i found a useful thread on calibrating wheel :
Force Feedback steeringwheel calibration
You should always calibrate the wheel and forcefeedback multiplier in the game to ensure you get the best, unclipped forcefeedback you can achieve with your hardware. The software mentioned in this thread is attached at the bottom.
1. Find the most linear setting for your hardware using wheelcheck
2. Find the maximal clipping free force feedback multiplier in Assetto Corsa using FFBClip app
3. Putting it all together
1. Using Wheelcheck
Use the "log 2" setting, let the program run through the tests and create the log file. It will be placed in your "documents" folder and be named <Log2 "Timestamp".CSV>. Import this file to a spreadsheet diagram using Force as Y axis and DeltaXdeg as X-axis. It is useful to scale the DeltaXdeg value from 0-100, meaning the maximum DeltaXdeg value in the CSV file counts as 100 and scale the graph accordingly.
Do this for several settings in your steeringwheel control panel, especially gain and any settings that can affect linearity. Consult the manual or ask in the respective thread for your hardware how to do this if you are unsure.
When you find the setting with the best linearity, note the maximum corresponding force equivalent (the scaled x-axis). Check the example below:
This is a graph made with the Thrustmaster T500RS steering wheel. There are two possible gain values that can be used here. 60% gain is the most linear overall if you count 0-100 force. But, looking at the 100% graph we see that this setting require less minimum force (meaning less deadzone around center) and it is still reasonably linear up to around 50% force. Which to choose is a judgement call.
2. Using FFBClip app
Install the app, load up your favourite car and track combo and drive smoothly for at least five minutes. Note that any big crashes or off track moments can affect your result. Drive hard but without crashing.
The app will give you a recommended multiplier for the Assetto Corsa -> MAIN MENU -> OPTIONS -> CONTROLS -> ADVANCED -> Force feedback gain.
Put int he number here, do another run and ensure that your mild clipping stays within the 1% - 5% range. Hard clipping should be avoided, but some tracks and cars make it hard to avoid completely. A few % here is fine.
Now, you might wonder why we "allow" any mild clipping at all. The reason is the filter built into the ffbClip app. That will ensure that you still feel most of the bumps even if you are very close to clipping, thus maximizing the available force feedback strength.
And why do we need to maximize the force available? Because most consumer force feedback wheels on the market are nowhere close to being able to reproduce the realistic forces required, so we might as well get as close as we can. Now, some high-end wheels are strong enough, and for those few wheels (Leo Bodnar wheels and the like) there is a reason to limit the maximal hardware force generated. But even these few wheels will benefit from a clip-free input signal, so running the FFBClip app is strongly adviced even for those lucky few.
So, an example to show why mild clipping is a necessary compromise for consumer wheels:
If we look at the example here we have a situation where a car's FFB multiplier is tuned "perfectly" in a classical sense. The graph stays below clipping at al times. The yellow graph represent the filtered force feedback, and give an indication where the FFB multiplier for this car would end up, somewhere around 80%.
In the next example we have raised the multiplier significantly, and the cipping here is very severe. Remember that anything over the red line in the graph is clipped, so in this example we will feel no bumps or detail in the wheel at al, just a constant force pulling the wheel to one side. If the car start to slide out or we hit a bump in this situation we will not feel it in the wheel at all.
In the last example we have tuned the ffb with FFBCip, and as we can see the yellow graph is very close to cipping, and some of the detail is lost! But, this is actualy desirable behaviour for most wheels. If we take a closer look at what's happening with the wheel here versus the first example with no clipping: We are turning hard, and hit bumps or a kerb that vibrate the wheel. This is what we want to happen, right? So, in this example we are turning hard, there is even more force here than in the first example, and the parts of the graph that goes below the red line means that we still get the vibrations in the wheel, it's just the top half of the bumps that are chopped off. So, we have increased the maximum force available AND we still get the buzz in the wheel over bumps and kerbs! Double whammy bonus! The increased multiplier means that small forces are amplified as well, such as small undulations and bumps when going straight, and minute forces of wheels slipping and effects of setup changes.
3. Putting it all together.
So, we now know the maximum force of our hardware, and we know the maximum multiplier we can have in the game to avoid clipping. So, to make it all come together nicely we need to match the two.
If you found a setting for your hardware that give you maximum force at 100% you are already finished! The ingame gain and hardware gain match up and you are good to go. Enjoy!
For those that chose a gain setting that has the max force at anything less than 100% need to muliply the max force percentage with the gain setting in FFBClip, and put this number in the MAIN MENU -> OPTIONS -> CONTROLS -> ADVANCED -> Force feedback gain.
Let's use the T500RS in the first example, and assume I chose the 100% gain setting in the driver control panel. This means my max hardware force is reached at 55% FFB signal from the game. For a certain car/track combination FFBClip came up with 107% as the optimal gain setting. So, I multiply the two: 1.07*0.55=0.59, or 59%. That is the final number to put into the MAIN MENU -> OPTIONS -> CONTROLS -> ADVANCED -> Force feedback gain. I now have the wheel gain and game gain working together to bring me the maximum force with just the right amount of clipping for maximum enjoyment and realism!
here is the link :