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2) I like to use 85% gain in the setup menu and then I download and use FFBClip app from racedepartment.com to automatically set the car FFB level as a drive as to avoid clipping but give me maximum FFB force at all other times.
3) Commands? Or keybinding? If you like race cars a lot, TC, ABS, Brake Balance, DRS and such like are good to have on a wheel, along with lights and horn.
4) Racedepartment.com for mods, tracks, cars, apps, skins and sounds.
In order to get the best FFB, make sure in Thrustmaster software damper and centre spring is zero or off- this allows the FFB to be different for each car and with the FFBClip app on auto strong, you will have plenty of damper and centre spring as much as the real car should.
On the Third Page...GAIN SETTINGS.. set the following:
Overall strength of all forces: 100%
Constant: 100%
Perodic: 100%
Spring: 0%
Damper: 0%
Auto center settings: by the game.
On Page one set the rotation to 1080 degrees (MAX)
These settings should allow the FFB settings to be unique for each car, using the Assetto Corsa settings for every car. If you want to increase or decrease the FFB value for any single car then press the KeyPad + or - while using that car, and the setting will be saved for just that car.
Turbo Boost settings (for Turbo cars) is set with the number keys....1 = 10% 2=20%, 3=30% 4=40%, 5=50%, 6=60^, 7=70%, 8=80%, 9=90%, and 0 = 100%
Other keys set to wheel buttons might be different for different players..... I use VR so I need hot keys different to people who don't use VR.
Just curious what effect turning Spring to 0% will have, as it seems some suggest this be at 100%
also does setting rotation effect the overall sensitivity of turn in the car, as id prefer to not have to rotate to much if possible. Would setting it to something less then 1080 actually make the car turn more for each degree of rotation on the wheel?
You need to have the wheel at the correct rotational degree, ie if its 1080 then you need to select 1080, if you select anything less, you will throw out the steering of various cars. You do not want to do this, you need 1:1 steering.
Having to turn a lot is just the way some cars are- some cars have different steering and require less input.
Centre Spring should be on zero- its dealt with by each car, if you put it at 100% for all cars, then you will lose the difference between each cars FFB. The developers are the ones that say to put both damper and centre spring to zero to allow the car to handle it- anyone saying otherwise is going against the developers own suggestion.
Right but if i set control panel and in game to say 900 deg, wont that just allow me to have less rotation to reach maximum turn in the vehicle or does it not work like that?>
Wasnt talking about the Centering spring, was talking about the Spring setting, which unless im misreading @Alien Idendity is recommending be set to 0% instead of defualt 100%
>CONSTANT:
A constant force will keep the same level in time. When a game decides to apply a force of x% of what the wheel can do, the "Constant" will keep that force at the same level.
Example: A driving simulator game will usually use the constant force to simulate the G-Force. It will create a constant force at 0% but, depending on the speed and the wheel angle, the force will be increased accordingly.
PERIODIC:
A periodic force will vary in time according to the type of periodic effect, amplitude and frequency. Because a periodic force includes an offset that has the same behavior as a constant force, some games will create a periodic force and merge an effect they would render for a constant force (like the G-Force) and a periodic effect (bumping road).
Example: A periodic effect gives the shaking effect on the wheel. At high frequency, you will feel it rumble... but in some cases very low frequency are used to create crash effects where the wheel first turns fully to the left, then to the right and then to the left again, before stopping. Of course, that depends on what the game developers decide.
SPRING:
A spring force is a force that increases according to how far you are from a specific position on the wheel. The basic spring force we could think of is a default spring center where the wheel goes back to its center position when you release it. But the force can be set to negative, which will make the wheel go further away from the center position.
Example: Basic spring force where the wheel goes back to its center position.
DAMPER:
A damper force controls how the wheel will react when it's moving. It is usually used as a (dynamic) friction or if you use it while the wheel gets back to its center position (spring effect), then it will behave like controlling the damping on a spring-mass system. A game will usually use the damper force in order to make it harder for the player to turn the wheel while in other circumstance make it feel like if it's very smooth and easy.
Example: Controlling the force you need to apply on the wheel to rotate it.
The SPRING and DAMPER effects are what we call Dynamic Effects, because they rely on information which depends on the wheel (position for spring or speed for damper). The Dynamic Effects are those effects which benefit the most from hardware force-feedback implementation (compare to software) - like in the T500RS - because you want a fast response based on how the player will turn his wheel.
The CONSTANT and PERIODIC effects are what we call Static Effects. Once the game sets them, they act according to the parameters set or modified through time by the game regardless of how the user turns the wheel. The game might adjust them accordingly, but they are not linked directly to the wheel position, speed or acceleration.<
T300 comes with brushless motor which is on of the reasons why it is more expensive than t150 for example or logitech g series, this motor is optomized for feedback of dynamic events, these events the software communicates with the wheel to get position and then responds, by turning spring and damper off you effectively turn your t300 into a cheaper wheel.
My settings are
Gain 80%
Constant 90% (this can overshadow details if left at 100%)
Periodic 100% (Normally fine details are felt with this setting)
Spring 80% (If the game doesn't use spring this value is not used, but AC does)
Damper 75% (often used to add heaviness, but again it's a dynamic that AC uses)
Center spring let game decide.
In Ac 100% gain and as I came from a G27 and the rumble in T300 is a weaker, I have road surface 20%.
I am also using a LUT (linear lookup table) which you basically have to do a wheel check for, which I did for a 200 cycle to get 0.5% readings then use a lut generator on result, it boosts the lower ffb signal to something the wheel can register that the software is calling for. I got a very nice linear LUT out of it.
The above settings I don't change for any driving game, in rFactor2 for example if I go over a raised painted line on track I can feel it through the wheel.
It is very subjective teh feel each person wants from a wheel, but don't turn your wheel into a cheaper counter part, in the past software didn't implemenet ffb as well as AC and rF2 does these days, why so many stick too spring/damper to 0, but research will show it is used and the values I have are the peak off what I personally want to feel from them. I still feel each car is different.
Sorry for long post, but I felt a more indepth reasoning was required.
If you set your wheel to a lower rotation than the wheel actually has, you will confuse the game into thinking you have a 900 degree wheel. What you are talking about is setting the wheel rotation `limit` to 900 which I don't think you can do with that wheel like you can on Fanatec wheels.
If you set it to a different rotational degree than your wheel allows, you lose 1:1 steering and changing this mean as TalkToaster explains, you finding the steering of some cars too sensitve and the game is no longer 1:1 steering. The wheel should match whats on screen, if it doesn't its wrong.
If you were to `limit` the wheel to 900 degress, it would change nothing about how some cars require more steering input than others. The fact your wheel goes to 900 or 1080 is irrelevant when your physical wheel matches the on screen wheel, you still have to turn the same amount regardless of the limit of the wheel.
Spring settings/centre spring- whatever it goed to zero.
Going to keep wheel at 1080
Dont be sorry its very much appreciated and has helped my understanding of the forces immensely thank you!!