BeamNG / Operator guide 03

Vehicle dynamics test rig

The publisher's twelve-step force feedback procedure in the order it must happen, the 112 tested devices with the two columns everyone loses, and the faults that are not settings.

Tested devices
112
30 brands
With force feedback
62
a separate column
Setup steps
12
in one order
Not a setting
4/14
of the faults
Steering axis

Connect a wheel and turn it

Waiting

Axis
0.000
Angle
+0°
Centre
+0.000

Set Rotation to the figure your driver is using. It has to be the same number in both places — the two disagreeing is what makes steering feel impossibly fast, and it is not a sensitivity setting.

Pedal bench

Hold a pedal down and press its Assign button. The axis that moves is the one, and the resting value it reports is usually the answer to whichever fault brought you here.

Throttle—
Brake—
Clutch—

Nothing is connected yet. Browsers hide a game device until it has been used, so turn the wheel or press a pedal once and it will appear.

Signal path

Two chains, running opposite ways.

One carries your input down to the tyre; the other carries force back up to your hands. Every published fault for this game sits on one link of the first, and three of its six links are outside the game entirely — which is how a week disappears in a menu that was never the problem.

Where input stops
  1. 01 USB device +

    The wheel, pedals and shifter as the operating system sees them — often three devices rather than one.

    Breaks here
    A console compatibility mode on the hardware makes analogue pedals behave like buttons.

  2. 02 Driver +

    The manufacturer layer that holds rotation range, filters and force limits.

    Breaks here
    Leaving the driver window open while BeamNG runs makes the wheel behave erratically.

  3. 03 BeamNG input +

    Where the game enumerates devices and shows what each axis is reporting, under Options → Controls → Hardware.

    Breaks here
    Steam hides game devices from the system while certain games run, so the game never sees it.

  4. 04 Steering binding +

    The single binding that carries the steering axis, its filter, its inversion and its range.

    Breaks here
    Bindings added to “steer left” and “steer right” instead — the keyboard-style pair — make the car veer one way only.

  5. 05 Force feedback +

    Strength, smoothing, the response curve and the low-speed reduction. All of it lives under the steering binding.

    Breaks here
    Most direct-drive bases ship without a preset, so force feedback was never configured in the first place.

  6. 06 Wheel motor +

    Whatever torque the hardware can actually deliver.

    Breaks here
    Above that ceiling every force feels identical, and no in-game number moves it.

Where force comes from
  1. 01 Vehicle physics +

    Suspension, tyre load and chassis behaviour produce a real steering torque inside the simulation.

  2. 02 Steering forces +

    That torque is what the wheel is being asked to reproduce. Everything downstream only shapes it.

  3. 03 FFB processing +

    Strength scales it, Smoothing trades detail for calm, and the response curve corrects for what the hardware actually returns.

  4. 04 Driver +

    The manufacturer layer, with its own filters and limits. Its defaults aim at smoothness rather than fidelity.

  5. 05 Wheel motor +

    Whatever torque the hardware can deliver. Above that ceiling every force feels the same.

  6. 06 You +

    The only place any of it is judged.

Procedure

The order is the setting.

No recommended values appear anywhere on this page. The publisher's procedure works because each step only makes sense once the one before it is done — smoothing goes to maximum so that strength can be judged, and only then comes back down. A number lifted out of that sequence is a number with its reason removed.

Calibration wizard

The publisher's procedure, in the order it has to happen.

0 / 6 passed

Hardware

On the device

  1. 01

    Take the wheel out of any console compatibility mode — check the manual for the selector.

  2. 02

    Turn off Steam’s controller configuration support, or set Steam Input to Forced Off for this game.

  3. 03

    Remove software that intercepts joysticks, wheels or gamepads.

Passes when
The device appears in Windows and its axes move when you do.

If you modify the driver configuration later, the in-game configuration needs re-adjusting.

Wheel support

BeamNG supports PC-compatible steering wheels and has force feedback. The publisher lists 112 tested devices across 30 brands, with USB vendor and product ids, and records two separate facts about each one: whether it arrives with in-game controls already assigned, and whether it supports force feedback.

Those are not the same fact, and the difference is the most useful thing in the table. A device can be fully bound and have no force feedback — that is every gamepad. A device can have force feedback and no bindings at all — that is most direct-drive bases, which is why the publisher’s own troubleshooting page has an entry for a direct-drive wheel that produces no forces. It was never configured, because nothing configured it.

Absence from the list is not a verdict either. An unlisted wheel usually works once its controls are assigned by hand; what the list tells you is whether that work has been done for you.

The hardware chain

Six links carry your steering from the rim to the tyre and the force back again, and every published fault for this game lands on exactly one of them. Three are outside the game entirely.

That is the reason to draw it. A reader whose wheel is being hidden from the operating system by Steam can spend a week in the force feedback menu without improving anything, because the menu is downstream of the problem. The diagram on this page names what each link is and what goes wrong there, so the question becomes which link rather than which slider.

Rotation angle

One figure lives in two places: the manufacturer tool and the game. The publisher’s instruction is to set the largest rotation the hardware offers, then set the same number in BeamNG.

When steering feels impossibly fast — the car unable to be held straight, a small movement asking for a large angle — it is almost always these two disagreeing. It is not a sensitivity setting and there is no sensitivity slider that repairs it. On a G25 or G27 the range can be changed during play, with the two middle red buttons on the H-shifter together with the bottom black button; on other wheels it means closing the game and using the driver options.

Pedals

Take separate throttle and brake axes wherever the hardware offers the choice. The publisher says so and the binding you use depends on it.

A combined-axis wheel uses the single throttle and brake binding, with nothing under throttle or brake separately. A separate-axis wheel uses throttle and brake, with nothing under the combined one. Having both present is its own documented fault: the pedals cannot be set up and the car does strange things.

The bench on this page settles which you have without reading a manual. Assign throttle, assign brake, and if both land on the same axis number they are combined.

Force feedback, in order

The publisher’s setup page is a sequence, not a settings list, and the sequence is the whole of it. Smoothing goes to maximum first — it will feel vague and slow, and that is intended — because detail hides the overall force level and removing the detail is what makes strength judgeable. Only then is strength tuned, and only after that does smoothing come back down.

Tune while driving the way you actually drive. Ignore what the wheel does while parked: parked oscillation is what the final step removes, and judging strength by it tunes for the one case that already has its own fix.

If crashes feel violent, lower the torque ceiling in the wheel’s own configuration tool and raise in-game strength to compensate. That moves the peak a crash can reach while leaving everything below it where you tuned it. Lowering in-game strength instead would flatten the entire range to fix the loudest moment in it.

Frame rate belongs in this list even though it is not in that menu. Force feedback is computed per frame; the publisher recommends 60fps as a floor and says higher is more responsive, worth sacrificing graphics and traffic for.

Response correction curves

This is the one part of the subject that is a measurement rather than a preference.

Ask a wheel for one unit of torque and it may return 1.2. Ask for two and it may return 1.9. The relationship is not linear and cannot be known without testing every value, so a response curve records what your hardware actually does and lets the game request the wrong number to get the right result. WheelCheck and Force Curve Modifier produce one; it goes in settings/inputmaps/ and Ctrl + L reloads it without restarting.

The extension matters. Numbers inside a .lut file mean something different from the other formats, so renaming it is not a conversion — the extension is how the game knows which way to read them.

The game sanitises what you give it: normalised from zero to the wheel’s maximum, valleys removed so the response only ever increases, and both ends pinned. And there is one place where the honest measurement produces the wrong result. Most wheels cannot deliver small torques at all, so the measured curve is flat at the bottom and the game compensates by asking for a great deal — which is what produces low-torque vibration. Adding a slight initial slope by hand prevents it, even though the measurement said the dead zone was real.

A curve belongs to a driver configuration rather than to a wheel. Change the effects strength in the Windows driver panel and it is no longer the same curve. Between two owners of the same model, it usually transfers.

Faults

Fourteen faults are published for wheels and six of them are not a setting: Steam hiding the device, a driver window left open, a console mode on the hardware, a binding added to the wrong one of two similarly named entries, a feature that was removed deliberately.

That ratio is the reason this section exists. Search any of these and the results are videos telling you to raise a slider, and for nearly half of them there is no slider involved at all.

Curve reference

Tools
WheelCheck · Force Curve Modifier
Location
settings/inputmaps/wheel.*
Reload in game
Ctrl + L
In-game graph
FFB Graph — Current, Uncorrected, Limit, Unlimited

Numbers inside a .lut file mean something different from the other formats, so the extension must not be renamed — it is how the game knows to read them differently.

Hardware

112 devices, and two columns nobody prints.

The publisher's table carries its two most useful answers in markup rather than in words, so every summary of it reduces to a handful of brand names. Bindings already assigned and force feedback supported are separate facts, and 4 devices have the second without the first — they produce forces, and nothing is bound to ask for any.

Tested hardware
Devices
112
listed by the publisher
Brands
30
not three
With force feedback
62
a separate claim
FFB, no bindings
4
works, does nothing
DeviceUSB idBindingsForce feedback
CAN-Bus Controller—AssignedNo
Keyboard—AssignedNo
MouseMouse-steering can be assigned, as well as throttle, brake, etc.—AssignedNo
VelocityOne Race0x10f5, 0x7077AssignedYes
Xbox 360 compatible controller—AssignedYes
Xbox One compatible controller—AssignedYes
CAMMUS C5 Steering Wheel0x3416, 0x1021AssignedNo
CAMMUS C5 Wheel Base0x3416, 0x0301AssignedYes
CAMMUS CP5 Pedals0x3416, 0x1018AssignedNo
CSL Gamepad for PC0x0079, 0x0006AssignedNo
Fanatec CSL DD, Fanatec GT DD Pro0x0eb7, 0x0020AssignedYes
Fanatec CSL Elite Pedals LC via USB to PC0x0eb7, 0x6204AssignedNo
Fanatec CSL Elite Pedals V2 via USB to PC0x0eb7, 0x6206AssignedNo
Fanatec CSL Elite Pedals via ClubSport USB Adapter0x0eb7, 0x1a95AssignedNo
Fanatec CSL Elite Wheel Base PlayStation 40x0eb7, 0x0005AssignedYes
Fanatec CSL Elite Wheel Base and 1.10x0eb7, 0x0e03AssignedYes
Fanatec CSL Pedals LCK (Load Cell Kit) via USB to PC0x0eb7, 0x6205AssignedNo
Fanatec CSL Pedals via ClubSport USB Adapter0x0eb7, 0x1a95AssignedNo
Fanatec ClubSport Handbrake via ClubSport USB Adapter0x0eb7, 0x1a93AssignedNo
Fanatec ClubSport Pedals V1 via USB to PC0x0eb7, 0x1839AssignedNo
Fanatec ClubSport Pedals V2 via USB to PC0x0eb7, 0x1839AssignedNo
Fanatec ClubSport Pedals V3 via USB to PC0x0eb7, 0x183bAssignedNo
Fanatec ClubSport Shifter via ClubSport USB Adapter0x0eb7, 0x1a92AssignedNo
Fanatec ClubSport Wheel Base V2.50x0eb7, 0x0004AssignedYes

Showing 24 of 112

Captured once from the publisher's hardware page on 2026-09-22 and held in this build. Absence from the list is not a statement that a device fails — it means the publisher has not listed it, and an unlisted wheel usually works once its controls are assigned by hand.

Troubleshooting

4 of 14 are not a setting.

Every entry is the publisher's own published answer rather than a forum remedy. Symptom first, because nobody searches for a cause.

Fault finder

14 faults · 4 not a setting

Every entry is the publisher's own published answer, not a forum remedy. 4 of the 14 are not a setting in the game at all.

Verified against the publisher's own documentation on 2026-09-22 · game version 0.39.4