Force Feedback

Controls

Steering Lock

Sets the maximum steering angle in degrees that the game will use. This should match your wheel's firmware steering angle/range/sensitivity settings. When the in-game steering lock matches your wheel's physical range, you get 1:1 steering response - turning the wheel 90 degrees in real life equals 90 degrees in-game. If they don't match, you'll have non-linear steering where the first part of your wheel's rotation covers more or less in-game angle than the rest, making precise control difficult.

FFB Gain

The overall strength of force feedback output. This controls how much force your wheel produces in response to the physics simulation. Higher values mean stronger forces, but setting it too high can cause clipping - where the signal exceeds your wheel's maximum output and you lose detail. Start around 70-80% and adjust based on your wheel's capabilities.

Dynamic Damping

Amount of simulated gyroscopic torque. Makes the steering wheel harder to turn at speed.

Minimum Damper

Damper effect in normal driving conditions. Makes the steering wheel harder to turn. This is similar in concept to "Minimum Force" in the original Assetto Corsa - it sets a baseline resistance level for normal driving. Gear-driven and belt-driven wheels often benefit from some minimum damper to overcome internal friction, while direct drive wheels typically don't need much.

Damper Gain

Overall gain level for the steering wheel Damper Effect signal. Damper Effect is used when the car is not moving and while the car is moving according to Minimum Damper.

Audio-based FFB Effects

This feature is exclusive to Logitech Trueforce wheels (G Pro, G923). Trueforce technology uses the game's audio data to generate additional haptic feedback through the wheel motor, adding texture like engine vibrations and road noise. If you don't have a Trueforce wheel, this setting has no effect.

FFB Enhancements

These enhancements appear similar to the original Assetto Corsa's FFB effects, though I'm not 100% certain they work identically under the hood. Below is what each likely does based on their AC1 counterparts:

Curbs Effects

Adds extra vibration when driving over kerbs. In the original AC, this was a "canned" effect - a synthetic rumble layered on top of the physics-based FFB. The slider controls the intensity of this additional vibration. Some people like it turned up for more obvious kerb feedback, others prefer it low to keep the FFB feeling pure.

Road Effects

Amplifies the FFB generated by road surface irregularities. Unlike the kerb effect, Road Effects in AC1 came directly from the physics engine - they represent actual load changes from bumps and texture. Turning this up makes minor surface details more pronounced in the wheel, helping you feel the road character better.

Tyre Slips Effects

Provides feedback when tyres lose grip. In AC1, Slip Effect was physics-based - it vibrated the wheel as tyres began to slide or lock up. This helps you feel the onset of understeer, oversteer, or brake lock. Useful for catching slides early, though some prefer it subtle to avoid masking other FFB information.

ABS Effects

Simulates the pulsing sensation of ABS activation through the wheel. In real cars, you'd feel this through the brake pedal, not the steering - but it's a helpful driver aid to know when ABS is working. This is an artificial enhancement rather than physics-based feedback, so dial it to taste.