Brian Koponen

Programming and Tech Tips

Best RaceRoom Racing Experience Wheel Settings for Thrustmaster TX / T300

RaceRoom Racing Experience recently completely overhauled their entire force feedback system. I didn't like the old version very much. 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 now 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 as much information about the car as something like Assetto Corsa.

The Thrustmaster TX and T300 work beautifully with this new system. The default settings work perfectly fine, but there are some adjustable elements that I think improve the experience even more.

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° (TX) 1080° (T300)
Overall Strength of all forces 75%
Constant 100%
Periodic 100%
Spring 100%
Damper 100%
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.

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 Linearity 75%
FFB Minimum Force 3%
FFB Maximum Force 100%
Stationary Friction 50%
Engine Vibrations 0%
Bump Amplification 20%
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 Linearity will strengthen weaker forces as it is lowered. This is useful on weaker wheels which can't reproduce light forces well. Lower this even further if you want an overall stronger force feedback without raising the maximum force.

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

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 turn this off if the road noise feels too strong.

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?