T300 SUPERB FFB SETTINGS 2020 (with CM)

2022 version UPDATED FOR THE LATEST DRIVERS & FIRMWARE (34)

Hi Guys,

After having the T300 for over a year now (which I love), I tried, as all of us, to find a superb FFB feeling to my liking, which is not brutal, but strong enough to feel even the slightest road / track anomalies, or when passing over a curb to feel it quite nicely. I tried all the combos posted here, and then I started experimenting mixing and matching settings, testing sliders one by one, then a mix of them, and so on (there is no LUT in these settings as Thrustmasters are extremely linear). Anyway, I 've come up with the below settings which I find almost perfect (for me), and I wanted to share them with all, and maybe someone likes them! So, lets go:

T300 PANEL
1641816390230.jpeg




In-game Settings (In CM)

CM.PNG




Enabled Gyro

Open assettocorsa\system\cfg\assetto_corsa.ini using Notepad:
GYRO.PNG




Post Processing

Open Documents\Assetto Corsa\cfg\ff_post_process.ini using Notepad:
FF POST PR.PNG



The above settings work standalone. On top of that, you can also activate the FFB clip app, or not.
(some people like it, others not, I personally use it because it feels so much better!)

The app is nice on Dynamic, however on default settings the Dynamic mode "moves" so fast from very soft to hard that confuses you. So, I ve come with this setup which is subtle

On track FFB Clip App
DEFAULT FFB STRENGTH 75
DYNAMIC THRESOLD 100
DYNAMIC MODE INTENSITY 150
DYNAMIC MODE ON

I set the majority of the cars between 65-80 (depending on the car).

For drifting, justand set the ffb clip strength to 35-45, or how strong you like it.




ATTENTION, THE FFB TWEAKS IN CM, SHOULD NOT BE ACTIVATED


Do a lap at Nordschleife where the road has all kinds of anomalies, uphills, slopes, curbs. bumps, etc.

I hope you like them !
 
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Thanks heaps for that Maxilogan. Its funny as I only asked because I have seen so many posts on here saying to change those settings to these values “then” go into the console and do those values. And seeing how many feel the changes!
Placebo effect at its best :roflmao:
I experienced this myself a few times though when I was amazed at the changes I did only to find out that they weren't actually applied....... :laugh:
 
Hey Phillipp, just so you know that the T300s are notorious for setting the FFB above 75-80%, that very often burn the motors.
yea i heard about that one.. im already thinking on tweaking it a bit .. not to forget that i need to get a different fan for it... like excuse me how in the world did they thought that this Fan in it would be good enough LoL ^^
 
Hi, just thought I'd comment and clear a few things up.
Don't take it as negative feedback please! If your settings feel great, they are great. Simple as that!

However when I researched a lot to get a better ffb with my G27, I've learnt a lot of stuff and I've read so much wrong information on the internet.
So I really appreciate your work here! Awesome to see someone doing a well written guide.

But I think you might've gotten a few things wrong or slightly incorrectly. And maybe there's room for improvement!

Before my long post:
I've owned a 200° TM ffb wheel from 2002 until 2014, didn't really drive much with it though.. Grand Prix 3, Need for Speed Porsche and a few other Need for Speeds.

Then bought a G27 for Project Cars in 2014, a good friend bough a DFGT in 2016.
In 2019 I first bought a TS-PC that had coil whine so I replaced it but that was even worse... Drove a lot with it in the 2 weeks I had it though.

Then bought a CSW 2.5 while one friend bought a CSL Elite and another one bought a T300RS.
Of course I tried them thoroughly.


Spring ffb channel is not used by any modern game so 0% or 100% don't matter at all.
75% are the default from Thrustmaster, right? So I guess since hearing a few stories about overheating T300's, leaving it at 75% might be good.
However you could put the overall strength to 100% (which is 33% more than 75%) and then lower the gain in the game about 33%. You'd have the same average strength but would gain headroom for peaks.
If it would feel better or be worse for the wheel, no idea. Just a theoretical thought as the game's gain sits before the "clipping limiter" and the wheel base strength slider behind the clipping limiter.

Some slight min force: yep, I like that too. Using 1.5% on my csw 2.5.

Kerb: wow! Not sure if you know that Kerbs are actually 3D models with accurate ffb through the physics engine? This kerb effect simply shoots a sine wave into your wheel, whenever the surface.ini in the track says "you're on a kerb type surface".
I'm personally using 1% to get some slight vibration when I'm running across "pain only" kerbs. Simply to know the track limits and that the outside wheel might have a little less grip.
The left/right sine wave might feel like the car is really at the limit and going wild, while you're only driving across some "kerb paint".

Road: that's a lot of vibration, however I like it too. For me it hides too many details so I'm using only about 5%. It's a sine wave like the kerb effect, but it actually changes its frequency, depending on which surface type you're on. So when the tarmac colour changes, you'll get a different vibration.
Good for immersion but at 125% you're having a really high base level of vibrations all the time... Definitely hides a lot of details.

Slip and ABS: I love them for the additional feedback you'd normally get through your feet and body.
But why such high levels? My wheel is rattling a lot even at only 20% for both. With my G27 I only needed 20-30% to get a lot of rattling.
I guess you need them that high to feel anything from it due to the massive road effects?
Do you feel the tyres at all under braking if you're hitting the abs? Honest question.. I tried your effects-levels and my wheel is just a "shaking something"...

This might've come across a bit harsh towards you, sorry if that's the case! It's of course down to your personal liking but I really don't feel any details from the tyres anymore with it and everything is just vibrating like crazy :x3:


Gyro is definitely nice! However the new Gyro from the ffb-tweaks section of CSP does it a lot better.
What it does:
The faster your front tyres spin, the more your wheel will have a bit of inertia/damping against turning.
However the standard gyro also gives this damping, when you're drifting.
But when you're drifting, the front tyres actually stay straight on the road, the rear is rotating around them and therefore your steeringwheel is turning "into opposite lock" on it's own.
But the front tyres stay straight on the road. The steering wheel is only compensating for the rear rotation.

The ffb tweaks gyro fixes this! It gives the damping/intertia physically more correctly. When you're drifting or losing the rear, the steering wheel will turn really quickly, as the inertia of the spinning and still pointing straight fron tyres will actually force the steering wheel to spin more quickly into opposite lock.

For me this is a big difference when racing and catching a slide!

Damper_Min_level: Why do you use this? I find the T300 and also TS-PC to be quite "stiff" and already damped enough. When you try to "throw" the wheel, it will come to stand still pretty soon.
If you think that this damper min level is needed for the gyro to work: It's not. The Gyro is part of the main ffb channel, nothing to do with the damper channel.
At least this was told to me from very knowledgeable modders that worked on the physics of great mods.
Iirc it was "Stereo", who also created the "ffb tweaks" from CSP.

So if you have this active for the Gyro to be active, then put it to 0.00.
If you have it active to actually get a more damped wheel while driving:
Why? I think Thrustmaster wheels are damped enough.


Gamma at "1" is just the default ffb. It shapes the ffb into a curve. Values below 1.0 will make the difference between lower forces bigger and the difference between higher forces lower. Your wheel will feel beefier, stronger. But you won't feel nuances close to 100% ffb as good as without gamma.
Values above 1.0 do the opposite. Your wheel will feel weak but you'll feel the nuances at the limit more pronounced.
On my G27, 0.8 felt great, for example. Faking it to feel a bit stronger than it actually was.

So you have it at 1.0, which does just nothing.

The new "range compression" in the "ffb tweaks" is doing something similar to the gamma setting but supposedly better. Instead of just mixing the default ffb with a pre-defined smooth curve, it's actually doing something "intelligent", like a dynamic compressor for audio levels.
I don't use it so I didn't really read into this but in the creator's thread, you can find more information.


That's a nice tweaking for the dynamic mode of FFB clip.
I'm personally against the dynamic mode from ffb clip and also against ffb clip in general, but I tried your settings and they feel very nice!

Why I'm against it:
1. Kunos developed the cars to have "some okayish level of clipping when using 100% gain in the menu and in the cars".
So when you're just keeping one of the gains (mostly the menu) below 100% and never set the per-car-gain with the numpad while on track to more than 100%, the amount of clipping will always be "fine".
If you use ffb clip in the normal modes (no dynamic), you will have the same strength for every car. More or less, they will still feel differently since you have different physics but you won't have the immersion of cars being a lot stronger or weaker.
Modern F1 = old F1. But in reality they were a lot different!

If you'd be using a Logitech wheel with my LUTs against the deadzone, this would be different. With a weak wheel like the G27, you always want the maximum available strength and dynamic range of what the wheel motors can output.
However there's always one value of gain for each car, where the deadzone will feel perfect, without a notch (too high gain) or a "hole" (too low gain).
FFB clip can't perfectly find this sweetspot so I always recommend to try to find it manually while driving.

2. Dynamic mode is bad!:
Why: You lose the muscle memory to really learn the car's behaviour. With a weaker wheel this isn't such a big deal but for example with the CSW 2.5 you can really feel how the aero of a formula car becomes active at higher speeds. The wheel will be quite soft at lower speeds but as soon as you go down a straight, the wheel will become super strong!
I really noticed this when first driving the Nordschleife in the Lambo GT3 with the CSW after upgrading from my G27.
I became 4 seconds faster, just because I could feel the increased grip from the car's aerodynamic through the fastest corners.
With dynamic mode on, everything will almost have the same strength so no muscle memory is built for car control.

Although if you don't care about getting really fast and consistent and just want to drive casually for your own enjoyment without competition:
Dynamic mode is very awesome!

Now with my explanations, I'd suggest you put the damper_min_level to 0.00, deactivate the gyro, disable ffb post processing.
Then activate the ffb tweaks, enable the "Basic" extension, activate the "physically accurate gyro", leave the strength at 25% and leave the "Range compression" at the default of 100%.
This should not feel worse than your current settings! It just leaves your "not doing anything" Gamma value of 1.0 as it is and switches the Gyro for a better Gyro.
View attachment 437742

Don't feel pressured to change your settings! If it feels great right now, then great!
I just wanted to give my input, since after my looooong research, I feel the need to use my gained knowledge to be some kind of FFB-hearsay-correction-warrior :roflmao::speechless:

Again: don't take this with a grain of salt and please don't feel critized in a bad way!
When explaining or correcting something in English, it's very difficult to get to the point without sounding "unfriendly".

I hope this was somewhat helpful for your or someone else that finds this thread and maybe when you got some time to spend, you gonna try my suggestions :)

Ho-lee-sh*t, thank you for the time you put in this post! After reading everything you said and adjusting my settings I instantly felt more in the wheel. I have a T300RS GT.

What you said about downforce affecting the strength in the wheel is true btw. I feel that more now too.

I went to Lime Rock for testing and after a couple of laps I was more than a second faster.
 
No problem mate, just wanted you to let you know that these settings do not cause the wheel shaking. There are other factors that cause this shaking
such as? I have t300rs gt took down all of the road abs and the such to 0% now I have clean FFB and I can drift properly. Can do circles lol. This track is awesome Mičevec drift track.

Also how do you utilize FFB Clip ?
 
I have t300rs gt took down all of the road abs and the such to 0% now I have clean FFB and I can drift properly.
For drifting, the SLIP setting needs to be 0%. It gives vibrations when your wheels start to lose grip. And drifting is losing grip all the time.
The other sliders should be fine for drifting. Down to your liking how much road feedback you want and how much ABS and Kerb vibrations you want.

FFB Clip:
You don't really need it. Especially for drifting.
But if you want to use it, just use the default settings, they dial in the ffb gain just fine with some mild clipping and good strength.
 
You're going to write an essay and expect me to believe what you are saying when you fail to comprehend basic multiplication/addition. Actually laughable!
Can you calculate it for me then?
I'd like to learn.


To be actually helpful and not just replying in a similar manner as your idiotic post:
I didn't mean to grab the 80% slider and set it to 47% (80% minus 33%) and I also didn't mean to calculate "80% minus 33% of 80".
Sadly I basically wrote that.

I made a little wording error, which happens a lot and everywhere with percentage calculations.
The issue is that percentages don't work "the other way around".
My wording was inaccurate and I should've writen it more accurately.

"33% more" means 133% of something.
However, while
100 is 133% of 75,
75 is NOT 66.67% of 100.
It's 75% of 100, which means "25% less".
That's what I meant, when I wrote this. It's misleading though, I accept that and take responsibility.

So if you raise one gain by 33% of its value, you have to lower the other gain by 25% of its value.
Or better: If you multiply one gain by 1.33, you have to divide the other gain by 1.33.
Sadly I wrote "raise one gain by 33%, then lower the other gain by 33%."
And yep, that's wrong. I meant to multiply and divide with 1.33.

Why is this important:
The percentages are multiplied for the final ffb output.
The AC gain scales all ffb, but will always limit/clip at "100%" output.
However the wheelbase percent not only scale the final ffb to the motor, they also hard-limit the ffb at that output.

So in that example, AC is set to 80% gain and the Thrustmaster Software is set to 75%.
0.8 * 0.75 = 0.6 = 60%
That's the "nominal gain" to the wheelbase motor.
The peak gain is 75%. It's the hard-limit set in the Thrustmaster software.

To get more details into the ffb while having the same forces from the wheelbase into your hands BUT allowing higher spikes for short details that shouldn't harm the wheelbase, we can lift the hard-limit from 75% to 100%.
But then we need to find the corresponding gain in AC to have the same "nominal gain" of 0.6 as the final output.

So:
X * 1.0 = 0.6
-> 0.6/1.0 = 0.6

So if you set AC to 60% and the Thrustmaster setting to 100%, you'll have the same 60% nominal gain, but 100% peak gain, instead of only 75% peak gain.

Now if you calculate the percentages of this calculation:
75% raised to 100%:
0.75 * 1.33 = 1.0 => 33% more

80% lowered to 60%:
0.8 / 1.33 = 0.6 => not really 33% less.

As I said, that's the annoying thing with percentage calculations:
They don't work the other way around.
That's why today, I wouldn't write "raise the Wheelbase slider by 33% and lower the AC gain by 33%".

I wouldn't even use percentages at all, since it's really confusing when the multipliers are in percent too.

I would write instead:
to get more dynamic ffb with stronger, short peaks that won't hurt your wheelbase, put the Thrustmaster slider to 100% to raise the hard-limit.
To have the same ffb strength for the time you're not getting into the range of these stronger spikes, you have to calculate how much more 100% is compared to 75%.
It's 100/75 = 1.333.
Now you have to divide your old gain by the same factor:
80/1.333 = 60.
So set AC to 60% gain.

Leave out the percentages. They lead to lots and lots of misunderstandings.
Instead, explain the logic directly.

I hope this post clears up the misunderstanding.
I did a little mistake when summarizing the whole calculation into "make this 33% stronger, make the other one 33% weaker". It was a long post, my brain just took that shortcut.
I personally always calculate it like I described at the end and then check if I calculated correctly be comparing the final outputs.

I will correct it tomorrow :)

But you're still a provocative person without manners that should learn how to write nicely.
 
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Rasmus is basically the guru around here when it comes to AC and wheels. You may want to rethink your replies. Not a good way to start with your very first post...
Thanks mate!
I do make "stupid" mistakes though, as you can read here in my latest post.
https://www.racedepartment.com/threads/rasmusps-luts-for-g27-29-and-dfgt.139869/post-3729306

(if you have nothing better to do than to melt your brain over LUT scaling and sim vs wheel driver clipping limits :roflmao:)
At least I could finally revisit that and make it right.
 
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Edited my original post. Should be both correct AND way easier to understand now :)
Spring ffb channel is not used by any modern game so 0% or 100% don't matter at all.

Overall Strength:
75% are the default from Thrustmaster, right? So I guess since hearing a few stories about overheating T300's, leaving it at 75% might be good.
The overall strength is not only scaling the ffb, but also hard-limiting the ffb output to the motor at 75%.
However you could put the overall strength to 100% and then lower the gain in the game accordingly.
This would get you more dynamic ffb with stronger, short peaks, that really shouldn't hurt your wheelbase.
Since the average strength would be identical.

To have the same ffb strength for the time you're not getting into the range of these stronger spikes, you have to calculate how much more 100% is compared to 75%.
It's 100/75 = 1.333.
Now you have to divide your old gain by the same factor:
80/1.333 = 60.
So set AC to 60% gain.
Check-calculations:
80% game * 75% TM setting = 60% overall gain, 75% peak output
60% game * 100% TM setting = 60% overall gain, 100% peak output
 

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