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 in 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.
For the Thrustmaster TX and T300, the default force feedback isn't terrible, but we can improve it a bit with some settings tweaks. Oddly enough, Assetto Corsa Competizione doesn't have a Soft Lock feature, meaning your wheel will keep turning past the point it can in the real car. Thankfully, this is fixable for Thrustmaster wheels.
The Assetto Corsa series supports using a LUT to calibrate your wheel's force feedback response. I have found this works extremely well with the lower-end TMX, T150 and Logitech G-series wheels. Interestingly, the TX and T300 don't need a LUT at all. In fact, using one actually makes the force feedback notably worse, creating an odd notch around the center point.
In this guide, I will show how to add a Soft Lock feature to the game and then show the best settings to use for the force feedback.
Soft Lock Fix
Since Assetto Corsa Competizione does not provide a Soft Lock feature, you have to set the steering angle directly in the Thrustmaster Control Panel to get a lock applied. This is annoying if you change cars, of course. Thankfully, there is a free plugin for SimHub that automatically does this for you whenever you load a new car.
You will need to download and install SimHub from the official website (the free version works fine) and the Hardware Steering Lock plugin from RaceDepartment.
After you install SimHub, simply copy the Havner.AccSteeringLock.dll file into the SimHub installation folder. The next time you start SimHub, it will ask if you want to enable the plugin. When you first select Assetto Corsa Competizione, a message will appear saying "Telemetry is not configured." Push "Fix it automatically" and everything will be ready to go.
Now all you have to do is have SimHub running in the background before you start Assetto Corsa Competizione and it will automatically set the steering angle properly to have the soft lock.
Thrustmaster Control Panel Settings
If you don't want to use the SimHub plugin, and want to have a Soft Lock, you will have to set the steering angle of the car directly in the Thrustmaster Control Panel. If you don't care about the Soft Lock, just the leave the rotation at the maximum for your wheel.
|Rotation||900° (TX) 1080° (T300)|
|Overall Strength of all forces||75%|
|Auto-Center||by the game|
Spring is not used by Assetto Corsa Competizione, so the value actually doesn't matter. I leave it at 100% since it is important in other games.
Damper is used by Assetto Corsa Competizione and I like to keep it on with these wheels. It's most noticed when the car is stopped, adding some weight to the wheel.
BOOST should always be turned off. For an in-depth look as to why, see my BOOST Force Feedback Analysis.
As a reference, these are the steering angles for the different cars, taken from oldskynet's post on this page.
- 480° (Ferrari, McLaren)
- 560° (BMW)
- 620° (Lamborghini Huracan, Honda)
- 640° (Aston Martin, Bentley, Mercedes, Nissan, Lexus)
- 720° (Audi, Jaguar, Lamborghini Gallardo)
- 800° (Porsche)
- 480° (McLaren)
- 500° (BMW, Mercedes)
- 580° (KTM)
- 640° (Aston Martin)
- 720° (Alpine, Audi, Camaro, Ginetta)
- 800° (Porsche)
- 900° (Maserati)
Assetto Corsa Competizione Settings
In Options > Controls > Force Feedback:
Gain is the overall strength of the force feedback. 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 wheels.
Damper acts, effectively, as a smoothing effect on the force feedback. If you find the forces are too jumpy, adding some Damper will weaken their effect. I don't like Damper, personally, so I 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 the road texture. I find this unnecessary as the important features of the road are felt directly through the physics. Setting this too high just creates a lot of vibrations that act as noise more than anything else. If you use this at all, it's best to keep it low.
Steer Lock is best left at 10°. The steering angle will always be set to the real-world value of the car you are driving, unless this is larger than the value in the Thrustmaster Control Panel. There was a bug with some cars if you set this to 0°, so I leave it at 10° to be safe.
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 has no effect on these wheels. It mostly 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 I have come to get used to it over time, though I still like the original Assetto Corsa force feedback better. 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.