Niels_at_home
Reiza Studios
Hello!
I'm not talking about shift macros used in iRacing, although that is rather funny. The physical aspect of driving a racing car is underestimated. Although in the current era of motorsport, there is what George Carlin (RIP) would call a 'pussyfication' going on with more cars using power steering and closed cockpit cars having air conditioning etc, there are still many cars that are quite physical to drive.
Brakes
Your typical sim brake pedal might require about 2kg (4lbs) to press down fully. Perhaps you have a loadcell based brake pedal, but CST's leverage means its still probably about 15kg max (33lbs) and if you have Andy Pastores nice loadcell g25 addon, I believe thats 25lbs or just above 10kg.
To get 4G braking in a GP2 car, or 5G in a F1 car you need a peak force on the brake pedal of over 120kg, possibly more than 150kg! (more than 260lbs, perhaps 330+!). Even in a F3 car to get 3G's its 100kg pedal force (220lbs). That is very very tough and makes us simracers pretty much a bunch of wimps.
But do the brake G's help as a sort of 'automatic force generator' on the pedal? Barely I'm afraid. It will feel different applying 120kg in a static simulator compared to being thrown forward in the belts of a race car, but most of the force must come by stiffening your leg/body muscles. Imagine a 'ragdoll' driver in a car, perhaps only part of the weight of your lower leg might put some force on the pedal. Its old school muscles that press the pedal, with the G forces making it feel different but not much less tough. This is confirmed by some of the racing teams simulators I've seen, I put the brake strength to 200% in order to even manage good braking. And I'm used to 50kg (110lbs) of braking, so these simulators have 100kg / 220lbs or more brake pedals!
You can't do weird simracing techniques and odd throttle/brake at the same time when the physical effort of pressing the pedal is so hard. It is very unrealistic I'm afraid how most of us not only cheat on the physical aspect of braking, but also how it makes us get away with techniques you don't see in real racing.
Steering
How about steering then? Well, powersteering is available in some classes nowadays and I have no knowledge on how much this system typically helps. Perhaps a GP2 car is near the top of what modern unasisted racing cars ask from the drivers steering effort. In the fast multi apex corner at Turkey for example, values of about 25Nm occur. That is 12 times more than a G25. You won't believe it until you feel it. Analysis of an Indycar of some time ago showed that just to go straight (because of the assymetric setup) you need to apply some 20Nm (10x G25) going *STRAIGHT*
Realistic steering loads mean you can't do what simracers can do. Certain fast steering motions, or even the ability to keep the wheel nice and straight over bumps, in real life with these cars, the wheel will decide to a greater extend what is happening. Perhaps some simracers are faster using 240 degrees of rotation and low force feedback. In a real single seater they wouldn't know what hit em! (probably the wall.. )
So?
There will always be a big difference between real and virtual racing, but its good to know just how the physical aspect (and we haven't even talked about the G forces on the body and neck!) influences the experience. Perhaps at some stage iRacing or rFactor 2 or a good rFactor mod are pretty realistic, but nothing is realistic when you look at how most of us control these cars.
Why am I saying this? Well I'm bored, but also to voice some concerns how some simracers feel they're really doing something realistic where in fact this might not be quite true.
I'm not talking about shift macros used in iRacing, although that is rather funny. The physical aspect of driving a racing car is underestimated. Although in the current era of motorsport, there is what George Carlin (RIP) would call a 'pussyfication' going on with more cars using power steering and closed cockpit cars having air conditioning etc, there are still many cars that are quite physical to drive.
Brakes
Your typical sim brake pedal might require about 2kg (4lbs) to press down fully. Perhaps you have a loadcell based brake pedal, but CST's leverage means its still probably about 15kg max (33lbs) and if you have Andy Pastores nice loadcell g25 addon, I believe thats 25lbs or just above 10kg.
To get 4G braking in a GP2 car, or 5G in a F1 car you need a peak force on the brake pedal of over 120kg, possibly more than 150kg! (more than 260lbs, perhaps 330+!). Even in a F3 car to get 3G's its 100kg pedal force (220lbs). That is very very tough and makes us simracers pretty much a bunch of wimps.
But do the brake G's help as a sort of 'automatic force generator' on the pedal? Barely I'm afraid. It will feel different applying 120kg in a static simulator compared to being thrown forward in the belts of a race car, but most of the force must come by stiffening your leg/body muscles. Imagine a 'ragdoll' driver in a car, perhaps only part of the weight of your lower leg might put some force on the pedal. Its old school muscles that press the pedal, with the G forces making it feel different but not much less tough. This is confirmed by some of the racing teams simulators I've seen, I put the brake strength to 200% in order to even manage good braking. And I'm used to 50kg (110lbs) of braking, so these simulators have 100kg / 220lbs or more brake pedals!
You can't do weird simracing techniques and odd throttle/brake at the same time when the physical effort of pressing the pedal is so hard. It is very unrealistic I'm afraid how most of us not only cheat on the physical aspect of braking, but also how it makes us get away with techniques you don't see in real racing.
Steering
How about steering then? Well, powersteering is available in some classes nowadays and I have no knowledge on how much this system typically helps. Perhaps a GP2 car is near the top of what modern unasisted racing cars ask from the drivers steering effort. In the fast multi apex corner at Turkey for example, values of about 25Nm occur. That is 12 times more than a G25. You won't believe it until you feel it. Analysis of an Indycar of some time ago showed that just to go straight (because of the assymetric setup) you need to apply some 20Nm (10x G25) going *STRAIGHT*
Realistic steering loads mean you can't do what simracers can do. Certain fast steering motions, or even the ability to keep the wheel nice and straight over bumps, in real life with these cars, the wheel will decide to a greater extend what is happening. Perhaps some simracers are faster using 240 degrees of rotation and low force feedback. In a real single seater they wouldn't know what hit em! (probably the wall.. )
So?
There will always be a big difference between real and virtual racing, but its good to know just how the physical aspect (and we haven't even talked about the G forces on the body and neck!) influences the experience. Perhaps at some stage iRacing or rFactor 2 or a good rFactor mod are pretty realistic, but nothing is realistic when you look at how most of us control these cars.
Why am I saying this? Well I'm bored, but also to voice some concerns how some simracers feel they're really doing something realistic where in fact this might not be quite true.