Yeah a few years back I bought myself a Gravis Aftershock, and was disappointed to find only a very selective number of titles used 'Rumble' technology.
Luckily at the time Rogue Squadron had just been released and did, which is what I'd actually bought it for. I don't know if BF1942 or AA
have Rumble features, however something interesting to note is that a number of Quake3-Based titles do.
I know for a fact that every Quake3 Based games from Raven Software (Soldier of Fortune II, Jedi Knight, Elite Forces) have this feature. It's a shame that hardly any companies support the feature, however luckily the controller / joystick manufacturers keep making the hardware to support it.
I recently bought myself a new GameWare controller for a tenner that is capable of FFB. Been trying it out in DBP and an N64 Emulator, something baffling me is that 'Water Effect' doesn't work on it. Everything else does, but the water effect. There also doesn't appear to be a way to turn down the rumble effect until the previous effect has finish. This is annoying because without a timer based sequence there really isn't anyway to make customise how it works. Ends up providing a less than desirable effect.
Should be able to program them in a way so that if you update the effect it doesn't have to wait for the old one to finish, and you can create a custom effect that you can run as well as check to see if a current effect is still active.
I know that DirectX does it differently to consoles in that it sends a complete Force Effect to the controller, rather than something runtime.. but still it could be programmed so that it works in a more runtime mannor.
Ho hum, well either way going to get Goldeneye to be working with this feature.