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Tool

FFB Calculator

Calculate the Force Feedback torque to set based on your wheel's capacity, your discipline and the desired intensity, with a safety margin against clipping — then find the exact configuration for your game.

Your wheel

Filled in automatically from the chosen model; freely editable (useful for a Thrustmaster/Logitech wheel or a different announced torque).

Open-wheelers and prototypes generate more violent load spikes (kerbs, downforce): a wider safety margin is applied automatically.

The higher the intensity, the stronger the feel, but the higher the risk of clipping on big hits.

Where to set FFB in your simulator

Click your game to see the exact setting path and the value to apply, calculated live from your parameters above.

Value to set — Nm In Newton-meters (Max Force)

Also set «Wheel Force» to your wheel's physical maximum torque (entered above): «Max Force» is the target value calculated on the left.

Setting path : Options → Force Feedback → Max Force

Enable «Use Linear Mode» for a more faithful response on a direct drive wheel, then fine-tune with the in-game FFB meter (F key): it should only turn red on big hits.

Value to set —% As a percentage (Gain)

Setting path : Settings → Controls → Force Feedback → Gain

Global setting applied to every car; some need a per-car adjustment via a multiplier (Content Manager/CSP app).

Value to set —% As a percentage (Gain)

Setting path : Options → Controls → Force Feedback → Gain

Also adjust «Min Force» (around 3-6%) to keep some feel at low speed, and use «Dynamic Damping» sparingly on a direct drive wheel.

Value to set —% As a percentage (Gain)

Setting path : Options → Controller → Force Feedback → FFB Strength

Corresponds to the global steering effects multiplier (Steering Effects Strength).

Value to set —% As a percentage (Gain)

Setting path : Options → Controller → Force Feedback → FFB Strength

Based on the rFactor 2 engine: same setting logic, with additional Smoothing if the wheel shakes too much over kerbs.

Value to set —% As a percentage (Gain)

Setting path : Options → Controls → Force Feedback → Gain

The «FX» setting (secondary effects: kerbs, slip) is adjusted separately, usually lower than the main Gain.

Value to set —% As a percentage (Gain)

Setting path : Settings → Wheel Setup → Force Feedback → Overall Strength

«Overall Strength» setting; the «Wheel Damper» parameter can be left low on a direct drive wheel.

Value to set — Force coefficient

Setting path : Options → Controls → Advanced → Force Feedback (Force Coefficient)

This engine uses a coefficient (not a percentage): an indicative value converted from your chosen intensity, to fine-tune per vehicle.

Value to set —% As a percentage (Gain)

Setting path : Options → Controller → Force Feedback Multiplier

Classic titles on the ISI/gMotor engine: this multiplier is also found in the profile's .plr file for finer tuning.

These settings are given as a guide: menus can vary with updates and installed mods. Always check in the game's options.

What is clipping?

Clipping happens when the game asks for more torque than your wheel can physically produce: the signal gets truncated, and you lose precision right when you need it most (braking, grip limit). Keeping a safety margin avoids it on sudden spikes (kerbs, contacts).

Why the vehicle type affects the setting

Open-wheelers and prototypes generate very violent load spikes on kerbs and under aero load: a wider safety margin avoids clipping on those spikes, at the cost of a little feel on straights. Road cars stress the wheel less and tolerate an intensity closer to maximum.

Indicative calculation based on the torque announced by the manufacturer; fine-tune afterwards from your feel and in-game FFB telemetry.