The online racing simulator
Couldn't this be prevented by adding a good amount of damping in the end stop force? I have to admit I don't know how it's done in other software, but in LFS, reaching the end stop makes the wheel bounce sometimes pretty hard, and if the FFB tries to turn the wheel past the stop, the wheel will keep bouncing until you move it away (this can happen when stopped, typically in grass or gravel, with damaged suspension or maybe just on slopes, or when you spin the car and the wheel travels the whole range, especially on cars that have smaller wheel rotation).

Out of the game, the soft limit on my wheel (1080 degrees, configurable as with all direct drives) feels much better, it stops the wheel (maybe not as firmly as LFS does), but the force then feels like it wants the wheel to stay around the stop, instead of trying to push it away completely - I assume LFS applies a force directly proportional to how far the wheel is over the limit? Maybe a PID would help here?

Anyway that's probably slightly off topic here, but maybe food for thoughts later on.
The new option is available for testing in the test patch forum, which I have left hidden for now.
https://www.lfs.net/forum/thread/110607

The trouble with test patch threads is too many people get a strange idea in their head that it is a general off topic request thread. But I'm far too busy on the development version, and cannot be distracted. If I get off topic requests on that thread, I will close it.

I will be happy to hear about any problems with the new option, or the VR update.
It's just a matter of fine tunning the spring constant in endstop spring effect (if he implemented it as a spring). Maybe it's just very stiff at the moment. Usualy all ffb wheel firmware allow you to set this, but that will not be automatically applied in lfs, because it creates this effect independently. But some time in the future, an option to adjust how strong lfs endstop is, could be a thing.
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