- Understanding the types of FFB effects (constant, periodic, and dynamic) is key to not distorting the sensations sent by the simulator.
- Proper driver installation and disabling artificial effects in the steering wheel software allow the game to control FFB more accurately.
- The use of tools such as LUTs, telemetry, and specific HUDs helps to avoid clipping and achieve a linear and detailed force response.
- The best FFB setting is the one that combines realism, comfort, and consistency, adapted to the steering wheel and preferences of each driver.

If you have a steering wheel and you're wondering how to get the Force Feedback feels natural, detailed, and useful.You're not alone. Setting it up properly makes all the difference between driving blind and feeling exactly what the car is doing under your control: when it's slipping, when it's gripping, and when you're being too heavy on the brakes or the gas pedal.
The goal isn't simply for the steering wheel to "pull hard," but for it to help you go fast and comfortably. Let's gather and clearly organize everything you need to know to... Configure Force Feedback on PC (especially in simulators like Assetto Corsa and iRacing), explaining concepts, typical values, advanced tricks like the use of LUTs and, above all, why you make each adjustment.
What exactly is Force Feedback and why is it so important?
When we talk about FFB we are referring to a system by which the simulator sends forces to the steering wheel through motors So that you can feel in your hands what you would feel in a real car: steering weight, bumps, vibrations, loss of grip, lateral support, etc. Properly configured, the steering wheel becomes an extension of what the car does.
It's important to understand that FFB isn't just "how much the steering wheel pulls," but how are those forces distributed over timeWhat kind of effects are sent and how they combine with each other. That's why more power doesn't always mean more realism or more speed; often it's just the opposite.
Furthermore, each steering wheel has its own peculiarities: not all of them respond the same way. Logitech G27/G29/G920 than a T500RS, a Fanatec, or a Direct Drive system. Therefore, you should use internet configurations only as a reference, and then adapt them to your hardware and your feelings.
Types of Force Feedback effects: static and dynamic
Understanding them It helps you avoid blindly touching parameters and to know what you are altering when you change an option.
CONSTANT (Constant)
A constant force maintains a fixed level as long as the game is applying it. If the simulator decides to send 30% of your maximum force to your base, that force will remain there for the duration specified by the game, without changing unless a change is ordered.
In practice, simulators typically use this constant force to simulate the continuous effort you exert when holding the steering wheel when the car is supported in a curve by G forces, combining speed, turning angle and aerodynamic load.
PERIODIC (Periodic)
A periodic force varies over time following a pattern (a wave), defined by its amplitude and frequency. Imagine a repeating vibration: that's a periodic force. It can range from a small, high-frequency hum to a slow, very noticeable sway.
This type of effect is used to reproduce Potholes, pianos, uneven surfaces or isolated bumpsAt high frequencies it feels like a rapid rumble; at low frequencies it can simulate strong oscillations, for example when you drive over a large curb or have an impact.
SPRING (Pier)
The "spring" effect is a force that increases the further you move from a certain steering wheel position (usually the center). It's the classic behavior whereby, if you release the steering wheel, it... It tends to return to the central position on its own.It can also be defined with negative values so that instead of centering, the steering wheel wants to go to one side.
In simulation, many games already use their own suspension and steering models, so the ideal solution is usually to do not add artificial springs via driver, unless the game requires it or you're playing an arcade title.
DAMPER (Shock Absorber)
The damping force controls how the steering wheel responds to movement; it acts as a kind of dynamic frictionIf you apply it while the steering wheel is being centered by a spring-like force, it behaves like the shock absorber of a suspension: it controls the speed and smoothness with which the rim returns to the center.
Games use it to make the steering wheel more noticeable heavy, stable or progressive When turning. Well-measured it can give a great feeling of quality, but if you overdo it it can "kill" fine details of the surface.
The effects of type SPRING and DAMPER are considered dynamicBecause they depend on how you move the steering wheel (position and speed). They are the ones that benefit most from the steering wheel's hardware, as they need very quick responses for the feel to be believable.
On the contrary, the effects CONSTANT and PERIODIC are categorized as staticOnce the game defines them, they act according to their parameters without directly depending on your steering angle or axle acceleration. The simulator can vary them over time, but they don't "listen" to what you're doing with the steering wheel as much.
Steering wheel installation and basic configuration on the PC
Before we get into fine-tuning, we need to get the most obvious things in place: drivers, manufacturer's software, and initial calibrationIf you're comfortable with PCs, this will be routine, but if not, you'll save yourself a lot of trouble by following a few basic steps.
It is always recommended to download the Latest driver from the official website from the manufacturer (Logitech, Thrustmaster, Fanatec, etc.) instead of relying on someone who can install Windows on their own, and review how Remove unnecessary applications in Windows 11 to free up resources. Newer versions usually improve compatibility and fix bugs related to FFB.
Very important: Do not connect the steering wheel to the computer until the driver installer prompts you to do so. The manufacturer's wizard will usually tell you when it's time to connect. plug in and turn on the steering wheel so that the system can detect it correctly and perform the first calibration.
Along with the driver, a control application is installed (Logitech G Hub, Thrustmaster Control Panel, Fanatec Control Panel, etc.). This is where you'll set the basic configuration: generally, it's best to set the forces at 100% on the manufacturer's panel and disable all damping effects, artificial self-centering, or additional filters, so that the simulator has full control of the FFB.
The idea is that the game sends the "pure" signal and the wheel reproduces it without any additives. Anything that "doubles" effects (one spring in the driver and another in the game, for example) usually distort actual behavior and generate strange oscillations.
Key concepts before touching on Force Feedback
Once the steering wheel is installed, the most delicate part begins: adjusting the force feedback. It's a process that takes time, and it's normal to go tweaking the settings as you improve your levelYou change cars or even depending on the wear and tear of your own steering wheel.
First, forget the idea that there is a Magic and universal configurationWhat you find in forums or videos is a guide, not the absolute truth. Your personal taste, your driving style, your physical strength, and the type of steering wheel you have are more important than any number you see online.
Furthermore, two units of the same steering wheel model can behave slightly differently, and over time, the grease dries out, play develops, belts or gears change… All of this means that some minor periodic touch-ups They suit FFB very well.
One basic point: don't be afraid to change, but do it wisely. Before touching anything serious, Always keep a backup of your settings (Or write the values down in a notebook.) If you get caught up changing parameters without control, it's very easy to end up not knowing what you liked in the first place.
Also keep in mind that the sensation you have is not just instantaneous; your body develops over time a muscle memoryEvery track, every car, and every force you apply to the steering wheel is recorded in your brain. When you change the settings, you might initially feel like you're "doing worse," even if the adjustment is objectively better. Give yourself a few days before judging the change.
“More FFB is better” and other common mistakes
One of the most common mistakes when starting out is to increase the response strength haphazardly because “The more you turn the steering wheel, the more realistic it feels”The first impression is spectacular: the car seems alive, you feel every movement… and you think that's how you go faster.
In practice, if the FFB is excessive, you not only get much more tired (it feels like you're at the gym with a pair of dumbbells), but You lose useful informationWhen the force consistently reaches 100%, the flywheel enters what is called "clipping": everything above that limit is flattened and ceases to differentiate.
That means you can no longer distinguish between medium and maximum support, or between a light touch of the piano and a hard jolt. Ideally, the steering wheel should have force travel range to be able to express everything, from small details to big impacts.
Your brain needs to adapt to the new sensationsAnother classic is trying to use FFB and noticing that, although it feels better, your times temporarily worsen. Give yourself an adjustment period before evaluating the change.
And one last warning: a poorly configured FFB forced to the maximum is not only less informative, but also shortens the lifespan of the steering wheelRunning engines at their limits constantly increases wear and tear and can take its toll in the long run.
Configure Force Feedback in iRacing
In iRacing there are two levels of adjustment: what you do within the simulator itself (in the options menu) and what you enter on the steering wheel control panel. Let's focus first on what you touch within the game.
The first step is to complete the steering wheel calibration wizard in the OPTIONS menu. The simulator will ask you to turn it... full stop, then 90º to the leftAnd finally, center it. With these steps, iRacing calculates the actual degrees of your turning range.
Once this is done, they appear several key parameters:
Wheel range
It's the total angle, meaning how many degrees the steering wheel turns from lock to lock. Each car has an ideal value in real-world driving, but normally you'll leave it as the assistant determines at first. Later, if you want, you can fine-tune it car by car.
Map range
Define how much the car's steering wheel turns when you turn it all the way to the lock. Again, the recommended setting is... Don't touch it at first and let the simulator itself decide what is correct.
Linear mode
There's quite a bit of debate here. With linear mode activated, the forces sent by iRacing are in a 1:1 ratio with the internal simulation: double the force in the game should be double at the wheel. The problem is that Many low-end or mid-range steering wheels are not linear at all. by hardware.
In practice, the actual engine response does not follow a perfect lineSo in some setups, disabling linear mode and compensating with other settings gives a better feel.
A popular trick with mid-range steering wheels is to activate linear mode and raise the MinForce by about 4-6 points above normal to compensate for the engine's initial dead zone. The key, as always, is to test it and see if it gives you more detail in the center without generating strange vibrations.
Dampen oscillations
This box adds a filter that It reduces steering wheel oscillations at low speeds. Or when you're stopped, those strange jerks that sometimes appear when there isn't enough friction. It hardly affects it at high speed, so it's usually a good idea to have it on if your steering wheel tends to "wobble" when you're stopped.
Regarding the base force feedback (FFB) in iRacing, there are two common approaches among advanced drivers. One involves looking at the telemetry to see what the Typical peak torque on a good lap (without much skidding) and set the game's power to that value or slightly above. The other approach, widely used by top teams, is to set the steering wheel's power to 100% and adjust only the power of the game until you have a comfortable weight but without too much cutting.
For example, one driver might use 30 Nm of torque in the game and 50% at the base, while another with the same base would prefer 60 Nm in the game and 100% power at the wheel. Mathematically, they achieve very similar levels, but the second driver would have the possibility of feel better strength peaks above the level at which the first one would already be suffering from clipping.
Advanced FFB configuration in Assetto Corsa with Content Manager
Assetto Corsa offers many possibilities for fine-tuning the FFB, especially if you use Content Manager, Custom Shaders Patch and a custom LUTWe're going to look at a typical workflow for Logitech steering wheels like the G29 or G920, but it's also valid for other models.
Make sure you have the following installed (all of this can be obtained for free):
- Assetto Corsa (obviously).
- Content Manager as a launcher and manager.
- Custom Shaders Patch (CSP).
- A modern climate/graphics package like PURE (formerly known as SOL).
Once all this is ready, we open Content Manager and enter Settings → Custom Shaders PatchIn the left-hand menu, under “extensions”, look for the section on FFB Tweaks and activate it in basic mode.
The most important thing here is to activate the option to “more physically accurate gyro implementation”This adjustment makes the steering wheel follow the direction the front wheels want to go much more realistically, which is key to feeling the car "lively" and especially useful when drifting or when you lose traction at the rear.
If you don't know the other parameters, it's best to leave them at their default values., since the bulk of the improvement comes from that improved gyro.
Next, in Content Manager go to Settings → Assetto Corsa → Controls → AxlesHere you should check that the steering axis is correctly detected and that you are using the full range from 0% to 100% without strange dead zones. In most cases, calibrating and ensuring the range of motion is sufficient.
This done, we are going to Settings → Assetto Corsa → Controls → Force Feedback, where the “crux” of the matter lies.
Gain
A theoretical starting point for well-tuned cars is to have the overall gain between 68% and 78%. However, many base cars or older mods feel too weak at those values. Therefore, a practical approach is to leave the 100% profit on the menu and then, on the track, lower the car's FFB until it stops clipping (or activate "auto" mode).
Content Manager and some advanced HUDs allow you to see when you're clipping in real time, helping you adjust without blind trial and error. This ensures you harness all possible power without saturating.
Filter and minimum force
The overall filter is usually left at 0% to avoid artificially smoothing the response. minimum force (Min Force) compensates for the initial dead zone of the motor in many belt or gear-driven flywheels; on the Logitech G2X it usually works well around 3%, although it depends on your unit.
Additional effects (kerbs, road, ABS, skidding…)
Here comes a controversial but very important point: the most advisable approach in a “realistic” way is set all these effects to 0%Why? Because the physical force feedback (FFB) from the suspension and tire model should already include information about kerbs, bumps, and skidding. Raising these sliders above 0% adds an artificial layer that exaggerates these events.
0% on these sliders Conceptually, this means respecting 100% of what the simulator is calculating. Any additional value beyond that is unrealistic and "turbo" performance.
The only reasonable exception might be the effect of ABSThis feature causes the steering wheel to vibrate when braking hard as the car locks up. It's not entirely realistic to a real road car, but it can be helpful. In that case, it's best to keep it low (below 20%), because at high values it becomes very annoying and uses up too much of the force feedback's "resolution."
Various settings
In the miscellaneous options section, it is common to:
- Turn off the "enhanced understeer effect" if you drift or want a more authentic feel. It might help some people perceive when the car is understeering, but others find it distracting. counterintuitive to control skids.
- Activate softlock, which simulates the physical limit of the steering wheel when you reach the maximum angle of the real car.
- Leave “Skip FFB steps” at 0% to avoid losing resolution.
In the post-processing section, two gain parameters are offered, along with the option to enable FFB post-processing. For now, both gains are left at 0%, and the FFB post-processing option is enabled. Post-processing only when we have a generated LUT, as we shall see shortly.
FFB reduction at low speeds is usually configured with a low speed threshold around 10 km/h and 100% strength at low speeds. Many prefer not to adjust this too much so as not to distort the behavior during slow maneuvers.
In the "Experimental" section of Assetto Corsa's FFB, there are effects like an old-fashioned "gyro." It's not recommended to activate them if you're already using the CSP's improved gyroBecause they overlap and can completely break the FFB. It's best to leave those experimental options disabled.
Calibrate the steering wheel with a LUT file in Assetto Corsa
The next step to fine-tune things is to use a LUT file (Look-Up Table) This corrects the non-linearity of your steering wheel. This is especially useful in budget models like the G29/G920, where the force response isn't uniform throughout the entire range.
What the LUT does is, basically, to measure how the engine actually responds at different strength levels and generate a table that Assetto Corsa uses to compensate for those deviations, so that what comes out of the game translates as best as possible into physical strengths.
To create that LUT you need two programs:
- WheelCheck (for example, version 1.72).
- LUT Generator (for example, version 0.15).
The summarized procedure would be:
1. Run WheelCheck and select the test called “linear step log 2: linear force test”.
2. Change the default number of steps (usually 50) to a higher value, at least 100. Some recommend 200 or even 500 steps. The more steps, the better the definition of the curve, at the cost of taking longer.
When starting the testThe program will move the steering wheel repeatedly for a few minutes (between 3 and 10, depending on the steps you choose), varying the force applied and measuring the actual response. When finished, will generate a data file which is usually stored in the "My Documents" folder in Windows.
3. Open LUT Generator and load that WheelCheck file.
4. The program will generate the correction table and save it as a .lut file, usually in the Assetto Corsa configuration path. You can give it a descriptive name, for example “G920_custom_200_steps.lut”.
Finally, in Content Manager, go back to Settings → Assetto Corsa → Controls → Force Feedback and in the Post-processing section, enable “FFB post-processing”. In the mode, choose LUT and select the file you just generated from the dropdown menu. If it doesn't appear, use the "import LUT" option and navigate to where you saved it.
With this, Assetto Corsa will start using your custom LUT and the steering wheel behavior will be much more... consistent across the entire range of forces, especially noticeable in the lower and middle parts.
Other adjustments and good habits for a solid FFB
Beyond sliders and menus, there are several habits and details that make all the difference when it comes to having a Consistent and lasting Force Feedback.
One of them is the physical maintenance of the steering wheel. Every 1-2 years is a good idea. Open the steering wheel, clean it and lubricate its moving parts (gears, bearings, etc.), always using appropriate products. A dried-out flywheel becomes harder to turn, makes strange noises, and can lose power or break prematurely.
The car you choose also matters. Not all mods are equally well-made; there are older base cars whose force feedback feels poor or strange compared to others. modern mods with more refined physicsIf you notice something strange with a particular car, try another one from a different manufacturer before blaming only your settings.
In Assetto Corsa, it's key to select the option to “use extended physics” On the driving screen (the "Drive" window for single-player), you can enable extended physics as the default for all cars by tapping the three dots next to that option. This improves consistency and detail in many recent mods.
On the other hand, you should make sure your FFB isn't constantly clipping. Use HUDs like CMRT Complete HUD or similar to see live how much of the FFB bar you're using. Ideally, on a good lap, your maximum force should be around 80-90% of your capacity. If you easily reach 100%, you need to lower your force, because You lose differentiation between average and maximum efforts.
Finally, remember there's no shame in adjusting the force feedback to your fitness level. If a 40-minute session exhausts you because the wheel feels too stiff, you're more likely to make mistakes. Push yourself as hard as you can without burning out, and always prioritize your performance. clarity of information on spectacularity.
With all of the above, combining proper installation, sensible use of effects (constant, periodic, dynamic), specific calibration for each simulator, and response correction using LUTs, it is possible to achieve Force Feedback that not only impresses on the first day, but also It really helps you pilot better, take care of your hardware, and enjoy every lap much more..
Table of Contents
- What exactly is Force Feedback and why is it so important?
- Types of Force Feedback effects: static and dynamic
- Steering wheel installation and basic configuration on the PC
- Key concepts before touching on Force Feedback
- “More FFB is better” and other common mistakes
- Configure Force Feedback in iRacing
- Advanced FFB configuration in Assetto Corsa with Content Manager
- Calibrate the steering wheel with a LUT file in Assetto Corsa
- Other adjustments and good habits for a solid FFB
