Sim Racing FFB Settings — Best Setup for Every Wheelbase & Sim
By Marian Barbieru•June 10, 2026•
6 min read
Force feedback is the cheapest lap time in sim racing — and the easiest to get wrong. Too strong
and the signal clips: your wheel pegs at maximum and goes silent in the exact moments that matter, at
the limit of grip. Too weak and the car feels numb. This page gives you a cross-checked
starting point for every major wheelbase in every major sim — the firmware settings on the
base and the settings in the game — so you can stop guessing and start tuning from a sensible
baseline.
Pick your sim and wheelbase in the tool below for an instant answer, or scroll to the
full reference for any combination — Fanatec, Moza, Simucube,
Simagic, Asetek, Logitech and Thrustmaster across iRacing, ACC, Assetto Corsa, Automobilista 2 and
Le Mans Ultimate. Want the philosophy behind the numbers? Read
why lower force
feedback is usually faster.
Our recommendations — your preference wins.
These are the settings we'd start with, built from manufacturer guides and trusted community
references, cross-checked. But force feedback is deeply personal: the same numbers can feel
great to one driver and wrong to another, and they shift with firmware and game updates.
Treat everything below as a starting point — if it doesn't feel
right to you, change it.
official the manufacturer publishes this figureunmarked = cross-checked against two independent referencesest estimated from torque/pattern — tune to no-cliptaste personal preferencerange sources disagree — start mid
Golden rule regardless of base: lower strength/gain until clipping stops, then
fine-tune feel. Re-check after firmware or game updates — recommendations drift with versions.
The one rule that beats every individual setting
Before any specific number, internalise the principle that fixes most bad force feedback — it's
the same in every sim:
Direct drive wheels (Fanatec CSL DD and up, all Moza, Simucube, Simagic,
Asetek, the Logitech G PRO, the Thrustmaster T818): keep in-game Minimum Force at 0
and run the in-game gain lower. A DD motor outputs a clean, linear signal that clips
easily, so you put the strength on the base and trim it down in the game.
Belt and gear wheels (Logitech G29/G920/G923, Thrustmaster T300/TX/T248):
add a small non-zero Minimum Force (roughly 5–20%) to mask the dead spot in the
centre, and you can run a higher gain because the motor is weaker to begin with.
Always tune for clipping last. Turn on the in-game FFB meter (or the FFBClip
app in Assetto Corsa) and lower strength/gain until it stops pegging the top under normal
cornering load. Kerbs and big bumps can spike into the red — that's fine. Sustained clipping in
corners is what costs you feel.
Everything in the tables below is built on that foundation. The values come from manufacturer
guides (Fanatec's recommended-settings pages, Moza's Pit House guides, Asetek and Simagic's own
docs, iRacing's and Le Mans Ultimate's support articles, Reiza's Automobilista 2 guide) corroborated
against trusted community references like Sim Racing Cockpit, Coach Dave Academy and SimRacingSetup.
Where the sources genuinely disagree, we show a range rather than a false-precise number —
because they often do, and pretending otherwise would be misleading.
FFB settings for every wheelbase & sim
The full reference below lists recommended force feedback settings for every major wheelbase in
iRacing, Assetto Corsa Competizione (ACC), Assetto Corsa (AC), Automobilista 2 (AMS2) and Le Mans Ultimate (LMU) —
the on-base software (Tuning Menu / Fanatec App / Pit House / True Drive / SimPro Manager / RaceHub / G HUB / Control Panel / My TM Panel)
and the in-game settings.
The rule that matters most: Direct drive: keep in-game Min Force at 0 and run the in-game gain lower — a clean DD signal clips easily. Put the strength on the base, then trim in-game. Belt / gear wheels: add a non-zero Min Force to mask the dead centre, and you can run higher gain because they are weaker.
Always tune for clipping last: drop strength/gain until the on-screen FFB meter stops pegging the top under normal load (kerbs can spike).
Every wheelbase compared: torque, drive type and tuning software
All 31 wheelbases in this reference, ordered by rated torque — from the
Simucube 2 Ultimate at 32 Nm
down to the Thrustmaster T128 at ~2 Nm.
Every name links to its settings for all 5 sims.
Last verified: June 2026 against the manufacturers' own setup guides,
cross-checked with Sim Racing Cockpit, Coach Dave Academy and SimRacingSetup. Values are tagged
where sources disagree or where a figure is estimated rather than published — see the key under
the tool above. Re-check after a firmware or game update.
official the manufacturer publishes this figureunmarked = cross-checked against two independent referencesest one source, or a range narrowedtaste the source calls it preferencerange sources disagree — start mid
Finding the clipping point in each sim
Every figure below is a starting point, and the last step is always the same: lower
strength or gain until the force stops pegging its ceiling under normal cornering load.
How you see that differs by sim.
iRacing — how to tune for clipping
Watch the on-screen F (force) bar — use the auto / Max-Force button per car, then lower Strength until the bar only pegs over big kerbs.
Overall strength is per-car (and a little per-track) by design — there is no one correct number. On gear/belt wheels, irFFB is an optional extra to smooth the signal.
Assetto Corsa Competizione (ACC) — how to tune for clipping
Watch ACC's FFB meter (HUD widget) — lower Gain until it stops topping out under normal cornering load.
Brands split the same job differently: Fanatec-style = base at 100 and scale with in-game Gain; Moza-style = Gain 90 and scale on the base. Both land at the same felt strength.
Assetto Corsa (AC) — how to tune for clipping
Run the FFBClip app — target ~90 and let it trim the per-car multiplier until clipping stops.
On gear/belt wheels a LUT (WheelCheck + LUT Generator) linearizes the response and is worth the 15 minutes. DD bases do not need one.
Automobilista 2 (AMS2) — how to tune for clipping
Enable the telemetry HUD FFB meter — lower Gain until the trace stops flat-topping.
Gains differ a lot between the stock Default profile and community custom files (most guides assume a custom file). Reiza's official Default-profile starting point for a ~20 Nm base is Gain 40-50%.
Le Mans Ultimate (LMU) — how to tune for clipping
Lower the per-car FFB multiplier until the heaviest corners stop clipping.
High-torque DD bases: keep strength on the base and run the in-game level moderate. On rF2-engine bases like Simagic, Reverse FFB must be ON.
Fanatec CSL DD / GT DD Pro FFB Settings 5 Nm (8 with Boost Kit) · Direct drive
▾
Sold on PlayStation as the Gran Turismo DD Pro.
Fanatec CSL DD / GT DD Pro FFB Settings for iRacing
Fanatec's current top-end base: 25 Nm holding torque, 33 Nm peak overshoot. Requires the Fanatec App. Not the same machine as the older Podium DD1 and DD2 below.
Fanatec Podium DD FFB Settings for iRacing
On the base — Tuning Menu / Fanatec App
SEN
1080 official
FFB
80 official
NDP (damper)
15 official
INT
3 official
In iRacing
Self Aligning Torque / Force Feedback Scale / FFB Gain / Gain / Mechanical Trail Scale / Force Feedback Max Torque
5 official
FFB Linearity / Minimum Force / Minimum Steering Torque / FFB Sensitivity / Low Force Boost
OFF official
Damper / Damping / Damper Gain / Tyre Friction
0 official
Linear Mode / Steering Torque Sensitivity
ON official
Stationary Friction / Reduce force when parked
OFF official
FFB Maximum Force / Wheel force / Force Feedback Max. Torque
Fanatec Podium DD2 FFB Settings 25 Nm · Direct drive
▾
Previous-generation Podium, and Fanatec's store now lists it as currently unavailable. Same 25 Nm headline as the Podium DD above, which is the current machine — check which one you own before copying figures between them.
Simagic Alpha EVO Sport FFB Settings for Assetto Corsa Competizione
On the base — SimPro Manager
Mechanical inertia
6% official
Dynamic prediction level
1 official
Wheel speed
Low taste
Mechanical damper
Moderate taste
Game damper
Low taste
Mechanical friction
Low taste
In Assetto Corsa Competizione
No published guidance for the Alpha EVO in ACC yet
SIMAGIC's own EVO post covers the base settings but publishes its in-game values as a screenshot only. Start from the classic Alpha Gain figures above and drop it until ACC's FFB meter stops topping out.
Same starting point as the Simagic
Alpha EVO, Alpha EVO Pro —
our sources publish one Assetto Corsa Competizione figure across these, not a per-model split.
Simagic Alpha EVO Sport FFB Settings for Assetto Corsa
On the base — SimPro Manager
No published guidance for the Alpha EVO in Assetto Corsa yet
No manufacturer or reference profile exists for the EVO range here. The classic Alpha figures above are the nearest published starting point — set them, then tune with the FFB-clip app until clipping stops.
In Assetto Corsa
No published guidance for the Alpha EVO in Assetto Corsa yet
Searches for this collide with Assetto Corsa EVO, a different game — which is exactly how a wrong row gets published. Use the classic Alpha Gain range above and let the FFB-clip app trim the per-car multiplier.
Same starting point as the Simagic
Alpha EVO, Alpha EVO Pro —
our sources publish one Assetto Corsa figure across these, not a per-model split.
Simagic Alpha EVO Sport FFB Settings for Automobilista 2
On the base — SimPro Manager
No published guidance for the Alpha EVO in Automobilista 2 yet
Sim Racing Cockpit's Simagic AMS2 table covers the classic Alphas only, and Coach Dave's is generic by torque tier rather than Simagic-specific. Use the classic Alpha figures above and lower Gain until the telemetry HUD stops flat-topping.
In Automobilista 2
No published guidance for the Alpha EVO in Automobilista 2 yet
No EVO-specific Gain/FX figures are published anywhere. Take the classic Alpha values above as the starting point and lower Gain until the telemetry HUD's FFB trace stops flat-topping.
Simagic Alpha EVO FFB Settings for Assetto Corsa Competizione
On the base — SimPro Manager
Mechanical inertia
6% official
Dynamic prediction level
1 official
Wheel speed
Low taste
Mechanical damper
Moderate taste
Game damper
Low taste
Mechanical friction
Low taste
In Assetto Corsa Competizione
No published guidance for the Alpha EVO in ACC yet
SIMAGIC's own EVO post covers the base settings but publishes its in-game values as a screenshot only. Start from the classic Alpha Gain figures above and drop it until ACC's FFB meter stops topping out.
Same starting point as the Simagic
Alpha EVO Sport, Alpha EVO Pro —
our sources publish one Assetto Corsa Competizione figure across these, not a per-model split.
Simagic Alpha EVO FFB Settings for Assetto Corsa
On the base — SimPro Manager
No published guidance for the Alpha EVO in Assetto Corsa yet
No manufacturer or reference profile exists for the EVO range here. The classic Alpha figures above are the nearest published starting point — set them, then tune with the FFB-clip app until clipping stops.
In Assetto Corsa
No published guidance for the Alpha EVO in Assetto Corsa yet
Searches for this collide with Assetto Corsa EVO, a different game — which is exactly how a wrong row gets published. Use the classic Alpha Gain range above and let the FFB-clip app trim the per-car multiplier.
Same starting point as the Simagic
Alpha EVO Sport, Alpha EVO Pro —
our sources publish one Assetto Corsa figure across these, not a per-model split.
Simagic Alpha EVO FFB Settings for Automobilista 2
On the base — SimPro Manager
No published guidance for the Alpha EVO in Automobilista 2 yet
Sim Racing Cockpit's Simagic AMS2 table covers the classic Alphas only, and Coach Dave's is generic by torque tier rather than Simagic-specific. Use the classic Alpha figures above and lower Gain until the telemetry HUD stops flat-topping.
In Automobilista 2
No published guidance for the Alpha EVO in Automobilista 2 yet
No EVO-specific Gain/FX figures are published anywhere. Take the classic Alpha values above as the starting point and lower Gain until the telemetry HUD's FFB trace stops flat-topping.
Same starting point as the Simagic
Alpha EVO Sport, Alpha EVO Pro —
our sources publish one Automobilista 2 figure across these, not a per-model split.
Simagic Alpha EVO FFB Settings for Le Mans Ultimate
On the base — SimPro Manager
Reverse FFB
ON (required for the rF2 engine)
Angle / hard lock
900° — LMU uses soft lock est
Limit strength
Normal est
Force feedback
100% est
Filter level
2 est
Wheel rotation speed
25 est
Feedback detail
12 est
Dynamic prediction level
0 est
Mechanical damper
30% est
Mechanical friction
5% est
Mechanical inertia
0% est
Slew-rate control
15 est
Profile scope
SIMAGIC and the references publish ONE SimPro profile for the EVO range — only the in-game strength changes per model est
Simagic Alpha EVO Pro FFB Settings 18 Nm · Direct drive
▾
SIMAGIC also sells a 28 Nm Alpha EVO Ultra. It has no row here because no manufacturer or reference publishes FFB settings for it yet — the EVO Pro profile below is the closest published starting point. The Ultra needs SimPro Manager V3.0 or later.
Simagic Alpha EVO Pro FFB Settings for iRacing
On the base — SimPro Manager
Force feedback
100% est
Limit strength
Normal est
Filter level
5 est
Slew-rate control
25 est
Wheel rotation speed
50-55 range
Feedback detail
12-13 range
Mechanical friction
5% (Coach Dave) or 15 (Sim Motion) — different scales, not comparable range
Mechanical damper
35% est
Mechanical inertia
0% (raise it for a heavier wheel) est
Dynamic prediction level
0 est
Angle / hard lock
900° — iRacing's auto end stop takes over est
Profile scope
SIMAGIC and the references publish ONE SimPro profile for the EVO range — only the in-game strength changes per model est
In iRacing
Wheel force
18 Nm est
Strength
3.5 — starting point; use iRacing's Auto FFB (F9) per car est
Simagic Alpha EVO Pro FFB Settings for Assetto Corsa Competizione
On the base — SimPro Manager
Mechanical inertia
6% official
Dynamic prediction level
1 official
Wheel speed
Low taste
Mechanical damper
Moderate taste
Game damper
Low taste
Mechanical friction
Low taste
In Assetto Corsa Competizione
No published guidance for the Alpha EVO in ACC yet
SIMAGIC's own EVO post covers the base settings but publishes its in-game values as a screenshot only. Start from the classic Alpha Gain figures above and drop it until ACC's FFB meter stops topping out.
Same starting point as the Simagic
Alpha EVO Sport, Alpha EVO —
our sources publish one Assetto Corsa Competizione figure across these, not a per-model split.
Simagic Alpha EVO Pro FFB Settings for Assetto Corsa
On the base — SimPro Manager
No published guidance for the Alpha EVO in Assetto Corsa yet
No manufacturer or reference profile exists for the EVO range here. The classic Alpha figures above are the nearest published starting point — set them, then tune with the FFB-clip app until clipping stops.
In Assetto Corsa
No published guidance for the Alpha EVO in Assetto Corsa yet
Searches for this collide with Assetto Corsa EVO, a different game — which is exactly how a wrong row gets published. Use the classic Alpha Gain range above and let the FFB-clip app trim the per-car multiplier.
Same starting point as the Simagic
Alpha EVO Sport, Alpha EVO —
our sources publish one Assetto Corsa figure across these, not a per-model split.
Simagic Alpha EVO Pro FFB Settings for Automobilista 2
On the base — SimPro Manager
No published guidance for the Alpha EVO in Automobilista 2 yet
Sim Racing Cockpit's Simagic AMS2 table covers the classic Alphas only, and Coach Dave's is generic by torque tier rather than Simagic-specific. Use the classic Alpha figures above and lower Gain until the telemetry HUD stops flat-topping.
In Automobilista 2
No published guidance for the Alpha EVO in Automobilista 2 yet
No EVO-specific Gain/FX figures are published anywhere. Take the classic Alpha values above as the starting point and lower Gain until the telemetry HUD's FFB trace stops flat-topping.
No published guidance for the T598 in Assetto Corsa yet
Thrustmaster publishes a sheet for Assetto Corsa EVO — a different game — and none for Assetto Corsa. Start from the ACC profile and trim with the FFB-clip app.
In Assetto Corsa
No published guidance for the T598 in Assetto Corsa yet
Thrustmaster's only adjacent sheet is for Assetto Corsa EVO, a different game. Use the ACC figures as the starting point.
Thrustmaster T128 FFB Settings for Automobilista 2
On the base — Control Panel / My TM Panel
No published guidance for the T128 in this sim yet
Neither Thrustmaster nor the established references publish a T128 panel profile for this title. iRacing's own doc gives one figure for every Thrustmaster wheel, which is a range starting point, not T128 tuning.
In Automobilista 2
No published guidance for the T128 in this sim yet
The only figures found are a community forum post and generic whole-range advice, neither tied to this wheel.
Thrustmaster T128 FFB Settings for Le Mans Ultimate
On the base — Control Panel / My TM Panel
No published guidance for the T128 in this sim yet
Neither Thrustmaster nor the established references publish a T128 panel profile for this title. iRacing's own doc gives one figure for every Thrustmaster wheel, which is a range starting point, not T128 tuning.
In Le Mans Ultimate
No published guidance for the T128 in this sim yet
The only figures found are a community forum post and generic whole-range advice, neither tied to this wheel.
There is no single "best" — force feedback is personal and depends on your wheelbase, your sim and
even the car you drive. The right approach is to start from a sensible baseline for your exact base
(use the tool above), then lower the gain until the signal stops clipping, then fine-tune the feel to
your taste. The biggest single improvement for most people is simply turning the strength down enough
that the wheel no longer clips at the limit.
What Minimum Force should I use?
On a direct drive wheel, set Minimum Force (or "Min Force") to 0 — anything above
zero adds a constant rattle on the straights. On a belt or gear wheel like a Logitech G29/G923 or a
Thrustmaster T300, raise it to roughly 8–15% so you can feel the small forces the
weak motor would otherwise lose in its mechanical dead zone. In iRacing on a weak wheel you can also
leave "Use Linear Mode" off instead, which does a similar job.
Should I run my direct drive wheel at 100%?
You can run the base at or near 100% (it's a hard cap on output), but you should
not let the in-game force run at full — that's where clipping comes from. The
standard direct-drive workflow is base strong, in-game gain scaled down until the FFB meter stops
pegging maximum. Stronger bases (20 Nm and up) need the in-game value lower than weaker ones.
Why does my wheel feel notchy or like it's clipping?
Notchiness on a belt/gear wheel is usually too much Minimum Force or its natural dead zone — a LUT
in Assetto Corsa fixes the latter. "Clipping" is the opposite problem on strong wheels: the requested
force exceeds what's left after your gain, so the wheel sits at maximum and detail is flattened.
Lower the gain until the meter stops topping out and the feel comes back.
Do these settings work for the Fanatec CSL DD / Moza R5 / Simucube and others?
Yes — the reference above lists every base individually, including the Fanatec CSL DD, ClubSport
DD and Podium DD1/DD2; the Moza R5, R9, R12, R16 and R21; the Simucube 2 Sport/Pro/Ultimate; the
Simagic Alpha range; the Asetek La Prima/Forte/Invicta; the Logitech G29/G923/G PRO; and the
Thrustmaster T300/T248/T818. Jump to your model in the table of
contents.
These are just starting points, right?
Exactly. Firmware updates and game patches shift the ideal numbers, and feel is subjective. Treat
every value here as a launchpad, not gospel — get it close, drive a few laps, and adjust until the
wheel tells you what the car is doing.
Want the FOV side of your setup dialled in too? Use our free
sim racing FOV calculator,
and if you want to actually get faster, the
iRacing and
ACC guides break down where
the lap time really is.
This guide is part of the free library at GitGud Racing Academy — an
online sim racing academy built around weekly lap
reviews, structured courses, drills and training tools.
Train this the right way
Reading is step one. Build it into muscle memory with structured, car-specific courses and
personal lap reviews from a coach — inside the Academy.