HoosierDaddy wrote:
The wheel is an important part of sim-racing.
Yup, I think I'm on my third wheel now. First one was a Thrustmaster with the pedals on the wheel where you find the paddle shifters now, very few steering wheels back then had pedals. I think the most realistic games were Grand Prix 1 and Grand Prix 2. That wheel got left in Finland when I moved to Malaysia.
I then got the Logitech Wingman Formula Force:

This lasted a while until it got fried by lighting and I was without a wheel for a while again. Mainly played Grand Prix Legends with it.
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Momo Racing Force which was mostly plastic instead of metal and prone to breaking with frequent use.

I've been using this wheel for a few years now without any problems at all except the pedals which I was able to fix by opening them up and putting a bit of tape where they connect to the base - it's been flawless since then for hours of driving. The pedals are actually almost guaranteed to break after a few months of use.. but the fix is very easy and pretty much permanent it seems at least from my experience.
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Recently, Logitech has released a new high end wheel called the G25.
If my Momo Racing breaks I'll find the money to get this.

HoosierDaddy wrote:
I don't follow sim-racing much anymore but a few years back, there was huge differences between the leagues in how realistic they were and therefore how beneficial they were for learning real world skills.
Games like Live for Speed do need real skills to drive, the F1 car is probably still a bit lacking in realism but any other cars such as V8 formula-cars and saloon cars and GT cars really do teach a lot about driving technique... if you can't drive you're a few seconds off the pace.
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The best leagues extensively customized the software for reality (and also to stop/detect cheating). If its still that way, and I have to assume it is because the "game" makers don't have those things as their top priorities regardless of what marketing says, its worth finding leagues that do customize the software.
For a game maker with the realistic aspect as their top priority you have to look no further than the guys behind Live For Speed, unlike the big-name F1 sims etc. that might come out with one patch to fix things these guys come out with a few patches a year... almost always to improve on realism. This is probably the only game which allows almost 0 customizing and that is what makes it very good for online racing. Then there is rFactor which has some very good mods(customizing), but it's also a bit difficult to keep up with all the new mods that appear. Ea-sports and similar type F1 racing games are considered as "games" by most.
The problem with LFS is that they don't have real-world tracks. rFactor and Grand Prix Legends for example are good with this because of a massive community that customize the game.
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Also, I don't think there are sims yet that act like karts in driving or setup, but rather just slap a kart body on a car sim.
Yeah I think KartSim is the first one that will aim to simulate chassis flex kart-style.
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The first was that hour and a half races teach concentration and risk/reward assessment MUCH better than sprint kart length races do.
The second was that after racing at Formula 1 speeds, when he started karting in 125 shifters he found them relatively undemanding mentally.
Yeah long races online are great because it is actually more difficult to stay concentrated than in real cars. I've done a few long online endurance races, sometimes in teams.
elljay I had a look at International Karting but it felt like just another "game"... they don't have interest in making it really realistic since their target market don't really care or know if it's similar to real karts.