https://bugs.winehq.org/show_bug.cgi?id=51922
--- Comment #8 from RĂ©mi Bernon rbernon@codeweavers.com --- The start delay problem with StarLancer is something that I believe was already there before. The game doesn't set any value to the dwStartDelay field, although it sets the structure size to include it.
The value is whatever remains on the stack, so if the behavior changed maybe it's because we didn't respect the delay before and we do now, but as far as I can see it's working as expected. The only possible workaround I can think of is to ignore delay values that are unexpectedly large, although that's not correct.
In any case I could not get any effect to be requested when firing weapons or using afterburners, is there anything specific to do?
Regarding broken force-feedback with other devices and other games, I could see some failures when creating the effects, and I have some patches which should hopefully fix these.