As we use realfeel, the steering arm forces are the source of our FFB. Steering arms are the rods in the suspension that physically connect the steering rack to the uprights / spindles, whatever you wish to call them. At the end of the day the difference between this steering arm force and a steering torque in Nm is just a 'factor', a multiplication. Also you can get a steering arm force of 8000 for a Formula Ford and 2000 for a Formula Extreme. This is a bit unlikely but look at the attached sketch, physically where you mount the steering arm changes its force. However it also changes how far it moves left /right, so at the end, if you get say 720 degrees of steering wheel rotation to turn the tires a total angle of 60 degrees, the steering torque would be the same. We've also changed our use of pneumatic trail a bit, so a car that has a lot of pneumatic trail will generate larger steering arm forces on the same suspension as a tire with less pneumatic trail. This can all vary quite a bit and at the end of the day, the steering arm force in itself can be almost anything. FFB output isn't anything more or less than a percentage. Send 100% FFB to a Logitech G27 and you may at most get 2Nm of torque. Do this to a big Bodnar and you may get 20Nm. And until a year or two ago, the Bodnar had to be set to ~66% force scale otherwise it would start clipping. And your Logitech software may be set to 50% or 150% FFB strength affecting how it reacts to this 100% FFB 'demand' from the sim. So summing this all up we: - We rarely have tire force or self alligning torque data - And if we do, there is certainly a +25 -25% tolerance on this data - We don't always have suspension geometry data - And if we do, it isn't always completely accurate either - We don't have any reliable way to send a torque to steering wheels - FFB wheels are quite variable and not really made to work with a torque input, they just see a % and their output may not always be the torque you think they should be putting out - Peoples tastes are different.. So even with good intentions we can be, say, 50% off with the torque we would feel at our wheel and what would be 'realistic'. And indeed we don't have any sort of power steering simulation at the moment either. Probably 90%, or more likely 95+% of people are using Logitech / Thrustmaster / Fanatec wheels where the torque capacity just isn't there to realistically provide race car levels of feedback (on most cars anyway).. So at the end of all with current technology it would LOOK nice if we somehow provided torque information, but there would be a considerable margin of error on this and for 95% of users it wouldn't really matter as they want each car to max out their FFB wheel just to feel 'something reasonable'. Now in an ideal future this is all different, but for now the (relatively) few users of high end wheels may need to subjectively change the force feedback strenght from car to car. If your starting point is a RealFeelPlugin.ini with little or no clipping, then you can simply adjust the in game FFB % strength from car to car. That is how I do it anyway!