Theoretically, there are 3 types of signals a game can send in terms of FFB : 1) Force = forces the steering wheel in a specific direction. 2) Spring = pulls the steering wheel towards the dynamic center. 3) Damper = creates friction. Remarks : - NOT ALL GAMES USE ALL 3 TYPES OF EFFECTS (Mr rFactor 2 ???). - SOME GAMES USE ONE TYPE TO CREATE ALL THREE EFFECTS (Mr rFactor 2 ???). ———>>> I wanted to know if rFactor 2 was affected by one or both remarks above, and if so, which of these 3 forces are sent by rFactor 2 (I suspect only "Force" [number 1]). Thank you.
I've debugged FFB to make it work on Linux and it recreates all effects using only one effect. It makes sense since this way the physics can directly produce the FFB instead of using baked effects. A periodic sine effect is used with zero amplitude and a changing offset. So the sine effect is used in this way to play a constant effect, option 1. No other effect type is used AFAIK. Just for the record, there are more effect types, the "force effect" is called constant force/effect, and damper isn't the same as friction.