HOME

TheInfoList



OR:

A simulator racing steering wheel is a control device for use in
racing video game Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic rac ...
s, racing simulators, and
driving simulator Driving simulators are used for entertainment as well as in training of driver's education courses taught in educational institutions and private businesses. They are also used for research purposes in the area of human factors and medical r ...
s. They are usually packaged with a large
paddle A paddle is a handheld tool with an elongated handle and a flat, widened distal end (i.e. the ''blade''), used as a lever to apply force onto the bladed end. It most commonly describes a completely handheld tool used to propel a human-powered w ...
styled as a
steering wheel A steering wheel (also called a driving wheel (UK), a hand wheel, or simply wheel) is a type of steering control in vehicles. Steering wheels are used in most modern land vehicles, including all mass-production automobiles, buses, light an ...
, along with a set of pedals for accelerator, brake, and
clutch A clutch is a mechanical device that engages and disengages power transmission, especially from a drive shaft to a driven shaft. In the simplest application, clutches connect and disconnect two rotating shafts (drive shafts or line shafts). ...
, as well as transmission controls. An analog wheel and pedal set such as this allows the user to accurately manipulate steering angle and pedal control that is required to properly manage a simulated car, as opposed to digital control such as a keyboard. The relatively large range of motion further allows the user to more accurately apply the controls. Racing wheels have been developed for use with
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade vi ...
s,
game console A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a ...
s, personal computers, and also for professional driving simulators for race drivers. One of the earliest racing wheels for the PC
mass market The term "mass market" refers to a market for goods produced on a large scale for a significant number of end consumers. The mass market differs from the niche market in that the former focuses on consumers with a wide variety of backgrounds wi ...
was the Thrustmaster Formula T1, released in 1994. It had no force feedback, only some form of spring-based centering resistance proportional to the steering angle. Two of the earliest FFB wheels for the consumer PC market were the Microsoft Sidewinder Force Feedback Wheel, released in 1997, and the Logitech Wingman Formula Force.


Force feedback

Racing wheels started off as simple plastic wheels hooked up to a rotary potentiometer, which were sprung by springs or bungees. These spring-based wheels had a reactive torque that increased proportionally only to the steering angle, without regard for the simulated vehicle dynamics. Dell’Amico, M., Marzani, S., Minin, L., Montanari, R., Tesauri, F., Mariani, & Tango, F. (2007)
Design of an adaptive feedback based steering wheel
', p.181, in Marvin J. Dainoff (Ed., 2007)
International Conference on Ergonomics and Health Aspects of Work with Computers
' (pp. 180–188). Springer, Berlin, Heidelberg.
Eventually manufacturers began to use electric motors in the controllers, in place of springs, in order to achieve a level of force feedback (sometimes abbreviated ), first seen in Microsoft's Sidewinder wheel. At first this technology simply provided the centering force and other artificial effects such as shaking the wheel in a crash or other vibrations. However, as driving simulations have evolved, their physics engines have become more accurate, allowing also for linking the force feedback close to the simulated
vehicle dynamics For motorized vehicles, such as automobiles, aircraft, and watercraft, vehicle dynamics is the study of vehicle motion, e.g., how a vehicle's forward movement changes in response to driver inputs, propulsion system outputs, ambient conditions, air ...
of the in-game physics. This allows the user to truly feel what forces go through the steering rack, instead of just artificial effects, and genuinely enhance the realism of the game. A fundamental factor for an adequate subjective steering-feel and perception of drivability from a force feedback wheel, is the transfer function from steering torque to steering angle. In 2015, a preliminary comparison of gear-driven and
direct-drive wheel A direct-drive simulator steering wheel (sometimes abbreviated "DD") is a simulator steering wheel with a direct-drive mechanism between the drive and output, i.e. without gearing (as opposed to simulator steering wheels with reduction gearing via ...
s in the 0–30 Hz frequency range, for a study on hard real-time
multibody simulation Multibody simulation (MBS) is a method of numerical simulation in which multibody systems are composed of various rigid or elastic bodies. Connections between the bodies can be modeled with kinematic constraints (such as joints) or force elements ...
and high-fidelity steering wheel force feedback, concluded that direct-drive wheels are preferable.Pastorino, R., Desloovere, M., Vanneste, F., Degezelle, P., Desmet, W., & Optidrive, N. V. (2015)
Development, implementation and validation of a hard real-time multibody simulation for high-fidelity steering wheel force feedback
', in Proceedings of the ECCOMAS Thematic Conference on Multibody Dynamics, Barcelona, Spain (Vol. 10).


Buttons

Sim racing wheels, like real-world racing steering wheels, can have many buttons. Some examples are
cruise control Cruise control (also known as speed control, cruise command, autocruise, or tempomat) is a system that automatically controls the speed of a motor vehicle. The system is a servomechanism that takes over the throttle of the car to maintain a ...
or pit-lane limiter for the pit lane, button for flashing lights, windscreen wipers, radio communication with the team, adjustments to the
racing setup In motorsport, the racing setup, car setup or vehicle setup is the set of adjustments made to the vehicle in order to optimize its behaviour (performance, handling, reliability, etc.) for specific conditions. Vehicle setups are variable for a varie ...
(such as
brake balance The brake balance or brake bias of a vehicle is the distribution of brake force at the front and rear tires, and may be given as the percentage distributed to the front brakes (e.g. 52%) or as the ratio of front and rear percentages (e.g. 52/48). Th ...
,
brake migration The brake balance or brake bias of a vehicle is the distribution of brake force at the front and rear tires, and may be given as the percentage distributed to the front brakes (e.g. 52%) or as the ratio of front and rear percentages (e.g. 52/48). Th ...
, differential braking (entry, mid+, exit, hi-speed; to make use of torque effectively at different points in a cornerWhat all the controls do on a modern day F1 steering wheel
/ref>), traction control (amplitude and sensitivity),
anti-roll bar An anti-roll bar (roll bar, anti-sway bar, sway bar, stabilizer bar) is a part of many automobile suspensions that helps reduce the body roll of a vehicle during fast cornering or over road irregularities. It connects opposite (left/right) whee ...
adjustment (front and rear), engine program (strat mode/ engine mode to get extra power or conserve fuel and engine life), engine braking (the engine's throttle or absence of throttle when there is no input from the gas pedal, i.e. whether the engine contributes to the car slowing down or is keeping its speed), etc.), seeing sideways or in the mirror, or to browse various menus (for example using a 7-way «funky switch»).


Comparison of racing wheels

Subsections by motor type: no FFB, gear- or belt-driven, and direct-drive wheels.


No FFB


Gear- and/or belt-driven


Earlier products


Gear-driven


Hybrid gear and belt-driven


Belt-driven


Direct-drive bases or wheel + base combos


Other types / uncategorized


Pedals

Other features by which pedals can be compared are whether they can be inverted (hanging pedals), build material (plastic, aluminum), adjustability (position, pressure, travel), measured pressure, travel length, sensor resolution.The 5 Best Sim Racing Load Cell Pedals
flowracers.com, 2020


Potentiometer-based brake


Loadcell brake


Shifters


Notes


References


See also

*
HOTAS HOTAS, an acronym of hands on throttle-and-stick, is the concept of placing buttons and switches on the throttle lever and flight control stick in an aircraft's cockpit. By adopting such an arrangement, pilots are capable of performing all vit ...
(''hands on throttle-and-stick'') * Linkage (mechanical) * List of Logitech Racing Wheels compatible games * Sim racing *
Sawtooth wave The sawtooth wave (or saw wave) is a kind of non-sinusoidal waveform. It is so named based on its resemblance to the teeth of a plain-toothed saw with a zero rake angle. A single sawtooth, or an intermittently triggered sawtooth, is called ...
{{Sim racing Game controllers Racing simulators Driving simulators