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  2. Direct-drive sim racing wheel - Wikipedia

    en.wikipedia.org/wiki/Direct-drive_sim_racing_wheel

    In a direct drive simracing steering wheel system, the wheelbase and the wheel rim are typically separate, so that is possible to switch between rims according to the use case, for instance formula wheelrims, GT wheelrims, oval racing or truck wheel rims. The base and the rim are typically connected through a quick release system.

  3. iRacing - Wikipedia

    en.wikipedia.org/wiki/IRacing

    iRacing is a subscription-based online sim racing video game developed and published by iRacing.com Motorsport Simulations in 2008. All in-game sessions are hosted on the publisher's servers. All in-game sessions are hosted on the publisher's servers.

  4. Sim racing - Wikipedia

    en.wikipedia.org/wiki/Sim_racing

    Prior to the division between arcade-style racing and sim racing, the earliest attempts at providing driving simulation experiences were arcade racing video games, dating back to Pole Position, [25] a 1982 arcade game developed by Namco, which the game's publisher Atari publicized for its "unbelievable driving realism" in providing a Formula 1 experience behind a racing wheel at the time.

  5. Game controller - Wikipedia

    en.wikipedia.org/wiki/Game_controller

    A Logitech Driving Force GT combo of a sim steering wheel and pedals (2011) Pedals may be used for driving simulations or flight simulations and often ships with a steering-wheel-type input device. [6] In the former case, an asymmetric set of pedals can simulate accelerator, brake, and clutch pedals in a real automobile.

  6. Ackermann steering geometry - Wikipedia

    en.wikipedia.org/wiki/Ackermann_steering_geometry

    The steering pivot points [clarification needed] are joined by a rigid bar called the tie rod, which can also be part of the steering mechanism, in the form of a rack and pinion for instance. With perfect Ackermann, at any angle of steering, the centre point of all of the circles traced by all wheels will lie at a common point.

  7. Pointing stick - Wikipedia

    en.wikipedia.org/wiki/Pointing_stick

    A pointing stick can be used by pushing with the fingers in the general direction the user wants the pointer to move. The velocity of the pointer depends on the applied force so increasing pressure causes faster movement. The relation between pressure and pointer speed can be adjusted, just as mouse speed is adjusted.

  8. rFactor 2 - Wikipedia

    en.wikipedia.org/wiki/RFactor_2

    [2] [7] rFactor 2 includes a new constraint system that allows for advanced physics simulation such as chassis flex, which removes the typical infinite rigidity of a virtual vehicle and incorporates unique chassis characteristics into the handling and performance of the car, [85] as well as highly accurate suspension geometry and wheel rates.

  9. Understeer and oversteer - Wikipedia

    en.wikipedia.org/wiki/Understeer_and_oversteer

    Understeer and oversteer are vehicle dynamics terms used to describe the sensitivity of the vehicle to changes in steering angle associated with changes in lateral acceleration. This sensitivity is defined for a level road for a given steady state operating condition by the Society of Automotive Engineers (SAE) in document J670 [ 1 ] and by the ...