Hey everyone,
sim-wheels often don't come with linear ffb. Some are more "responsive" others are not very "accurate" with their linearity.
For years now, we are stuck with what the sim-dev would give us to correct those inaccuracies or design-choices. Some devs give us more values to change, others come with only rudimentary possibilities to create a linear force-curve. Which often don't help a lot.
Now, do the tech-nerds in here see a possibility to detach this from a game itself and place the correction within the actual ffb-driver? Or, maybe as a post-process behind that? Could this be a possibility? Is simcommander doing such stuff? If yes, could it be opened-up for more wheels?
sim-wheels often don't come with linear ffb. Some are more "responsive" others are not very "accurate" with their linearity.
For years now, we are stuck with what the sim-dev would give us to correct those inaccuracies or design-choices. Some devs give us more values to change, others come with only rudimentary possibilities to create a linear force-curve. Which often don't help a lot.
Now, do the tech-nerds in here see a possibility to detach this from a game itself and place the correction within the actual ffb-driver? Or, maybe as a post-process behind that? Could this be a possibility? Is simcommander doing such stuff? If yes, could it be opened-up for more wheels?