❌Real and virtual steering wheels don't turn in sync.
ui.controls.lockTypes.tooltip
Requires choosing the '{{'ui.controls.angle'|translate}}' setting.[br][br]Some vehicles (such as trucks or buses)Different vehicles have different lock-to-lock steering wheel angles. For example trucks use large built with a greater steering angle than your steering wheel can turn. In these cases, your steering wheel will hit its physical limit earlier than the currentangles, while racecars use small angles.[br][br]This means that your connected steering wheel might turn too little or too much, depending on the particular vehicle would. You can choose how to access that additional turning capabilityyou are driving.[br][br]This setting lets you decide how that mismatch is handled:[list][*][b]'{{'ui.controls.lockTypes.12'|translate}}'[/b]: the steering angle on the screen will match the angle on your steering wheel. However, in vehicles with a larger steering angle, you [b]cannot fully turn[/b] the vehicle. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh1'|translate}}[*][b]'{{'ui.controls.lockTypes.03'|translate}}'[/b]: the steering angle on the screen will [b]not match the angle[/b] of your steering wheel. Reaching full lock in your steering wheel will fully turn the vehicle too. However, driving quick steering vehicles (like race cars) becomes tiring and difficult, as you need to move your steering wheel much further than expected. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh2'|translate}}[*][b]'{{'ui.controls.lockTypes.21'|translate}}'[/b]: the angles will match but, in vehicles with a larger steering angle, the steering will speed up when getting close to full lock: the steering will briefly behave non-linearly, but you [b]can fully turn[/b] the vehicle. *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckBad'|translate}}[br]{{'lockType.syncOk'|translate}}[*][b]'{{'ui.controls.lockTypes.30'|translate}}'[/b]: the angles will match, except when driving vehicles with greater turning capability. In those cases, the angles will not match (similar to[br]{{'lockType.raceBad'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncBad'|translate}}[/list]** requires a correct '{{'ui.controls.lockTypes.0angle'|translate}}') but you [b]can fully turn[/b] the vehicle.[/list] setting*
Different vehicles have different lock-to-lock steering wheel angles. For example trucks use large angles, while racecars use small angles.[br][br]This means that your connected steering wheel might turn too little or too much, depending on the particular vehicle you are driving.[br][br]This setting lets you decide how that mismatch is handled:[list][*][b]'{{'ui.controls.lockTypes.2'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh1'|translate}}[*][b]'{{'ui.controls.lockTypes.3'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncMeh2'|translate}}[*][b]'{{'ui.controls.lockTypes.1'|translate}}'[/b] *[br]{{'lockType.raceOk'|translate}}[br]{{'lockType.truckBad'|translate}}[br]{{'lockType.syncOk'|translate}}[*][b]'{{'ui.controls.lockTypes.0'|translate}}'[/b][br]{{'lockType.raceBad'|translate}}[br]{{'lockType.truckOk'|translate}}[br]{{'lockType.syncBad'|translate}}[/list]** requires a correct '{{'ui.controls.angle'|translate}}' setting*
ui.controls.ffb.isForceInverted.tooltip
Use this if your wheel force is acting onturning the opposite direction to which it should.[br][br]For example, use this if a parked vehicle tends to steer by itself into full lock left or full lock right.
Use this if your wheel force is turning the opposite direction to which it should.[br][br]For example, use this if a parked vehicle tends to steer by itself into full lock left or full lock right.
The '{{'ui.controls.ffb.torqueCurrent'|translate}}' and '{{'ui.controls.ffb.torqueDesired'|translate}}' options allow to limit the amount of force feedback during extreme circumstances, such as during crashes.[br]To set them up:[list][*]Open the configuration software for your steering wheel.[*]Locate how many Newtons-meter of torque are currently selected. [br][i]Note: you can increase this value to the maximum - in some steering wheels, this might unlock better force feedback response.[/i][*]Head back to this options menu, and pick that same value in the '{{'ui.controls.ffb.torqueCurrent'|translate}}' slider.[*]Finally, pick a '{{'ui.controls.ffb.torqueDesired'|translate}}' that you are comfortable with. Picking a value higher than the '{{'ui.controls.ffb.torqueCurrent'|translate}}' is equivalent to picking the '{{'ui.controls.ffb.torqueCurrent'|translate}}'.[br][i]Note: high values can pose a risk for your hands and wrists (around 4Nm for adults, 1Nm for children). Be cautious and try low values first.[/i][/list]If correctly configured, the simulator will not exceed the specified '{{'ui.controls.ffb.torqueDesired'|translate}}'.
ui.controls.ffb.lowspeedCoef.tooltip
Helps reduce oscillations when the vehicle is parked (or rolling slowly).[br][br]If in doubt, enable this setting. If your driving style is mostly rock-crawling (or similarly low speed maneouvers) you may prefer it disabled.[br][br]Note: if the steering wheel is not being held, oscillations are likely to happen even with this setting enabled.
Helps reduce oscillations when the vehicle is parked (or rolling slowly).[br][br]If in doubt, enable this setting. If your driving style is mostly rock-crawling (or similarly low speed maneuvers) you may prefer it disabled.[br][br]Note: if the steering wheel is not being held, oscillations are likely to happen even with this setting enabled.
Allows to customize how the steering wheel will respond to various torque requests.[br][br]For example, increasing response of lower torques and decreasing response of higher torques, compensating for a non-linear response, etc.[br][br][b]Please check the Steering Wheel Setup documentation page for details.[/b][br][br]Quick guide: once this setting is enabled and applied, place a curve file in your [code]settings/inputmaps/[/code] directory, press <code>ctrl+L</code>, click <code>Apply</code> and reopen this menu. The inputmap <code>.diff</code> file will be automatically updated with the new curve data.[br][br]Accepted filenames:[list][*]wheel.csv (universal format, each line having a <code>force</code>,<code>response</code> pair of values; header lines are ignored, and any numeric scale can be used, as it will be automatically normalized and sanitized)[*]wheel.lut (compatible with Assetto Corsa™<code>ff_post_process</code> curves)[*]wheel.log (compatible with iRacing™ WheelCheck csv files using <code>log-2</code> option)[*]wheel.fcm (compatible with Project Cars™ Force Curve Modifier exported files using <code>linear force response</code> option)[/list]