Fanatec publishes a complete recommended set of FullForce settings for iRacing on its own site, and almost nobody uses it — partly because the sliders are buried, partly because two of the numbers look wrong until you understand what they are measured against.

I have spent enough hours on a ClubSport DD chasing a buzz I could not name to know how much of this is guesswork. So here is the whole thing: every slider, Fanatec's own numbers, and the two places where iRacing's defaults and Fanatec's recommendations quietly disagree.

If you do not yet know what FullForce is, read Wheel LFE, TrueForce and FullForce explained first. This page assumes the concept and gives you the numbers.

What you are actually adjusting

FullForce is Fanatec's name for the feature. Inside iRacing it is called Wheel Low Frequency Effects, or Wheel LFE, and the settings sit in iRacing, not in Fanatec's software.

That split matters, because there are two independent volume controls: the per-effect sliders in iRacing, which decide the mix, and the master output on the base itself, which shows as FUL on most Fanatec wheel displays.

Get the mix right in iRacing first, then set the overall level with FUL. The other way round means re-tuning eight sliders every time you move the master.

These are published by Fanatec on its own FullForce page, last updated 16 June 2026. Copied exactly:

SettingFanatec's recommendation
Enable Wheel LFEOn
Use Physics EffectsOn
Main Volume0 dB
Car Body Impact0 dB
Engine0 dB
Gear Change10 dB
Rev Limiter10 dB
Rumble Strip10 dB
Wheel Slip10 dB
Road Texture−25 dB

Fanatec's own caveat, and it is a good one: "It is not recommended to run all the sliders at max, as this tends to 'clip' the output and potentially could reduce the fidelity." Same principle as force feedback strength — once the signal hits the ceiling, everything above the ceiling is the same flat nothing. If you want the long version of that argument, it is the same one I make about wheel base FFB strength.

What each slider actually does

Main Volume. The master for the whole Wheel LFE mix inside iRacing. Leave this at 0 dB and use FUL on the base for overall level — you have two masters and you only need one.

Use Physics Effects. Fanatec wants this on. Its own page describes FullForce effects as being derived either from in-game physics or from audio sources, so this is the switch that chooses between them — and physics-sourced effects are the ones that stay meaningful when you turn the engine sound down.

Car Body Impact. Chassis hits rather than steering forces. Fanatec leaves it at 0.

Engine. Engine RPM as a vibration. The channel most people over-cook, then wonder why they cannot feel anything else. Fanatec's own note is that Engine and Road Texture are dynamic — they change frequency with revs and speed — and "their constant vibration can somewhat mask the other effects, so some users might prefer to run these much lower."

Gear Change and Rumble Strip. A thump per shift, and kerbs. Both fire on events rather than running continuously, which is why they are far less prone to the masking problem above — and both go to 10 dB in Fanatec's set.

Rev Limiter. The stutter on the limiter. On a car with a soft limiter this beats the sound, and it is the channel I find most useful day to day — you can hold a shift point without staring at the lights.

Wheel Slip. Vibration when a tyre lets go — the most valuable channel on the list and the reason to bother with any of this. Real cars tell you about slip through the seat and the column long before the tyre is gone; this is the closest a wheel base gets.

Road Texture. Surface grain, continuous, scaling with speed. Fanatec cuts it to −25.

One trap for anyone editing the config file directly: iRacing's key for the first one is named after car body acceleration, not impact, and the rev limiter key is RevLimit. The UI labels and the file names do not match.

The number that looks wrong, and the one that does not travel

Here are the two parts nobody explains, and they are the reason I wanted this page on the site.

Road Texture at −25 dB is not a cut. iRacing's 2025 Season 3 Patch 2 notes state, verbatim, "Road texture effect now has its default gain set to −30 dB." So Fanatec's −25 dB is five decibels above iRacing's own default, not a big reduction. It reads like a heavy cut and it is actually a small boost. If you set it to −25 expecting the road to go quiet, you will get the opposite.

One caveat, because I would rather flag it than hide it: MOZA's published copy of iRacing's [TrueForce] block shows road texture at 0.000000, not −30. Neither MOZA nor Fanatec is the authority on iRacing's defaults, and I cannot tell you which build either snapshot came from. Open your own app.ini and read the number that is actually in it.

These numbers do not transfer to another brand. The same Patch 2 notes say "Fanatec wheels now have their master volume set +5 dB higher" and, in the same list, "Moza wheels now have their master volume set −15 dB lower." iRacing moved the two brands in opposite directions in one patch — it balances per manufacturer rather than giving everyone the same starting point. A sheet written for a Fanatec base is not a sheet for a MOZA one, however similar the slider names look.

One more dating tell: Fanatec's list has no drive shaft channel. Patch 2 again — "Drive shaft effect has been turned off and removed from the app.ini file." Any guide still telling you to tune it predates June 2025.

Finding the sliders (iRacing moved them)

iRacing's own notes point you to "the Misc. tab of the Sim options, using the master volume slider in the Wheel LFE settings." That direction is from June 2025. Since then the 2026 Season 3 build created a dedicated Force Feedback and Haptics page and moved the advanced FFB and haptics settings onto it — and iRacing never published which settings landed where.

So check the Force Feedback and Haptics page first and fall back to Misc. I am not going to invent a menu path for a layout iRacing has not documented. The full story of that reshuffle is in my iRacing FFB and Haptics settings page guide.

If you would rather edit text than hunt menus, the per-effect gains live in Documents\iRacing\app.ini under a section named [TrueForce] — Logitech's name for its own system, sitting over your Fanatec settings. Search that file for "TrueForce" rather than "FullForce".

Which bases actually have FullForce

FullForce is exclusive to Fanatec direct drive bases. Per Fanatec's own page it launched on the ClubSport DD and ClubSport DD+, features on the Podium DD (2026), and was added to the CSL DD and Gran Turismo DD Pro through a free firmware update.

If you have a belt or gear-driven Fanatec, none of this applies. The reason is mechanical, not commercial — Fanatec describes FullForce as built for "the instant response and zero backlash of direct drive systems," and a belt smears exactly the high-frequency detail the feature exists to deliver. Same argument as why direct drive wheels cost what they do.

Update firmware and driver before you tune anything. Chasing a mix on old firmware is wasted work.

iRacing was the first title to support FullForce, and it is the one Fanatec says provides a dedicated set of sliders — the numbers above are for iRacing specifically. Fanatec now also lists support in Gran Turismo 7, Project Motor Racing and Assetto Corsa EVO; for GT7 the relevant page is my GT7 Fanatec settings guide.

My honest take

Start with Fanatec's numbers. They are a sensible starting mix and they are free.

Then do one thing: drop Engine to somewhere between −10 and 0 and drive a stint. Fanatec effectively tells you to do this in its own caveat about dynamic channels masking everything else, but it publishes 0 dB anyway. On a hard-mounted rig the engine channel is the one that turns a useful signal into a permanent hum, and once it is humming your brain stops listening to any of it.

And be clear about what this is. FullForce will not make you faster — it is not a physics change, it is not more torque, and it will not fix a base that already oscillates. What it does is cut fatigue over a long stint, because a slip cue you feel is cheaper to process than one you have to look for. Worth having; not worth buying a new base for. Motor, encoder and mounting decide how a base feels — see direct drive wheels explained and my four-brand comparison if that is the real question.

FAQ

Where is FullForce in the Fanatec tuning menu? It shows as FUL on most Fanatec wheel displays. That is the master output level for the feature on the base itself, separate from the per-effect sliders in iRacing.

Why can't I find FullForce settings in iRacing? Because iRacing does not call it FullForce. Look for Wheel LFE, or Wheel Low Frequency Effects. In the config file the section is [TrueForce].

Do I need FanaLab for this? No. The per-effect mix is set in iRacing and the master is set in the tuning menu on the base. You do need current firmware and driver, so update those first.

Can I use Fanatec's numbers on a MOZA base? I would not. iRacing tunes the two brands separately — its 2025 Season 3 Patch 2 notes raised Fanatec's master volume by 5 dB and lowered MOZA's by 15 dB in the same list — so identical slider values will not land the same way.

Is FullForce the same as 360 Hz force feedback? No, and they are independent features. In the 2025 Season 3 build that added both, Fanatec got FullForce haptics while Asetek and VRS got 360 Hz — different vendors, different capabilities, one build. The full explanation is in my iRacing 360 Hz FFB mode guide.

My wheel started buzzing after an iRacing update — is this why? Very likely. Wheel LFE is the usual culprit rather than 360 Hz mode. Turn Main Volume or FUL down before you change anything else, and cut the Engine and Road Texture channels before you touch the event-based ones.

Does FullForce make you faster? No. It gives you a slip and limiter cue you can feel rather than hunt for, which helps on long runs. It is a fatigue and immersion feature, not a performance one.