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Guillemot Force-Feedback Joystick

Force-Feedback Joystick

Manufactured By:  Guillemot

Retail Price:      $99.99

Review Date:  10-31-99


Guillemot is a one of those companies that few heard of a few years back.  Now they are everywhere.  Their product line is backed by one of the strongest world-wide distribution systems in the industry.  Their product line includes game controllers (of course), video cards and sound boards.  In recent months Guillemot has acquired both Thrustmaster and Hercules, positioning them with an incredibly strong product line-up.

Every joystick that has been released with the Guillemot name has one feature that makes them stand out- the design is ambidextrous.  To the individuals who think on their right side of the brain (left handed people) this is a welcomed change.  The new Force-Feedback Joystick from Guillemot follows in this tradition and is the worlds first Force-Feedback Joystick designed with both the left and right handed gamer in mind.

As you can see from the photo above the hat switch, rudder control and throttle are centered on the joystick and base.  The buttons are arranged in a mirrored pattern on the base and the stick contours are symmetrical.  The hand rest plate on the bottom of the stick is adjustable with a small wrench that conveniently stores on the underside of the base.

Adding to the comfort/convenience list is an on/off switch, full adjustability of the forces, a USB or serial port connection and a editor that allows you to assign specific functions to the buttons.  The on/off switch is highly convenient for those who leave their systems on but don't need all of their components turned on.  The power consumption of the controller is low but why have a component powered if its not in use?  

The ambidextrous design adds to the controllers need for desk property.  Most FF controllers have a large base with the base buttons and throttle on the left hand side of the stick.  The Guillemot FF Joystick has these in front of the stick.  It requires the same amount of desk space but in a different direction.  My desk's pull out keyboard tray was not deep enough to accommodate the large base but it easily sat in my lap.

The Guillemot FF Joystick delivers its force effects through the I-Force 2.0 API.  I-Force technology is more widely supported, smoother and more natural than the Microsoft DirectInput standard.  It is also subject to less stringent system requirements (from the soundcard) and fewer conflicts since it does not run through the gameport on your sound card.  Recently Microsoft and Immersion (I-Force creator) opened up their API's to each other so they can improve force-feedback and come up with a standard.

I made a few attempts to add an external rudder control (through the gameport) but was unsuccessful.  When the Guillemot Force-Feedback Joystick is select the "rudder pedal" checkbox in the DirectX 7 game controller applet is grayed out.  Hopefully later driver updates will include external rudder controls to be used in conjunction with this stick.

 

Features 98%-
  •  I-Force 2.0 Force Feedback
  • Ambidextrous design
  • 8 way hat switch
  • Rudder control
  • Throttle wheel
  • 12 programmable buttons
  • On/Off switch
  • Adjustable hand rest
Appropriate For-
  • Flight Sims (MS FlightSim 98, CombatSim, Fly, etc.)
  • Racing Games (Need For Speed, Powerslide, Midtown Madness, etc.)
  • Space Sims (Descent Freespace, Forsaken, Mechwarrior III, Incoming, etc.)
System Requirements -
USB Port (and Windows 98) or Serial port and Windows 95 or higher.

 

Price -
Just under $100 will get you a feature filled, solid force-feedback joystick. 
Warranty-
1 year limited.

 

Performance 92%
The Guillemot Force-Feedback Joystick is highly comfortable.  I'm left handed but use game controllers in the same manner as a right handed player.  The padded, adjustable hand rest on the bottom of the stick makes quite a difference.  The contour of the stick is also natural feeling.  The FF Joystick doesn't earn any points for looking realistic but the comfort and well laid out design make up for this.

I used the controller with a slew of games supporting force-feedback.  The games included driving, flying and space action games.  The 12 buttons were enough to activate every commonly used feature of the games I played.  The addition of a second trigger button on the front of the stick gave my middle finger something to do during gameplay (other than insulting the characters on the screen!).  The throttle wheel allowed good control of speed and is place near the 8 base buttons for convenience.  The throttle wheel is notched for easier control, has a distinguishing center notch and a short rotation from the extremes.

The weakest part of the controller is the rudder control.  A thumb wheel on the front of the stick, under the hat switch and 2 buttons serves as the rudder control.  It is functional but difficult to control accurately.  For general flight it works OK but when used for landing a plane or turret control in mech games where accurate rudder control are necessary it doesn't offer enough precision.  Like the throttle wheel, the rudder wheel is notched with a short throw and it also has a centering spring.  

The forces are wonderful.  Force-feedback quality and realism usually depends on two things- the quality of the programming in the game and the device.  In this case the device is very well designed when it comes to force-feedback.  A belt driven system delivers the forces to the stick allowing a smoother interaction.  Throwing a P-51 Mustang into a flat spin in Microsoft CombatSim was quite fun (although detrimental to the mission) because of the force play.  After a few tries I was able to feel my way out of the spin and recover my aircraft.

Mechwarrior III, Star Wars: X-Wing Alliance and Descent Freespace each have well implemented force-feedback effects.  Feeling your mech's footsteps and discerning which direction the attack was coming from in Mechwarrior III was very impressive.  The other two space sims delivered equally impressive effects.  The warp sequence in X-Wing Alliance was especially cool.  Each of these games is very button demanding (for different features).  The FF Joystick provided enough to keep me in the action.

I typically don't drive with a stick but had to try out the Force-Feedback Stick with a few racing games.  Re-Volt, Powerslide, Midtown Madness and Need For Speed III and High Stakes all played well with the stick.  I used the in-game button programming to setup each.  The stick provided good control and the force effects were good.  The only problem encountered was with Need For Speed High Stakes.  The framerate took a substantial hit with the force-effects active.  It was not playable except by lowering the resolution and toning down the graphical details.

With the exception of the somewhat weak rudder control, performance of the Guillemot Force Feedback Joystick is great.  The force effects are some of the best out there.

 

Setup 92% -
Setup as either a USB or serial port device is easy although not true plug and play.  The joystick requires external power for the force effects.  A power block is included and should be connected to the joystick before you begin the other steps.  Also be sure the switch on the base is turned on.   As the manual describes, insert the CD and connect the device.  It will be detected and ask where to search for the driver.  Be sure to check off the CD.  It will find the proper driver, install the software and prompt you to restart the system.

Upon restart you should enter the game controller applet.  If there is already a device present as controller #1 remove it by unplugging it or deleting it from the list.  Select add new and find the Guillemot Force-Feedback Joystick.  Select it and assure it is read as "OK".  Although not stated in the manual no calibration is necessary but you should move each axis to its extremes and check the setup in the test window to assure a proper read.

 

Software 90%-
The software included with the Guillemot Force-Feedback Joystick includes the I-Force drivers, editor software and the full version of Incoming.  Although Incoming is an older game it is still quite fun and shows off the power of your video card and has great force-feedback effects.  (Note:  The included version doesn't suffer from the over-speed problems of earlier versions).  Installation of the drivers and the editor is automatic via auto-play.  Incoming need to be installed manually by seeking the install executable and running it.

The profile editor is a handy tool when needed.  However, most games now allow you to assign functions to the buttons in game and an editor is not necessary.  A nice feature of the editor is that it is not active by default- eating up precious Windows recourses.  To use a created profile you must activate it to run in the background before playing a game.  I created and used only one profile.  Flight Unlimited II worked flawlessly with a profile I created allowing me to assign features to specific buttons.

The properties tab of the game controller applet brings up an advanced menu for the controller.  You can test the controller axis's, buttons and forces.  You can also adjust the gain settings for the controller and adjust the return to center tension (a very nice feature for any force-feedback device).

 

Documentation 95% -
The controller is accompanied by a 62 page, 6 language manual.  The manuals sections are brief and to the point.  All of the necessary information needed to get you up and running are contained within a few pages.  The manual includes installation information, extensive details on using the editor.  Most other manufactures hide these details in on-line help files.  Its refreshing to have this information in print so you can refer to it when experimenting.

The Guillemot website has yet to post any hard details on the Force-Feedback Joystick.  This should change after its official release.

 

Overall Rating 93.3% -
The ambidextrous design, numerous buttons, fair price, good force effects and other features put the Guillemot Force-Feedback on the top pedestal in the force-feedback joystick world.  The rudder control is a bit imprecise but it no worse than any other currently available on a force-feedback joystick.

The Control Center recommends the Guillemot Force-Feedback Joystick as a highly functional, comfortable controller.  It brings all of the necessary functions to your desktop and throws in force-feedback for good measure.  It doesn't share the realistic looks of some controllers but its design makes it pleasure to use no matter what side of the stick you play.  

 

Pros-
  • Great Force-feedback effects
  • USB or serial port connection
  • Numerous buttons with programmability option
  • Nice ergonomics
Cons-
  • Rudder control somewhat inaccurate

1 Stick  - Not Recommended
2 Sticks - Functional            
3 Sticks - Recommended with some issues 
4 Sticks - Recommended
5 Sticks - Highly Recommended!

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