Have Your Say - What Do You Think Is The Next Big Hardware Development?

Have Your Say What Do You Think Is The Next Big Hardware Development.jpg
Just like real motorsports, sim racing is steadily evolving, and especially the hardware side of things has made enormous progress in recent years. With all the advancements having been made, this begs the very interesting question: What is next? Let us know your opinion in the comments below.

The aim of sim racing is to simulate real racing as well as possible. Of course, this also applies to the hardware, which has gotten more and more apparent with the improvements that have been made and due to cooperations like the one between Fanatec and Bentley or BMW - the result is wheels that can be used in a real race car as well as in a sim rig.

When it comes to force feedback, direct drive wheel bases are now capable of accurately reproducing the forces that a driver would feel on track in a real car, complete with risk of injury and, of course, much more detail. Sim racing hardware manufacturers are just now starting to make these systems more affordable to virtual racers, whereas a few years ago, using a DD wheel base outside a professional simulator was almost unthinkable.

With FFB being so close to the real forces now, this begs the question: What piece of hardware is going to see big improvements going forward? A strong candidate would be pedals - brakes have transitioned from using pedal position to load cells, and offerings from manufacturers like Heusinkveld make it possible to have incredibly stiff brake pedals - again, like in a real race car.

However, there is not much else happening with the stopping pedal in the majority of sets to date. At ADAC SimRacing Expo, though, SimTag and D-BOX presented hydraulic pedals that included haptic feedback, which means it is possible to feel ABS kicking in - a feature that proved immensely helpful to brake at the limit in a GT3 car, for example. It is also possible to simulate longer brake travel should the discs overheat and other pedal behavior, increasing the immersion factor and helping the braking process at the same time. The only downside, at least for now, is the price - the SimTag pedals were listed at about €5.500 at the Expo.

Of course, there is a lot more sim racing equipment that might see more development in the near future - what do you think is going to take a big step forward next? And what piece of equipment would you personally like to see improved? Let us know in the comments!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Frex already has something like that. They have a controller that lets their clutch pedal speak to the H-Shifter and blocks it if the clutch is not pressed over the threshold. Of course its somewhat rudimentary and probably only works with thtier hardware, but it could be a starting point to implement the in-game car into this, with different thresholds for clutch biting points per car, faster/slower gearboxes and so on.

ya doing it in hardware is dumb.
There's no reason to connect clutch and H-shifter in hardware, just let the software control the "locking" of the H-shifter and it's job done.

oh snap.. why are we necro-ing this? :D
 
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ya doing it in hardware is dumb.
There's no reason to connect clutch and H-shifter in hardware, just let the software control the "locking" of the H-shifter and it's job done.

oh snap.. why are we necro-ing this? :D

So you would recommend it to be done by the driver of the shifter!
Which would require it to run in the background using data from the simulation.

It's essential not to be able to push in a gear mechanically, when the revs of the engine don't match and the clutch is not pressed. Without the clutch, you are always able to put the gears out to neutral position, and you can always put them in another as long as the revs of the engine match.

But it should be mechanically impossible to engage the gear into 1 or reverse, without forcing it, dependeng on the revs of the engine, even if you step on the clutch. Frex Simsynchro hardware system seems to allow that, if it doesn't check the game's data through their driver...

I agree that software should speak to the shifter after listening to the clutch AND the engine data of the game. There is no way of calling a shifter of 1000€ and above realistic, if their driver is not able do that.

Maybe we should ask Asetek, who likes to set new standards, if they may be able to configure their oncoming shifter this way.
 

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Yannik Haustein
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