I believe the Stearing wheel is the X-axis, while the peddles are the Y-axis. Beyond that, I'm not really sure.
HAVING FUN WITH FORCE FEEDBACK:
First, you need to check to make sure that the controller the player is using is equiped for Force Feedback, or you will get an error.
The PERFORM CHECKLIST FOR CONTROL DEVICES will return a 1 in the CHECKLIST VALUE A() if the device is FFB enabled.
The actual commands you will use will vary depending on what effects you want. I suggest making a sample program that uses them all, then make notes on what you think each effect is best suited for, as these opinions will vary from person to person.
Most follow a FORCE -blank- layout.
Here they are:
-Standard effects: These effects are combined to create a custom effect. When you see
mag, it means magnitude, which is the power of the force effect. Magnitude is measured 0 to 100. 0 is no effect, whereas 100 is max effect.
1. FORCE ANGLE mag, angle of force, length of effect: This makes a moving force effect. It is very effective when an object hits the player and forces them in a direction. The angle is the angle it is being forced in. Time is in milliseconds.
2. FORCE UP mag: This has an upward force effect. Good for G-Forces pulling up.
3. FORCE DOWN mag: Exact oppisite of FORCE UP, mag
4. FORCE LEFT mag: This effect has a left bearing force. Good for G-Forces pulling left. Good for driving games.
5. FORCE RIGHT mag: Exact oppisite of LEFT
-Auto Centers: These effects cancel out the force pulls of all Force effects, standard or special.
1. FORCE AUTO CENTER ON: No paremeters here. This always makes sure that the force will be pulled back to the center. Good for diving games. This will remain on until turned off, I believe.
2. FORCE AUTO CENTER OFF: No parameters here. This will turn off the auto centering.
-Special effects: These are special effects that players of console games may be more familiar with than PC players. I personally dig this collection more than custom standard effects. These can be used very creativly.
1. FORCE CHAINSAW mag, length of effect: This effect is like reving a chainsaw, in that it creates a quick back and forth effect. Length is, of course, in milliseconds.
2. FORCE SHOOT mag, length of effect: Effect of a rifle kickback. Thsi can also be used when re-ending a car in a driving game.
3. FORCE IMPACT mag, length of effect: Effect of hitting something or being hit. This would work well for a head-on collision in a driving game.
4. FORCE WATER EFFECT mag, length: Another of my persinal favorites, although it is not used often. The effect is supposed to simulate being in water. Not very useful in a driving game.
-Misc.
1. FORCE NO EFFECT: This kills any force effect. No parameters.
These effects are called when you want the Force to happen. Even as the program continues on, the force will continue the way you wanted it to if it has a length. The others will force for just a moment, and need a subroutine to be properly customized.
Well, so concludes Having Fun with Force Feedback. Hope this helps!

"What is a game if not illusions stacked upon illusions?"