Thank you so much for your knowledge!
SC2 Sport owner here, first time DD user and last 3 days testing the software.
I´ve deduced that the most important thing to do first is to balance the weight of the rim in use.
Im using a Momo Montecarlo ´95 35cm + SQR + 3cm spacer (clean-no buttonbox paddles) on iRacing
and, first of all, I dont like any tipe of dampening so OFF in True Drive options (let game decide)
Cars used are RUF, Bettle, Silverado. Damper mode at 2 on app.ini (friction). FFb ingame AUTO. Simucube Force Reconstruction at 2 filters iRacing signal enough for me.
First I added some friction when not in game, to simulate the steering column and suspension-tires weight over the rim (overall strength does not matter in this step). This step is very important because is what you can feel when wheels are “floating” (over jumps on rally tracks for example)
Next step I calibrate inertias of the rim.
I think this bar is dependant of overall strenght but need more testing. I tuned inertia in-game because you can feel oversteer or understeer easily on chicanes or fast corners, when over the limit of the tires. Best track on iRacing is Centripetal Circuit, smooth tarmac to practice change of directions and dial in your rim. I think of Inertia like the forces needed to move the lever that forms the handle and the shaft, wheel diameter dependant i think.
Slew rate limit is a must.
At 0.10 is supposed to turn the rim at is slowest speed but I found it to be the best starting point.
Static force reduction.
Another must, for iRacing at least, because smooths the forces (pikes) on corners. I dialed it at 24% and i think is my sweet spot for all cars with the same rim.
Ultra low latency mode maxed out, low latency? Take my money!
Direct input effects off