Are you sure that the gain stages work like that?
In AC, ACC and rF2 it's a multiplication...
Game menu gain and per-car-gain are both before the clipping meter and are multiplied with each other so it doesn't matter which way around you do it.
If ALL cars have too much gain, you leave them at 100% (default) and lower the menu gain to what is a good starting point for most cars.
If most cars are good but a few cars need to be adjusted, you leave menu gain at what it is and change these few cars.
So for AC , ACC and rFactor 2 it's:
Menu Gain (50) * per-car-gain (75) = 0.5*0.75 = 0.375 = 37.5% gain sent to the ffb wheel driver.
Menu Gain (75) * per-car-gain (50) = 0.75*0.5 = 0.375 = 37.5% gain sent to the ffb wheel driver.
If the result is more than 100%, it will be clipped off by the clipping meter at 100% no matter what.
My 2 cents:
You can however dial in the average strength vs. peak strength when you play with the game gain and the wheelbase strength.
Wheelbase strength sets a maximum and scales down everything with its multiplier.
The game gain scales down everything too, but the clipping meter always only limits at 100%.
Example:
Ffb while cornering = 75%
Wheelbase strength at 100%
Wheelbase max Torque = 10 Nm
Cornering = 0.75*1.00*10 Nm = 7.5 Nm
Hitting a tree = way above 100%, clipped off by the clipping meter, 100% game output.
100% * 100% * 10 Nm = 10 Nm
VS:
Ffb while cornering = 90%
Wheelbase strength at 83%%
Wheelbase max Torque = 10 Nm
Cornering = 0.90*0.83*10 Nm = 7.5 Nm
Hitting a tree = way above 100%, clipped off by the clipping meter, 100% game output.
100% * 83% * 10 Nm = 8.3 Nm