Best RaceRoom Racing Experience Settings for Thrustmaster TMX / T150

RaceRoom Racing Experience recently overhauled its entire force feedback system. I didn't like the old version very much as it relied heavily on canned effects instead of the forces being based on the physics simulation. I always felt it was difficult to get used to compared to other simulators and it limited my interest in the game.

This new version is completely driven by the physics simulation and is a huge improvement. It now feels similar to the other physics-driven simulators and it feels much more natural. That said, it seems to be focused on delivering realistic steering rack forces, which doesn't convey quite as much information about the car as something like Assetto Corsa.

The Thrustmaster TMX and T150 work very well with this new system. While the default settings work perfectly fine, I found they made the wheel a little too heavy for my liking and had very little road surface detail. This is easily fixed by adjusting a few settings.

In this guide, I will show you the settings I use and what you may want to adjust for your own setup.

Thrustmaster Control Panel Settings

RaceRoom Racing Experience automatically sets the proper steering angle for each car, so it is best to leave the rotation set to the maximum in the Thrustmaster Control Panel and calibrate the wheel in-game.

Setting Value
Rotation 900° (TMX) 1080° (T150)
Overall Strength of all forces 100%
Constant 100%
Periodic 100%
Spring 100%
Damper 100%
BOOST Off
Auto-Center by the game

Spring is not used by RaceRoom, so the value doesn't actually matter. I leave this at 100% since there are some games that require it.

Damper is used by RaceRoom for the Stationary Friction setting, which simply gives the wheel weight when the car is stopped.

BOOST should always be turned off. For an in-depth look as to why, see my BOOST Force Feedback Analysis.

RaceRoom Racing Experience Settings

In Options > Control > Advanced:

Setting Value
Speed Sensitive Steering 0%
Steering Dead Zone 0%
Steering Sensitivity 50%

I keep these at the default values as they work perfectly.


In Options > Control > Force Feedback:

Setting Value
Force Feedback On
Inverted Force Feedback Off
FFB Strength 100%
FFB Minimum Force 8%
FFB Maximum Force 100%
Stationary Friction 0%
Engine Vibrations 0%
Bump Amplification 30%
Gearshift Effects 10%

FFB Strength is the overall strength of the force feedback. Importantly, this can be adjusted on a per-car basis as the "FFB Multiplier" setting in the car tuning. I highly recommend binding the keys to adjust this. Each car has its own feel, and some are set too strong, so the force feedback clips too often in corners.

FFB Minimum Force raises the very lightest forces to the minimum level so they can be felt on these weaker wheels.

FFB Maximum Force will set a hard limit on the strength of force that can be sent to the wheel, but will not scale the forces until that point. This is meant to be used for very powerful direct-drive wheels, where a very powerful jolt could potentially hurt you.

Stationary Friction is simply the weight of the wheel when the car is stopped. Despite having a slider, this is either 0% or 100%. While 0% is too light, 100% is way too heavy, so it's better overall to leave it at 0%.

Engine Vibrations adds a constant vibration matching the engine revs. This just feels like a buzzing on these wheels and doesn't add anything useful to the experience.

Bump Amplification raises the strength of road features to make them stand out more. This is really personal preference, feel free to adjust this to your liking.

Gearshift Effects gives a little jolt to the wheel when you change gears. I found setting this too high gets annoying quickly, so I have it set very light. Feel free to turn this off if you don't like it.

Conclusion

This new force feedback system has made RaceRoom much more interesting. Being physics-driven instead of using a bunch of canned effects makes it much easier to drive naturally and brings it inline with most of the other simulators on the market. It makes it much easier to jump between games without having to relearn the feeling of the force feedback.

Let me know if you have any questions or comments.

Question or Comment?