Driving in Assetto Corsa Competizione has a noticeably different feel than the original Assetto Corsa, in large part due to its new physics simulation, but also because of a very different Force Feedback system. Many effects that the original Assetto Corsa are changed, or omitted entirely, in Competizione. Opinions are split on whether these are necessarily improvements, but the game provides enough settings to tune the force feedback to your particular wheel and preference.
When you are playing on a lower end wheel like the Thrustmaster TMX or T150, you can quite drastically improve the force feedback by calibrating the wheel's force feedback response.
I have previously written a guide for the original Assetto Corsa showing how to calibrate your wheel. In this guide, I will do the same for Assetto Corsa Competizione, showing how easy it is to calibrate your wheel and improve the driving feel on these cheaper wheels.
Moving From Assetto Corsa
If you have followed my guide, or have otherwise already done the wheel calibration and are using a LUT for the original Assetto Corsa, you can easily use those same files in Assetto Corsa Competizione.
Simply copy the files, myLUT.lut and ff_post_process.ini from Documents\Assetto Corsa\cfg to the Documents\Assetto Corsa Competizione\Config directory.
If these files exist, Assetto Corsa Competizione will use the LUT without any further steps. Just like with the original AC, you will immediately notice a big improvement in force feedback by using a LUT.
In my original guide, I recommended using the FFBClip in-game app to automatically set the proper force feedback levels without clipping. Unfortunately, there is no equivalent for that in Competizione. Instead, you will have to manually keep an eye on the force feedback gauge to make sure it isn't clipping.
Now you can jump down to the Wheel Settings to set the force feedback settings in the game.
If you haven't calibrated your wheel already, you will need to download two programs to do so. The WheelCheck app actually tests your wheel response.
The LUT Generator for AC converts the data from WheelCheck into a file that Assetto Corsa Competizione can use. You will need to sign up for a free account on Race Department to download this.
Wheel Check is actually a tool from iRacing to calibrate your individual wheel. It's a very simple process:
- Run WheelCheck.
- Set the MaxCount to 100.
- In Spring Force, Select Step Log 2 (linear force test). This starts the calibration process.
Your wheel will start moving in increasingly larger motions. Don't touch the wheel during this process! This compares the amount of force the computer sends to the wheel to how much the wheel actually moves.
Once it finishes, it creates a file called something like "log2 2019-04-25 10-00-02.csv" in your Documents folder. We will give this file to LUTGenerator in the next step.
Run LUTGenerator and open the csv file that was just created by WheelCheck. This will create a Look Up Table (lut) file that Assetto Corsa Competizione can use to control the force feedback.
Save this file in Documents\Assetto Corsa Competizione\Config as myLUT.lut. When it finishes, it displays a graph that shows the raw data in red and the new curve in green. You can clearly see what a huge difference this will make. In my case, it is going to increase the forces at the low end and lower them in the middle to create an even force feedback response across the whole spectrum.
Assetto Corsa Competizione
Now to tell Assetto Corsa Competizione to use this file, create a new file in Notepad and paste in the following text:
[HEADER] VERSION=1 TYPE=LUT ENABLED=1 [GAMMA] VALUE=1 [LUT] CURVE=myLut.lut
Save this file as Documents\Assetto Corsa Competizione\Config\ff_post_process.ini. With these files in place, Assetto Corsa Competizione will use your calibrated wheel data when calculating the force feedback and you will notice a big improvement right away.
Now that the force feedback response has been calibrated, let's look at the available force feedback settings.
In the Thrustmaster Control Panel:
Set the rotation to its maximum.
Under Gain Settings:
|Overall Strength of all forces||100%|
|Auto-Center||by the game|
The Damper applies a constant dampening effect (on top of any in-game settings), making the wheel feel heavy. On lower-end wheels, there is plenty of natural dampening in the wheel mechanism itself. (Dampening is used on higher-end wheels to solve oscillation problems.)
The Spring force constantly pulls the wheel back to the center, but, unlike the Damper, it is completely controlled by the game, just like the Constant and Periodic forces. Most games don't use the Spring force at all (their native physics simulations do this already), so it actually doesn't matter what the value is set to in the Control Panel.
I leave the Spring force on in the Control Panel, making the in-game settings the only factor controlling the force feedback. This makes the settings consistent across all games and prevents confusion in the few games that use it about why a FFB setting seems to have no effect.
In Assetto Corsa Competizione:
Under the Options > Controls > Force Feedback section, set the following values.
|Steer Lock||900 (TMX) / 1080 (T150)|
Gain is the overall strength of the force feedback. Using the LUT drastically lightens the wheel, so this can remain quite high. Even at 100% there isn't too much clipping. There is an FFB gauge in the bottom right corner of the screen that will turn red if there is clipping.
You can further change the Gain on a per-car basis by pressing the NUM-8 and NUM-2 keys on the numpad. This allows you to raise the Gain above 100%. This introduces more clipping, but also gives the wheel some more weight.
Minimum Force raises the lightest forces to a level where they can be felt on these weaker wheels. The LUT does this implicitly, so leave this at 0%.
Dynamic Damping is the effect of having the forces change when the car is moving at high speed versus low speeds. Setting this too high makes the wheel too heavy at high speeds, which drowns out the force feedback.
Road Effects are simulated effects for things like bumps in the road. Personally, I like them fairly high, but this is personal preference, so try different levels depending on what you like.
Steer Lock is best left at 0°. The steering angle will always be set to the real-world value of the car you are driving, unless this is larger than the Thrustmaster Control Panel.
Gearshift Debouncing is the minimum time allowed between gear shift inputs. If the paddle shifters are overly sensitive, they can register two inputs accidentally. This setting prevents those accidental shifts.
Manufacturer Extras applies to the Logitech G923 (enabling the "TrueForce" technology) and some Fanatec wheels. Apparently there were some bugs that could cause the FFB to stop working properly on these wheels, so the option was added to turn these extra features off.
When I originally fired up Competizione, I was disappointed in the feel of the wheel, but after applying these changes, I like it a lot more. Personally, I still like the original Assetto Corsa force feedback better, but that is probably because I am so much more used to it. With these settings, I found I could go back and forth between the games and have a pretty similar feel.
Let me know if you have any questions or comments.