One national team match (12.11.05 Finland Estonia). Company matches and junior matches at the level as in 2004. Finnish Baseball returned to the stadium with 6 matches and american football had 4 matches. 2004 2005* 2006** Summary
98 140,5 102,5 698,5 1477,5 1285,5 948,5 4751
One team in the league (11 games), one team in the I-division (13 games). Few matches in the Finnish Cup. One national team match on mens level (15.11.2006 Finland Armenia). Number of company matches slightly reduced (due to the closing of the stadium for new articial turf pitch (the FIFA RECOMMENDED 2 STAR was installed) but mainly due to the limitations on the usage hours). Baseball was played for 4 matches and American football also 4 matches.
nb Games = Approximately 2 hours * not including "New Sports" Baseball an American Football ** to September 2006 and not included "New Sports" Baseball and American Football
Year 2007 and future
Year 2007 will look like Year 2006 with the aim to grow the number of the company games and increase the revenue for the stadium and its partners (mainly restaurant) in these small scale events. A direct correlation between the FIFA RECOMMENDED football turf, intensive but not excessive usage, and revenue derived from the hiring of the facility but more importantly the participants then spending in the restaurant and bar. Thus maximising the asset (articial turf)
Sweating the asset of the FIFA RECOMMENDED football turf
(currency euros) Games, companies Practicing revenue Junior games revenue 42750 15300
Thefootball-market has been uctuating thus leading to a situation where the stadium has been forced to look for other revenue streams than the basic business premier league football. The fastest and maybe the easiest way to grow the business is with companies who are interested and involved with football and to bring them into the stadium to play matches with their customer and interest groups. That business can be grown by adding services to the basic level service (=game).This means that the companies play a game, go to the sauna and then the restaurant. The Football (articial turf) facility provide the core basis of gaining more income as other facilities within the stadium are used. Attracting new people to a Football Stadium who would eat and drink and play football within the stadium, with a long term goal of attracting that person back as a spectator. A long term strategic goal and revenue generator.
A Business and Football decision
The limitating factor is the usage hours of the pitch, FIFA RECOMMENDED 2 STAR pitches. Getting the balance between
usage, maintenance and player performance is essential for all stakeholders to be content. Clearly an articial turf provides you with greater business potential thus indirectly bringing new spectators to the football stadium with the ultimate aim of increasing the fan base both short and long term.
The FIFA RECOMMENDED 2 STAR is aimed at the professional level due to its playing characteristics whereas the FIFA RECOMMENDED 1 STAR is aimed at the community level.
The rumble effects are weak on my WingMan Rumblepad. Why? The effects in Colin McRae Rally 2.0 are mostly using springs and damper effects, which are designed for optimal use on a steering wheel. To get the best effects in game, ensure the following setup in "Options -> "Controllers" configuration screen. Force Feedback Effect Forces Texture Forces Quick Force Update ON 100% 100% ON
Steering is very difficult in the game. How can I correct this? In the "Options - Controllers" page, you must have the steering and accelerate selections set to "Analog" mode. WingMan Formula Force GP is fully compatible with the game.
Why is the control either erratic or non-existent for Comanche 3? Although this game has a Windows style interface, it is a DOS-based game. The current WingMan game controllers are designed to work in a Windows environment using Microsoft DirectX.
The game should work well with Logitech force- or non-force feedback joysticks. However, the game default setting doesn't enable joystick control. Use the instructions below to enable it. To enable joystick support in Comanche 4: 1. Go into "Options" 2. Select "Controls" 3. Select "Joystick" as the flight control. To enable force feedback in this game, you should download and install the version v1.0.13 patch. Does Comanche 4 support force feedback or rumble effects? Yes, it supports Directional Force Feedback as long as the v1.0.13 patch is installed. When using the Profiler to assign keyboard commands to the twist handle of my Logitech game controller, the helicopter keeps spinning to the left, or performing unwanted actions in the game. How do I make it stop? To correct this behavior, un-check the "Enable Twist Stick or Rudder Pedals" option in the game's "Option Menu".
Why are the force feedback effects weak with my WingMan Force 3D and WingMan Strike Force 3D? You can find an improved force feedback definition file for this game on the WingMan Team web site.
I have Windows XP and I am not getting Force Feedback effects when in Descent 3 with my WingMan Force Feedback game controller. What's the problem? From what we have found, Descent 3 is not playing the forces under the Windows XP operating system. It appears that the result is the same when using the Microsoft Force Feedback game controllers. Please contact the game manufacturer/developer for more information.
Why am I unable to control my character with my joystick or gamepad, even when using the Profiler? The game developers for Diablo 2 did not program an interface to allow joystick control within the game. The game profile for Diablo 2 that ships with Profiler was designed to be used only with the WingMan Force Feedback Mouse.
Why cant I get force feedback in the game? The original CD version of the game does not have force feedback implemented. However, EA has added force feedback support to the game via a patch. How do I configure manual gear change in the game? For F1 2001, even after you have "Shifting Assistance" to "Off" in the "Options-Difficulty" menu, you still have to manually assign the paddles to be used for shifting in the game. Use the following instructions. 1. 2. 3. 4. 5. 6. 7. Select "Options". Select "Controls". Ensure that Logitech controller is selected in the "Controls". Click the "Controls" icons. Click the "keyboard" icon to see the "Action-Configuration" table. In this table, click the "Shift Up" table entry, then click the paddle shift to be assigned. In this table, click the "Shift Down" table entry, then click the paddle shift to be assigned.
Fdefaults to keyboard control with force feedback set to OFF. In order to configure the game, you need to enter the game's control options and select the appropriate controller. When the name of the controller has been set, we recommend entering the controller options screen. Within the control options, youll be presented with a small graphical dialog which displays axis movement and allows axis and button customization. Another icons within the control options screen offers a wide variety of sensitivity settings. Once the controls have been customized to your liking, set the force feedback options by clicking on the force feedback icon. Foffers different types of force feedback; "NONE", "WHEEL", "JOYSTICK", and "GAMEPAD". Once the appropriate type of force feedback is set, the amount of force feedback needs to set. Available options are OFF, LOW, MEDIUM, HIGH, and FULL. Finally, there is a slider which sets the strength of forces from -100% to +100%. It is recommended to set this to +100%. You may need to set control once the game starts. On one occasion, setting the control options before starting a race resulted in keyboard only support. Pressing ESC brings up the control options and allows you to set or adjust them while racing. Once set during gameplay, the controls appear to function without an issue. What types of gaming devices are supported by F1 2002? Fsupports Joysticks, Wheels, and Gamepads as controllers. Does Fsupport force feedback or rumble effects? Fsupports full force feedback as well as basic rumble effects. The force feedback effects do not feel right in the game. What do I do? The force feedback slider can be set at a value between -100% and 100%. We are not really sure exactly what the game is doing internally with this value, but the recommended setting is as follows for Windows XP. The force feedback should be set at -100% for: WingMan Formula Force GP Driving Force MOMO Force MOMO Racing The force feedback should be set at 100% for the WingMan Formula Force. How can I assign axes/buttons within the game? There is place to assign axes/buttons in the game. From the main screen, click on icons as follows: 1. Option 2. Controls 3. Controller Assignments (icon is towards the bottom left of screen) Now you should be at a list that shows how the command functions are assigned for the game. You might need to scroll to the top of the list to find the accelerator and brake assignments. Click on the item you want to assign, then activate the appropriate control on the wheel.
F1 Racing Championship
How do I configure separate pedals ? Here are the steps to configure separate pedals. The game may not retain the pedal settings if you need to exit the game and restart it. 1. 2. 3. 4. 5. Put device in "Separate Pedals" mode in the WingMan control panel. Launch the game. Go to the "Configure controls" screen. Click on "Accelerate", observe the control goes to a "Purple" color. Press on the Accelerator pedal. Observe that the control text has been updated to "Accelerate +". 6. Click on "Brake", observe the control goes to a "Purple" color. Press on the "Brake" pedal. 7. Observe that the control text has been updated to "Brake +". Why doesnt the "Configure Controls" screen read data from my device on Windows XP if WingMan Profiler is running? There seems to be an incompatibility between WingMan Profiler and the F1 Racing Championship control configuration screen. The problem is limited to this configuration screen, and the game correctly reads the controls during gameplay. To prove this, do the following: 1. Install latest WingMan Software and F1 Racing Championship on Windows XP. 2. Start F1 Racing Championship. 3. Go to the "Configure Controls" screen in the game. Note that the input is correctly read from the controller (i.e. if you move the wheels, or press buttons, there is correct response in the configuration screen). 4. Shut the gamedown. 5. Start WingMan Profiler. 6. Start F1 Racing Championship. 7. Go to the "Configure Controls" screen in the game. 8. Note that the input is not read from the controller (i.e. if you move the wheels, or press buttons there is no response in the configuration screen) We have reported the problem to the game developer.
F1 Racing Simulation
How do I enable force feedback? To accomplish the following, you will need to have the 1.09 patch for the game installed. Then enable it using the following instructions. 1. Select "Configure". 2. Select the "Controls" tab. 3. Click the target or wheel icon in the middle lower section of the Controls tab. This screen allows you to enable/disable force feedback (YES = dark gray). NOTE: See the FRCFEEFB.TXT file that is installed with the patch for more information.
Why am I not getting any force feedback in the game? Unfortunately, this game was developed when force feedback was still in it's infancy. A lot of early force feedback games use a type of force feedback specific to Microsoft game controllers and will not work with non-Microsoft devices. Since then, some of the game manufacturers have come out with patches to support the other devices, but very few. To find out if your game has a patch, you will need to visit that companys web site for details.
The players on my team do not respond to my directional movements when I am using the Profiler. Why? Unfortunately, FIFA 2001 can only accept either game controller or keyboard input. The button assignments use keyboard mappings; therefore, joystick response is lost. To correct this issue, you will need to assign the "Left", "Right", "Forward", and "Backward" commands to the X/Y axis in the WingMan Profiler. Why isnt the profile applied to the game? In general, Profiler type of applications work by generating keyboard input in response to button presses. So in a game when you press a button, the equivalent keystroke is generated and processed by the game. This approach will not work with FIFA 2001. When you select a gamepad for use in FIFA 2001, the game no longer reads any keyboard input, i.e. the Profiler is generating keystroke input, but it is not processed by the game. The only key that is processed from the keyboard seems to be pause. How do I use the In Game Management (IGM) function with my WingMan Rumblepad in FIFA 2001? The FIFA 2001 game has a default predefined set of configurations, and the IGM function is not available for WingMan Rumblepad. The game has no way to change these assignments in the game. (FIFA 2002 adds these capabilities.)
When using WingMan Action Pad in FIFA 2002, the game can enter an "automatic passing mode" i.e. the players automatically pass the ball from one to another without any user intervention. This makes the game unplayable. Why? The reason for this issue is that FIFA 2002 is reading the throttle position of the gamepad and if the throttle position is not centered, then the game enables this automatic passing mode. The workaround for this issue is to move the throttle to a centered position. When the throttle is in this position, then the automatic passing mode will be disabled. This issue does not exist for any of the other WingMan gamepads.
Fly! (with 1.01.87 patch)
Why are the force feedback effects so strong? Fly! is creating multiple springs at the same time with zero deadzone, with the end result being an instability that causes shaking/oscillations during neutral flight (i.e. flying straight and level). As a workaround, use the control panel and reduce the spring strength slider to around 70%. This should reduce the instability and you will still get other forces. NOTE: Some of the aerodynamic flight forces may be weaker.
Microsoft Combat Flight Simulator
The game should work well with Logitech force or non-force feedback joysticks. For force feedback and rumble effect devices, the game supports Directional Force Feedback. From time to time we get questions from users who have problems assigning axes in Combat Flight Simulator. Here is a list of steps that will allow you to set the axis configuration for a "standard" joystick with twist control (e.g. WingMan Extreme Digital 3D, WingMan Force 3D, WingMan Strike Force 3D) 1. Open the settings page and ensure auto rudder is disabled. 2. Open the customize control tabs and select "WingMan Force 3D" as the control device 3. For each device, confirm that the "null zone" and "sensitivity" settings are reasonable. (If in doubt, use the "reset defaults" button.) 4. Select the assignment tab. 5. Scroll down the list to after the half way point until you see the axis assignment area. 6. Confirm the settings are as follows: Ailerons Elevator Rudder Throttle Axis01 Axis02 Axis03 Axis04
Microsoft Flight Simulator 2002
The game is very sensitive with the WingMan Force 3D and the WingMan Strike Force 3D, moving the plane with the slightest touch. Control of this nature is good for experienced users, but could present a learning curve for novice players of flight sims. The game comes with a Sensitivity setting for joystick control which some players may find helpful. Force Feedback effects are well represented, with the stick pushing and pulling during flight. The rumbling effect of the stick while taxiing on the runway is a bit harsh, but the same effect is seen on other manufacturers controllers (Microsoft, Saitek, etc.) What kind of game controllers does Microsoft Flight Simulator 2002 support? Joysticks Does Microsoft Flight Simulator 2002 force feedback or rumble effects? Yes, it supports "Directional Force Feedback".
How do I verify that Microsoft Flight Simulator 2002 is set up to use a "joystick" type game controller? 1. Launch Microsoft Flight Simulator 2002. 2. Click on "Settings". 3. This should bring up the "Controls" dialog, and the "Enable Joystick" checkbox should be checked. How do I verify that Force Feedback is enabled in Microsoft Flight Simulator 2002? 1. Launch Microsoft Flight Simulator 2002. 2. Click on "Settings". 3. This should bring up the "Controls" dialog. Click on the "Joystick Forces" button. 4. The "Enable Force Feedback" checkbox should be checked. How do I verify that my Microsoft Flight Simulator 2002 is setup to use my WingMan game controller? 1. 2. 3. 4. Launch Microsoft Flight Simulator 2002. Click on "Settings". This should bring up the "Controls" dialog. Click on the "Assignments" button. This should bring up the "Controls-Assignments" dialog. Select the "Joystick Axes" tab.
The following table illustrates the original and standard Axes settings to use a game controller with Microsoft Flight Simulator 2002. Assignment List Ailerons Axis Elevator Axis Rudder Axis Throttle Axis Axis X-Axis Y-Axis Rudder Throttle
Microsoft has a couple of really useful Knowledge base articles on this game. You can find them at the following locations. Microsoft Knowledge Base Article - Q315926 http://support.microsoft.com/default.aspx?scid=kb;en-us;Q315926 Microsoft Knowledge Base Article - Q315941 http://support.microsoft.com/default.aspx?scid=kb;[LN];Q315941
Microsoft Flight Simulator 98 (retail CD)
This game does not do a very good job of assigning reasonable game functions to devices that have more than the basic "three axis and 4 button" type of controls. As a result it is a good idea to review the game's documentation for setup instructions to see how the controls are assigned to your device. The in-game configuration capability is very good, so it should be fairly easy to change the configuration if you wish. The help documentation on game configuration is also good and should answer most questions. The game supports basic aerodynamic flight force feedback effects, and these effects also work on "rumble" type devices. If you change the control assignments from within the game, please be sure to duplicate the changes in the WingMan Profiler, otherwise your control assignments may not work properly.
Why are my controls not correctly assigned to the device? See the menu item "Options->Custom Controls". Ensure the Logitech device is the selected control device. Go to the "Assignment" tab and scroll to the end of the list to review how the axes are assigned. A common assignment will be as follows: Assignment List Ailerons Axis Elevator Axis Rudder Axis Throttle Axis Axis Axis01 Axis02 Axis03 Axis04
The game allows you to change these settings in this dialog. Read the help file carefully for details. Why doesnt my rudder work? Check that the rudder control option is enabled. Go to the menu item "Aircraft->Aircraft Settings" and select the "Realism" tab. The "auto-coordination" control is used to enable/disable the rudder.
Need For Speed: Porsche Unleashed
Why do I keep over steering and crashing in to the rails? The game defaults with no deadzone, which may be too sensitive for most players. To correct this, turn the deadzone up a little.
Why isnt my gamepad working? Unfortunately, the PC version of the game does not support input from gamepads or joystick type devices.
Pac-Man: Adventures in Time
Control is very simple in this game. Pac-Man constantly moves in a direction and by pressing up/down/left/right you can change his direction through the maze. At no time did the game appear to be overly sensitive to the control. However, the game relies on cardinal directions for movement and seems to filter out diagonals. This can make control with a flight stick a bit sloppy. The only button used in the game is Button A (trigger), which can be used to make Pac-Man jump. Although the joystick/gamepad can be used to navigate and select items in the menu, the game defaults to keyboard control. If you want to use a joystick, you need to go into the Options and select Joystick control beforehand. What kinds of game controllers does Pac-Man support? Gamepads & Joysticks Does Pac-Man support force feedback or rumble effects? Yes, "Directional Force Feedback". Force feedback effects are used in the game in a few instances. When grabbing a power pellet or eating a ghost, the RumblePad or joystick will rumble slightly. When jumping, the RumblePad produces a slightly stronger rumble effect, while a force feedback joystick sends a slight jolt when the jump button is pressed.
RumblePad & Cordless RumblePad users can assign the right mini joystick for forward/backward movement. The game reads the rZ axis, but not the s0 axis. What this means is that you have to move the right mini joystick left/right in order to get forward/backward movement. To resolve this issue, you can use Profiler to re-map the axis right axis Y to X. What types of devices are supported by Project Eden? Project Eden supports gamepad type game controllers. Does Project Eden support force feedback or rumble effects? Yes. Project Eden supports "Rumble" type effects.
How can I configure Project: IGI to use my gamepad or joystick? Unfortunately, Project: IGI does not support the use of joystick or gamepad type controllers. Also, according to Eidos' web site, there are no plans at this time for patches that will include support for this feature.
Rally Trophy (Demo)
Does combined and separate pedals mode work? Our investigation seems to show that both separate and combined pedals do work correctly in the game. i.e. you can make the required selection of pedal mode in the custom control panel, start the game, and the game detects the appropriate pedal behavior automatically. However, the configuration screen UI does not change to reflect that separate or combined pedals mode is selected. This means you should not be distressed by the fact that the UI has not been updated. It is also possible that you may make some changes in the game configuration screen that can disable the pedal settings. However, clicking the "reset" button in the input mapper configuration screen should always restore things to working state. Using Combined Pedals To use combined pedals, do the following: 1. Selected "Combined" pedals mode in the control panel. 2. In Rally Trophy, click Options, then "Controls" and "Configure Controller". 3. Click the "Reset" button. This will reset the settings as follows. Combined Pedals Accelerator Brake Accelerate & Brake -----
This game works well with an analog stick and button response is good. The default settings are odd for the button layout, but they can be changed within the game's Controller Configuration options. What kinds of game controllers are supported by Spiderman? Gamepad Does Spiderman support force feedback or rumble effects? Yes, it supports "Rumble" effects. The RumblePad responds well and emits light rumble effects during fights and when jumping.
Sports Car GT
Why does the game crash to the desktop when I try to use my WingMan Force Feedback game controller? There appears to be an memory conflict issue with Sports Car GT when it attempts to load force feedback effects and is set to a high video resolution (1024x786). This issue is not specific to WingMan game controllers, and will probably happen with any force feedback controller. To get the game to load, either disable force feedback, or lower the video resolution setting. Are the force effects in Sports Car GT weak, or is it just me? No, it's not you. The forces implemented in the game are not as strong as most of the other racing titles on the market.
Why dont I get any force feedback effects in StarLancer with my WingMan game controller? This issue only exists under Windows XP. The reason the game is not producing force feedback is because it tries to access the devices' registry keys with KEY_ALL_ACCESS permissions. Under Windows XP, this is not allowed for security reasons. To resolve this issue, run the game in Windows 2000 compatibility mode. To enable compatibility mode, use the following instructions. 1. 2. 3. 4. Right-click on the StarLancer shortcut. Select "Properties". Go to the "Compatibility" tab. Under "Compatibility mode", mark the check box labelled "Run this program in compatibility mode for:", and select "Windows 2000" from the drop down list.
Star Wars: Rogue Squadron 3D
What types of game controllers are supported by Star Wars Rogue Squadron 3D? It supports joystick & gamepad How can I configure my WingMan Attack 2 in Star Wars: Rogue Squadron 3D? 1. Launch the game; a small menu of choices appears. 2. Click "Hardware", "Joystick Options" then "Calibrate" page to ensure the WingMan Attack 2 device is correctly selected. (The WingMan Attack 2 is an "auto-calibrated" device so there is no need for manual calibration.) 3. Start the game. 4. Select the "Settings", then "Joystick" page. This page will allow you to configure the various axis and button settings. For these axes on the WingMan Attack 2 we recommend: Pitch Up/Down Turn Left/Right Thrust/Brake Y Axis X Axis Z Axis Moving the stick forward/back Moving the stick left/right The throttle on the joystick
Start with this setting. The configuration screen also allows you to assign buttons to various game functions. For a joystick it would make sense to re-assign the trigger as the primary weapon button. There are also options to invert axes that you might like to experiment with at a later stage. These instructions could also be used for other joysticks.
Star Wars: Starfighter
The game works very well with a Dual Stick Gamepad or Flight stick. The control is very crisp and responsive when tested with the WingMan RumblePad and the WingMan Force 3D controllers. Controller settings are available from the launch menu. Before clicking to "Start Game", you can go to the Options area and customize nearly all controller functions to game commands. These 'profiles' for the controls can be loaded and saved, and there are a number of pre-made configurations that are installed with the game. What types of game controllers are supported Star Wars: Starfighter? It supports Gamepad & Joystick type devices.
Does the game support force feedback or rumble effects? This game does not have forces. The game may default the Roll function of the ship to the Z axis, which is the throttle on most controllers. This can cause the ship to constantly spin while in game. It's recommended prior to playing to go to the options and customizes the control. WingMan RumblePad: You may want to set Roll for the right stick left/right. WingMan Force 3D: You may want to set Roll to the twist axes of the device. To accomplish the items above, do the following. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Launch Star Wars: Starfigher. Select "Options". Choose "Configuration Options". Click on the "Joystick" tab. Under the "Input Device" section, select your device from the drop down list. Click the "Configure Game Controller" button. Note: Make sure that the throttle control is set to the center position. Click the "Roll" field (If something appears right away, cancel and reset the throttle selection to center and try again). Move the axis that you would like the "Roll" command assigned to (The "Roll" field should fill in with the name of the axis). Choose "Apply". Give your new configuration a name and click "Save". Click "OK".
Triple Play 2001
The game appears to default to keyboard control and has no noticeable controller configuration options in the main menu areas. In order to use a game controller, the user must start a game. Once the game begins, pressing the ESC key pauses the game and brings up an in-game option menu. Within the in-game options is a Select Controller option, which can be used to select any detected game controllers. Once the game controller is set, it appears to work without issues. The basic functions are preset and there are no options to modify or change the functionality of the game controller. The stick/pad moves the player and makes selections. Buttons perform action functions such as pitching, throwing, batting, bunting, picking off runners, etc. No specific control problems noted. What kinds of game controllers are supported by Triple Play 2001? Gamepad Does Triple Play 2001 support force feedback or rumble effects? No.
Tomb Raider Chronicles
How can I use a gamepad / joystick type controller? Please refer to Eidos Interactive's web site for details.
Tony Hawk's Pro Skater 3
Tony Hawk's Pro Skater 3 uses controller 'profiles' of its own that can be created with the game's setup utility. However, there is no need to change these settings, as the default profile works fine with all WingMan controllers tested. The default name of the controller profile is "Gravis Eliminator Gamepad Pro". This appears to have nothing to do with gamepad detection, but rather is just a default name that Activision decided to use. The name can be renamed in the controller configuration window to "WingMan Rumblepad" or whatever else you desire. Through the controller configuration dialog, you can also assign buttons and even detect and assign different axes for player movement. Once the game is launched, control seems to always default to keyboard, and must be changed by selecting "options" and then "controller config". Once configured, WingMan controllers function very well with the game. What types of devices are supported by Tony Hawk's Pro Skater 3? Tony Hawk's Pro Skater 3 was designed with a gamepad in mind for the controller, but joysticks will work too. Does Tony Hawk's Pro Skater 3 support force feedback or rumble effects? No force feedback noted. NOTE: If you're still having problems getting the game to work, try loading up the Tony Hawk's Pro Skater 3 configuration utility first, and see if you can assign controls to the game. The default should be fine. Once you've done that, try launching the game again and selecting your controller through the game options. If you want to use WingMan Profiler to run the game, I would suggest closing it down first and see if you can get basic controller functions working in the game before trying the Profiler.
How do I enable Gamepad/Joystick Support? In many first person shooter games, the support for joysticks is limited, difficult to configure, or not present at all. Also, the same configuration method does not always work with all versions of the game. In general, these games are really designed for optimal use with mouse and keyboard. We get questions from time to time from users who are trying to use the RumblePad in Unreal Tournament. Here is some advice on settings based on Unreal Tournament version 436. Before starting, you might want to make backup copies of the INI files so you can restore your original settings easily. Edit UNREALTOURNAMENT.INI as follows: DeadZoneXYZ=True DeadZoneRUV=True InvertVertical=False ScaleXYZ=1000.000000 ScaleRUV=1000.000000
Edit USER.INI as follows: JoyX=Axis astrafe speed=2 JoyY=Axis aBaseY speed=2 JoyZ= JoyR=Axis aturn speed=2 JoyU=Axis aLookUp speed=-2 JoyV= Notes: Changes from the game defaults are needed to enable the RUV deadzone to stop the character spinning, and set the axis scale to same for all gamepad axes. The bottom line is that with these settings the mini joystick is OK for character movements, but they are not as accurate or as fast for aiming as a mouse is. It is possible to get reasonable performance using the gamepad for character movement, but use the mouse for aiming. Some other useful links on UT joystick usage: http://unreal.epicgames.com/ReadMe.htm http://www.co30.com/AGUfaq_v002c.htm#joystick Here are some assignments for Unreal Tournament to properly use both joysticks. The main thing to remember is this: JoyX is for stick 1 left/right(x axis) JoyY is for stick 1 up/down(y axis) JoyR is for stick 2 left/right (j2 x axis) JoyU is for stick 2 up/down (j2 y axis) The throttle is probably joyz or joyv. I have not tried it yet. JoyX=Axis aStrafe speed=4 JoyY=Axis aBaseY speed=10 JoyZ= JoyR=Axis aBaseX speed=3 JoyU=Axis aLookUp speed=-2.2 JoyV= Aliases=(Command="Axis aBaseY Speed=+300.0",Alias=MoveForward) Aliases=(Command="Axis aBaseY Speed=-300.0",Alias=MoveBackward) Aliases=(Command="Axis aBaseX Speed=-150.0",Alias=TurnLeft) Aliases=(Command="Axis aBaseX Speed=+150.0",Alias=TurnRight) Aliases=(Command="Axis aStrafe Speed=-300.0",Alias=StrafeLeft) Aliases=(Command="Axis aStrafe Speed=+300.0",Alias=StrafeRight) Turning on mouse smoothing in the game helped a lot when using the WingMan software to assign a mouse axis.
Why is my force feedback joystick unstable when Im flying on auto-pilot? Pressing the "x" key enables the auto-pilot mode and you would expect flight to be somewhat stable in this mode. However, trim forces in the game are generated using a Y axis spring with 0 dead-band (i.e. you feel resistance moving forward/back, but none on left/right movement). 0 dead-band means the spring is very sensitive. As a result, the joystick has a tendency to easily move left/right whenever the joystick moves outside the center position. When you remove your hand from the stick (so that you hand no longer restricts the movement of the stick) this can result in an oscillation in the joystick handle for the WingMan Force 3D.
The behavior on the WingMan Strike Force 3D will be different as the product has a "deadman" switch (i.e. forces are not played on the stick when you remove your hand). The game does not appear to program any centering spring force. In the custom control panel there is an option that allows you to superimpose a centering spring in force feedback games. If you do select this option, the other force feedback effects may be muted, so you might want to boost these force levels beyond the default setting of 50%.
World War II Fighters
Why dont I feel force feedback in the game? This game did not originally ship with force feedback effect capability. The most recent patch, 1.08F includes support for Force Feedback. If you have the "Classic" version of the game, there is a 1.08F patch included on the CD, but this patch is faulty and does not work correctly. Either download the correct patch from a popular gaming web site, or contact the game developer for assistance.
My WingMan controller stops responding after you choose to play Worms 2. How do I fix this? The following content was provided to us by a dedicated WingMan user, Brendon Tarmey, via the WingMan Team discussion board. Thanks Brendon! 1. 2. 3. 4. Open "WingMan Profiler" Go to "Options" Choose "Global Profiler Settings" Select "Apply persistent profile"
However, you'll have to change this whenever you need to use a different profile, of course. If you would rather have the Profiler apply profiles to games automatically, understand that Worms 2 requires the CD to be in the drive before you can play. By default, the shortcut to the game in the Start Menu and/or on your desktop probably points to the autoplay file on the CD. Starting the game via this method or simply by having the auto insert notification enabled for your CD-ROM drive results in the execution of the autoplay file located on the CD. From the autoplay screen, you can choose to view game information, install the game or play the game. If you've already installed the game, choosing to play the game actually results in the execution of another file, located on your hard drive, called FRONTEND.EXE. This screen is essentially the main menu. Once you actually start playing, the WORMS2.EXE file is what is active during full screen game play and this file is what you want to create a game profile for. The default directory is C:\MicroProse\Worms2\Worms2.exe. If, for whatever reason, this file is called something else for your distribution, the correct one, when executed, should immediately start a quick two player or one player vs computer game. If you want to be able to use your controller for the entire game instead of having to go to the mouse for some screens, then you must also make separate profiles for both the FRONTEND.EXE (located in the same directory as WORMS2.EXE) and the autoplay file on the CD probably located at [CD-ROM DRIVE LETTER]:\AUTORUN\W2.EXE. (If the controller doesn't respond for this file try [CD-ROM DRIVE LETTER]:\SETUP.EXE.) For those two profiles, realize that you require virtually only the mouse functions since it's just pointing and clicking, so you can save yourself some time by only mapping to your mouse axes and buttons (except when naming a newly created team, which requires the actual keyboard itself).
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