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You can do this with a LUT as well but it'd be harder to adjust that smoothly.Content Manager unleashes the true potential that Assetto Corsa has to offer. In principle this is similar to what power steering assists do (low forces are unassisted, high forces reduced). If you want to be fancy you can also use it to increase headroom before clipping setting overall strength to half as much and range compression to twice as much will leave small forces the same but squish large forces into a narrower range, so it doesn't clip until the force is twice as high. Mostly useful for lower end wheels on aero cars, where they'll end up not generating enough force at low speeds to even feel it, this can amplify those small forces. So if you want stronger small forces you bump it up. Also it's simpler to explain - you set it to the relative strength you want for small forces. I would recommend against gamma in favour of the CSP ffb tweaks 'range compression', same functionality but it eliminates a problem with the derivative being infinite at the center when you use it to increase lower forces. Which is basically "min force" and "min force drop towards 0%". The idea comes from Project Cars 1, where you have "deadzone removal" and "deadzone removal fall off". With my LUT's the ffb will drop off in a curve, instead of just raising the beginning of the ffb. You start to feel a notch in the center although there's still a deadzone. Logitech wheels have a BIG deadzone and the minimum force setting in AC isn't very smooth. Or it make the wheel softer in general but will boost the difference at higher forces. This would be for gamma values between 0.1-1.0. Gamma works as a smooth curve that will either boost lower forces so the wheel feels heavier in general but you're sacrificing details in the higher forces. It's not some weirdly shaped table that will have steps in the ffb strength. If you don't have a Logitech wheel: don't use any LUT If you have a Logitech wheel: use my LUTs Thus you should manually edit the LUT as part of overall FFB tuning, other avenues are usually better to achieve what you are looking for in FFB adjustment in my experience. So if you want to adjust it be aware it is because you want it that way, not because there is an issue with the wheel linearity. Someone tested their wheel in wheelcheck and with a broom touching a scale and came to the conclusion their wheel was in fact completely linear and wheel check gets it wrong, it uses a proxy measure that has turned out to be useless. Wheelcheck checks the speed and distance the wheel travels, but due to resistance in the gearing and maximum speed of the motor (neither of which impacts your force feedback as you feel it) this causes the end result to be heavily biased and limits the travel at higher speeds and at very low forces. I should note that LUT generation is based on a flawed premise that the wheels aren't linear, this is not actually the case. So just editting that last part of the LUT above 30% or so to be linear to the top will probably fix the primary forces. Given the flaw in the wheelcheck and the usual process people use for generating a LUT typically what happens is all the weak forces get increased and the strong forces get reduced. All the LUT will have done is emphasised or de-emphasised str0ng and weak forces.
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