[ WELTWEITER VERSAND ] Schnelle Lieferung aus Spanien

[ 2 JAHRE GARANTIE ] 3 Jahre in Spanien · Offizieller SRP®-Support

[ ★ 4,9/5 TRUSTSCORE ] Finanzierungsmöglichkeiten je nach Land

WORLDWIDE SHIPPING — 2-5 DAYS EU DELIVERY 2-YEAR WARRANTY ON ALL HARDWARE ★★★★★ 4.9/5 TRUSTSCORE — VERIFIED REVIEWS DESIGNED AND BUILT IN SPAIN
/// SRP® Telemetry & Engineering Glossary · v5

Force Feedback (FFB)

Die wichtigste Schnittstelle zwischen Ihnen und dem virtuellen Auto. Was es ist, wie es funktioniert, warum es die Rundenzeit verbessert – und wie man es wie ein Profi kalibriert.
FFB stands for Force Feedback — the technology that makes your steering wheel (and, in advanced setups, your pedals) physically react to the simulation: road texture, kerb strikes, weight transfer, and grip loss. If the wheel only steered, you would be driving blind; FFB is how the car "talks" to your hands.
/// Signal Path

Wie Force Feedback eigentlich funktioniert

Every simulator runs a physics engine that calculates, hundreds of times per second, the forces acting on the virtual steering rack: tire grip, slip angle, suspension load, kerb impacts. That value travels down a chain before it reaches your hands:
01 · PHYSICS

Sim Engine

Calculates tire & steering-rack forces in real time.
02 · SIGNAL

FFB Output

Signal sent to the wheel base: gain × effects.
03 · MOTOR

Wheel Base

Converts the signal into torque on the shaft.
04 · DRIVER

Your Hands

Read grip, weight transfer & slides instantly.

Jede Schwachstelle in dieser Kette – ein gefiltertes Signal, ein schwacher Motor oder eine schlecht eingestellte Verstärkung – zerstört Informationen, bevor sie Sie erreichen. Und im Rennsport sind diese Informationen die Rundenzeiten.

2 Nm → 32 NmThe torque spread across the current market: a Logitech G923 produces roughly 2 Nm; a Simucube 2 Ultimate peaks at 32 Nm — sixteen times the force. Everything between is a trade between price, detail and fatigue. (Manufacturer specifications)
333–360 HzWhere the signal is born: Assetto Corsa Competizione outputs its FFB at 333 Hz, iRacing at 360 Hz. Modern Direct Drive control loops run at 1000 Hz. A belt drive physically cannot track detail that arrives faster than its drivetrain can move. (Kunos/iRacing documentation, Simucube True Drive)
60–70%Where serious endurance drivers actually run their base strength — far below the peak the marketing page advertises. A wheel you wrestle for three hours hides the micro-signals that warn you the rear is about to go. Fatigue is the silent lap-time killer.
0% clippingThe only correct target on the FFB meter. When the trace flattens against the motor ceiling, peaks are being cut — and every clipped peak is grip information deleted before your hands receive it. Try the Signal Lab below to see it happen. (iRacing FFB black box; ACC HUD widget)
Analyse des Force Feedback (FFB) mit dem Profifahrer Albert Costa
/// Technical Analysis: Force Feedback Dynamics — with pro driver Albert Costa
/// Hardware Tiers

Zahnrad vs. Riemen vs. „ Direct Drive “: Wo das Detail verloren geht

Nicht alle Radstände übertragen das Signal gleichermaßen. Der Mechanismus zwischen dem Motor und Ihren Händen entscheidet darüber, wie viel von den ursprünglichen Details erhalten bleibt:
Drive Type Mechanismus Detail & Latency Typical Torque Who It's For
Zahnradgetrieben Motor + Kunststoffzahnräder Abgestuft, gefiltert, langsam ~2 Nm Erste Schritte in sim racing
Riemengetrieben Motor + Gummiriemen Glatte, aber weiche Kanten 3–6 Nm Fortgeschrittene Rennfahrer
Direct Drive (DD) Motorwelle = Radwelle Keine Verzögerung, volle Detailgenauigkeit 5–32 Nm Professioneller Einsatz

Professionelle Rennfahrer trainieren auf Simulatoren, gerade weil moderne „ Direct Drive “-Systeme die Lenkkräfte eines echten Rennwagens mit erstaunlicher Genauigkeit nachbilden. Wir gehen in unserem Leitfaden „Direct Drive “ (DD) ausführlich auf diese Technologie ein.

/// SRP Signal Lab

Lab 01 — See What Clipping Does

This is a live FFB signal (road texture + grip load). Raise the game gain and watch what happens when the signal exceeds what your motor can physically output.
LAB 01

Der „ FFB “-Clipping-Visualisierer

20%100%220%
2 Nm12 Nm25 Nm
What this generates The orange dashed lines are your motor ceiling. When the red trace flattens against them, the peaks are cut — that's clipping, and every clipped peak is information your hands will never feel.
SIGNAL CLEAN — all the detail is reaching your hands.
Output signal (what you feel)Original signal (what the sim sent)Motor ceiling

Diese Erkenntnis überrascht die meisten Fahrer: Mehr Lautstärke bedeutet nicht automatisch ein besseres Fahrgefühl. Ein ausgewogenes Signal mittlerer Lautstärke ohne Übersteuerung ist einem Signal mit maximaler Lautstärke jedes Mal überlegen. Details, die man wahrnehmen kann, sind besser als eine Lautstärke, gegen die man ankämpfen muss.

/// SRP Setup Finder

Lab 02 — Your FFB Starting Point

In der Community bewährte Ausgangspunkte, die wir auf unseren eigenen Setups verwenden. Wähle deinen Simulator und deine Lenkrad-Basisklasse aus – und passe die Einstellungen dann ganz nach deinem Geschmack an.
LAB 02

Empfohlene „ FFB “-Einstellungen von Sim & Wheel

/// Paddock Intelligence

How The Fastest Drivers Set Their FFB

FFB is not a strength contest — it is applied signal calibration. This is the method used at the top of iRacing and by real-world drivers who train on simulators.
Rule 01 · Zero Clipping

Calibrate with the meter, not by feel

Every serious sim has an FFB meter — the iRacing black box, the ACC HUD widget. Pros watch it on a representative corner (fast, loaded, kerbs) and lower gain until peaks stay out of the red. Guessing by feel always ends 20% too hot.
Rule 02 · Strength ≠ Detail

Enough torque to read, not to fight

Top endurance drivers run far below what their base can do — typically 60–70% of peak. A wheel you wrestle for 3 hours hides the micro-signals that warn you the rear is about to go. Fatigue is the silent lap-time killer.
Rule 03 · Linearity First

Base at 100%, scale in the game

Set the wheel-base software to its native, unfiltered output and do your scaling inside the simulator. Double-filtering (base damping + game damping + game filter) stacks latency and smears the exact detail you paid for.
Rule 04 · One Change At A Time

Tune like an engineer

Change a single value, run five consistent laps, judge one question: can I read the car earlier? If a setting makes the wheel heavier but the information later, it was a downgrade — no matter what the number says.
/// The Pedal Equation

FFB Talks To Your Hands. Who Talks To Your Feet?

/// Engineering note — the feedback loop has two ends

FFB is only half of the sensory loop in a race car. The wheel talks to your hands; the brake pedal must talk to your feet with the same fidelity — because the braking zone is where races are decided and where information arrives fastest. A pedal whose resistance drifts with heat or ages like a polymer sends your feet the same corrupted signal that clipping sends your hands: technically still connected, silently lying.

This is the engineering reason SRP® pedals are pneumatic: the opposing force your legs train against obeys a gas law instead of a wear schedule. Professional drivers preparing real races — Miguel Molina (2024 Le Mans overall winner), Daniel Juncadella (Daytona 24h & Spa 24h winner), Albert Costa (Le Mans class winner) — train on this hardware daily, and the haptic kit closes the loop entirely: ABS and traction-loss feedback delivered at the pedal, the moment the tires cross the limit. Full concept in Force Feedback in pedals: active vs passive.

Flagship · 3-Pedal Pneumatic

SRP® GT-R

Industrial-grade braking consistency for GT and endurance racing. The same force on lap 1 and lap 40 — your foot learns one brake point and keeps it forever. View GT-R
2-Pedal Pneumatic Edition

SRP® GT-S

Aerospace-grade AL6061-T6 aluminum, 16-bit resolution, zero thermal fade. True pneumatic linearity for drivers who brake with pressure, not travel. View GT-S
The Closest Thing To Pedal FFB

SRP® Haptic Kit

Adds ABS and traction-control feedback directly to your pedals — feel the exact moment the tires pass the limit through your feet. Compatible with GT-R, GT-S and Formula-R. View Haptic Kit
/// Data, Not Immersion

Why FFB Wins (And Saves) Lap Time

FFB is not immersion — it is data. Through the wheel you feel the exact moment the front tires start to slide (understeer), when the rear steps out under throttle (oversteer), and how much grip is left in the contact patch before you ever see it on screen. Drivers who learn to read that language brake later, catch slides earlier, and stay consistent over a full stint.

In endurance racing — the discipline where professional teams validate our hardware — consistency over hours is worth more than a single heroic lap. As we explore in our racing telemetry guides, consistency relies on a flawless understanding of vehicle dynamics and hardware that translates your intent without degradation.

And once your hands are calibrated, close the loop: a mathematically correct FOV setting aligns what you see with what you feel — vision, hands and feet reading the same car at the same time.

/// Paddock FAQ

Force Feedback Questions

Wofür steht „ FFB “?
FFB steht für „Force Feedback“ – die Kräfte, die ein Simulator an Ihre Steuerelemente überträgt, um das Verhalten des virtuellen Autos nachzubilden: Grip, Gewichtsverlagerung, Bordsteinkanten und Stöße.
Was versteht man unter Force Feedback bei einem Lenkrad?
Ein Motor im Radkasten übt ein Drehmoment auf die Welle aus und simuliert so die Straßenbeschaffenheit, Bordsteinkantenaufpralle, Untersteuern und Kollisionen. Zahnrad- und riemengetriebene Räder filtern einen Teil dieser Details heraus; „ Direct Drive “-Basen geben sie hingegen ohne jegliche Verzögerung weiter.
Verfügen Pedale über eine Kraftrückmeldung?
Passive pedals don't — but brake feel is just as decisive. Load-cell and pneumatic pedals deliver pressure-based braking with zero fade, and add-ons like the SRP Haptic Kit bring ABS and traction-control feedback straight to your feet.
Ist „ FFB “ für die Rundenzeit wichtig?
Ja. FFB zeigt Ihnen an, dass die Reifen an ihre Grenzen stoßen, noch bevor Sie es selbst bemerken. Fahrer, die lernen, den Schlupfwinkel und die Gewichtsverlagerung anhand der Radbremsung zu erkennen, können Rutschmanöver später einleiten und früher abbremsen.
Was ist der Unterschied zwischen einem riemengetriebenen und einem „ Direct Drive “FFB?
Riemenantriebe glätten (und verlieren) feine Details durch den Riemen und die Riemenscheiben; bei „ Direct Drive “ wird der Motor direkt auf der Welle montiert, was eine verzögerungsfreie Rückmeldung mit voller Detailgenauigkeit ermöglicht. Eine ausführliche Erklärung finden Sie in unserem Leitfaden „Direct Drive “ (DD).
Bedeutet eine höhere „ FFB “-Stärke auch ein besseres Feedback?
No — clipping kills detail. When the signal exceeds what the motor can output, the peaks are cut off and the information is lost. A properly calibrated mid-strength signal beats a maxed-out one. Try the Signal Lab above to see it live.

Sources & further reading

  1. Simucube — Simucube 2 product specifications (Sport 17 Nm / Pro 25 Nm / Ultimate 32 Nm; True Drive 1000 Hz control loop)
  2. Fanatec — CSL DD / GT DD Pro specifications (5 Nm, 8 Nm with Boost Kit)
  3. Logitech — G923 product specifications (~2 Nm class torque)
  4. Kunos Simulazioni / iRacing — official FFB documentation (ACC 333 Hz output; iRacing 360 Hz and the black-box F meter)
  5. iRacing — FFB setup guides (Wheel Force, auto per-car calibration, clipping avoidance)
  6. r/simracing & community FFB guides — clipping and gain calibration discussions

Weiterlernen: Direct Drive (DD) · Aktives vs. passives Pedal-Feedback · Rev-Matching & Telemetrie · Sichtfeldrechner · SRP®-Hilfezentrum