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.
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.