BadMouth wrote:DirectInputConstForceMax : affects the strength of the resistance effect when up against a wall or other cars. also controls the centering effect.
DirectInputFrictionMax : Has no effect in daytona2 that I could tell.
DirectInputSelfCenterMax : Has no effect in daytona2. Centering force is controlled by DirectInputConstForceMax
DirectInputVibrateMax : affects the strength of the vibration feedback effect on grass and against the wall (makes wheel shake, but won't make it pull in any direction)
The things in red, I found odd.
A quick explanation:
Scud Race, Daytona 2 and Sega Rally 2 all use their drive board in different ways to control force feedback.
Scud in a real cabinet lets the wheel (or rather the servo board) do the self-centering and so in Supermodel it's the only game affected by the DirectInputSelfCenterMax parameter. It also means that Scud's self-centering is smoother than the other games because Supermodel can use DirectInput directly to control the self-centering which yields better results.
Daytona and Rally let the drive board apply the self-centering forces. While this probably worked well with the arcade cabinet, it's not guaranteed to work well with a home setup, at least not without tweaking the default settings, and if not calibrated properly it can cause oscillation problems like bandicoot was seeing. It's also the reason why the strength of self-centering is controlled by the DirectInputConstForceMax parameter rather than DirectInputSelfCenterMax as you've observed. This is unfortunate because changing this also affects most of the other effects.
DirectInputFrictionMax does not affect any of the games yet. This is the part of the drive board to servo board communication that is not understood. The parameter was put in for future use, in the hope that we might be able to work it out some day

Cheers, Nik.