Controller // GUIDE 02

FH6 / Input guide 02

Controller setup & settings

The deadzone and linearity controls with what each one actually changes, the fourteen numbered layouts nobody else prints, and why no recommended number appears on this page.

9 min read · Reviewed 2026-09-21

Controller anatomy

What each part is doing.

LSRSLTRTABLBYDV

Hover a part. Click it for the detail.

Steering

analogue

Left stick

One continuous axis from -1.00 to +1.00. Its RESTING value is the number that decides whether a centre deadzone is worth having — measure it before choosing one.

The numbered layouts

14 exist. 5 are written down anywhere.

The last column is the one no control guide prints: how many separate physical controls the driving loop occupies once that layout is chosen.

LayoutAccelerateBrakeControlsWhy you would
1 · Triggers RT LT 3 The default, and the one every published control table is secretly describing. Throttle and brake are analogue because triggers report a range.
8 · Face buttons, A and X A X 3 Moves throttle and brake to the face buttons. They become on/off — a pad driving like a keyboard — but the triggers are freed and the thumb never leaves the right cluster.
9 · Face buttons, A and B A B 3 The same trade as Layout 8 with brake on B instead of X, which keeps both driving buttons on the right-hand side of the face cluster.
12 · Right stick Right stick up Right stick down 2 Throttle and brake return to an analogue axis without using triggers at all. One stick per hand, nothing else required to drive.
14 · One stick Left stick up Left stick down 1 Steering, throttle and brake on the same stick. The entire driving loop fits on one thumb, and it stays analogue.
Assist presetControls still neededWhat the game does
No assists 3 Steering, braking and traction are entirely yours.
Medium (default) 3 The published default. Anti-lock braking on, standard steering, stability control on.
Assisted steering and braking 2 The game slows you into corners and damps the steering. You still steer, and you still steer around traffic.
All assists 1 Auto-steering holds the navigation line and assisted braking handles corners. Holding the throttle is enough to drive.

Linearity, drawn

Move it and watch the curve.

Fifty is a straight line: the stick's position and the car's steering are the same number. Below fifty the curve sags, giving more of the travel to small corrections. Above fifty it bulges, giving more to the far end. Full lock reaches full lock either way — only the shape between moves.

Steering linearity50

A straight line. Stick position and car steering are the same number.

A drawing of the setting, not a message to the game. Full lock reaches full lock either way; only the shape between moves.

Settings explorer

The controls, and what each one changes.

SettingWhat it changesToo lowToo highNeutral
Steering Axis Deadzone Inside How far the wheel turns from centre before the car starts to turn at all. Nothing is ignored, which is what almost everyone wants. Straight-line drift only appears if the hardware itself is noisy. A dead patch in the middle of the wheel. The car goes straight through small corrections and then turns suddenly. Zero, unless holding a straight line is a problem.
Steering Axis Deadzone Outside How much of the far end of the wheel travel the game stops reading. Full lock needs the full rotation the hardware offers. Full lock arrives early, and the last stretch of wheel travel does nothing. Not published
Acceleration Axis Deadzone Inside How far the throttle travels before the car starts pulling. The first millimetre of pedal does something. A dead stretch at the top of the pedal. Use it only when the game reads throttle with your foot off the pedal. Not published
Acceleration Axis Deadzone Outside How near the end of the throttle travel counts as full throttle. — Full throttle arrives before the pedal is down, and the rest of the travel is wasted. Not published
Deceleration Axis Deadzone Inside How far the brake travels before it starts slowing the car. — Raise it only if the game registers braking while your foot is off the pedal — a common symptom of a worn potentiometer. Not published
Deceleration Axis Deadzone Outside How near the end of the brake travel counts as maximum braking. — Maximum braking arrives early. On a load-cell pedal this throws away most of the useful range. Not published
Vibration Scale How strong the buzz is. In this game vibration is a message — tyres being overworked, or a collision — and it is separate from the forces that come from the road. Quieter, and no road feel is lost. Road feel is a force, not a vibration. — Not published
Steering Linearity Bends the curve between the wheel's position and the car's steering. Full lock still reaches full lock either way; only the shape in between moves. Finer near the centre, coarser near full lock. Finer near full lock, coarser near the centre. 50 is a straight line.

Troubleshooter

Pick the symptom.

What is happening?

Where to look

Linearity below 50 gives more resolution near the centre, which is where a twitchy car is usually being twitchy. Check the reach figure in the lab first — a stick that only ever travels half its range is a different problem and lowering linearity will not fix it.

The D-pad

One control, three layers.

Published

Driving

The default. Nothing is open.

Our reading

Telemetry open

Opened with the telemetry control — T on a keyboard.

Published

Assistant open

Press D-pad down first. Every direction changes meaning.

Why there is no number on this page

Every guide for this game publishes a linearity value and a deadzone value. Read four of them and you get four different numbers, none stating what hardware they were measured on, which car, or what the reader is supposed to notice afterwards.

A deadzone has one honest purpose: to ignore a control that reports movement while nobody is touching it. That is a property of your hardware, not of the game, and the right value is a little above what your own stick reports at rest. Anything higher spends precision in the middle of the range, which is where almost all of the driving happens.

Linearity is not a fix for anything. It is a choice about where the stick’s travel is spent, and the curve above is the honest way to explain it.

The layouts are the story

The controls menu offers numbered input mappings. Several of them move accelerate and brake off the triggers — onto face buttons, onto the right stick, or in one case onto the same stick that already steers. That last one means the entire driving loop can sit under one thumb.

Almost nobody knows this, because every published control table for this game prints one controller column and does not say which layout it belongs to.

Measure first

Two numbers settle most of this, and both are in the Input Lab. It reports resting drift in the same units the game’s deadzone settings use, and reports how much of the stick’s travel you actually reach. Both are two-minute answers to questions this page would otherwise have to guess at.