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How to Get Better at Sim Racing (What Actually Moved My Lap Times)

What actually made me faster in sim racing, ranked: field of view, a load-cell brake, one car on one track, telemetry, and racecraft. The wheel came last.

I got faster in roughly this order: fixing my field of view, buying a proper brake pedal, driving one car on one track for a month, comparing my telemetry to someone quicker, and learning to not crash on lap one. The direct drive wheelbase I saved up for came dead last on that list. It made the sim feel better. It took almost nothing off my lap times.

If you found this at midnight after another P14 in a split where you qualified P6, that ordering is the answer. Everything below is why, with the numbers I actually used, because “practice more” is useless advice and “buy a Fanatec” is a sales pitch.

Field of view is free and it is the biggest single gain I ever got

Most people run their FOV far too wide because the default in nearly every sim is set for a screenshot, not for driving. iRacing defaults somewhere around 60 to 70 degrees on a single monitor. ACC and Le Mans Ultimate are in the same ballpark. That looks great. It also makes every corner arrive later than your brain expects and makes the car feel slower than it is, so you brake late and turn in early. Every single time.

Measure the distance from your eyes to the screen, plug that and your screen size into any FOV calculator (the iRacing one built into the graphics options works, so does the one at projectimmersion), and use the number it gives you. Mine on a 32-inch 1440p at about 60 cm came out around 44 degrees vertical in iRacing, which felt claustrophobic for two days and then became the only thing I could drive with. On a 27-inch at desk distance you will land somewhere in the high 30s or low 40s. Yes, it is that narrow. You lose your mirrors on a single screen, which is why the virtual mirror exists and why people eventually buy triples or a headset.

The first week on a correct FOV I found roughly half a second at Okayama in the MX-5 without changing anything else. Not because the setting is magic, but because for the first time the corner was where it looked like it was.

The brake pedal is the only piece of hardware that made me faster

This one I will defend against anyone. Wheels get the marketing. Pedals get the lap time.

A potentiometer brake, which is what ships with the Logitech G923, the Thrustmaster T248, and the base Moza R5 bundle with the SR-P Lite pedals, measures how far you pushed. Real brakes, and every load-cell pedal, measure how hard you pushed. Your leg is very good at repeating a pressure. It is terrible at repeating a distance. That is why with a rubber-spring pedal you lock the fronts into turn one on one lap and under-brake the next, and why your braking zones feel like a guess.

The Fanatec CSL Pedals with the load cell kit run around $200 and are the cheapest thing I would actually recommend. The Moza SR-P load cell set is in the same range and I think the pedal feel is slightly better out of the box, though the included elastomers are on the soft side, so swap in the firmer ones from the bag before you even calibrate. The Thrustmaster T-LCM at around $200 to $230 is fine and has a nice progressive stack, but the mounting holes are annoying if you are on a wheel stand. If you have the budget, Heusinkveld Sprints at around $600 are the point where I stopped thinking about pedals entirely. The Simagic P1000 is the current Reddit darling in the $400 range and deserves it, mostly for the hydraulic damper on the brake.

Whichever one you buy: set the brake so 100% in-game is reached at a force you can hold for a 40-minute race without your calf cramping. Mine ended up around 45 to 50 kg on the Sprints, much lower than the 90-plus that some people brag about. Then spend a whole session doing nothing but braking for one corner over and over. Trail braking, which I will get to, is physically impossible to learn on a spring pedal. You cannot bleed off pressure you cannot feel.

One more thing nobody tells you: a load cell on a desk mount is a bad time. You will be pushing 40 kg into a plate held by a wheel stand’s rear legs. It will slide, or flex, or both. Either bolt it to a cockpit or wedge the stand against a wall. I ran a Next Level Racing Wheel Stand 2.0 against a bookcase for a year and it worked, ugly as it was.

One car. One track. Longer than feels reasonable.

The single most common mistake I see in the beginner channels on the iRacing and LFM Discords is somebody driving six different GT3 cars at eight tracks in a week and then asking why they are slow everywhere.

Pick a slow car with no aero and drive it at one short track until you are bored, then keep going. In iRacing that is the Global Mazda MX-5 at Lime Rock or Okayama Short. In ACC it is the Porsche 992 GT3 Cup or, if you insist on a GT3, the Ferrari 296 at Monza because it is stable and forgives you. Gran Turismo 7 players: the Gr.4 cars, not Gr.3. Le Mans Ultimate: the LMP2 is actually more forgiving than the GTE cars because of the downforce, but the Porsche 911 RSR will teach you more.

Do it for a month. Not a week. You are building a reference. Once you know exactly what a 1:35.2 at Okayama feels like from the seat, every other car and track becomes “how is this different from the thing I know” instead of starting from nothing. A slow car with no downforce is also the only place you will learn what the rear of a car does when you are greedy on the throttle, because a GT3 hides it until it very suddenly doesn’t.

Trail braking is the thing you are not doing

Every new driver brakes in a straight line, releases fully, then turns. Every fast driver is still on the brake as they turn in, gradually coming off it as the steering goes on, so the front tyres stay loaded and the car rotates. The difference at a corner like the Ascari chicane at Monza is easily three tenths, and across a lap in ACC it is multiple seconds.

The drill that finally made it click for me: brake at your normal marker, but instead of releasing, hold about 20% pedal all the way to the apex, then come off. It will feel wrong. The car will rotate more than you want. Then start braking a car length later each lap until the front locks or the rear steps out, and back off one car length. That is your braking point, and it will be far later than where you started. Do this with the in-game pedal overlay visible (iRacing’s black box, ACC’s HUD, or the free Popometer overlay) so you can see whether your foot is actually doing what you think.

Compare your lap to someone faster, with data, not vibes

This is where I stopped guessing. I spent probably a year convinced I was losing time on corner exit. Telemetry showed I was losing it entirely on entry, in the first 30 metres of every braking zone, because I was hitting the pedal at 70% and ramping up instead of hitting it at 100% and bleeding off.

For iRacing, Garage 61 is free and lets you overlay your lap against anyone who uploaded theirs, with throttle, brake, speed, and steering traces. VRS (Virtual Racing School) costs around $10 to $20 a month and gives you a reference lap from a pro with the exact setup, and I think it is worth a month or two even if you cancel after. ACC has MoTeC export built in, which is clunky but complete, and the Popometer and Coach Dave Delta tools sit on top of it. Gran Turismo 7 is the poor relation here; the built-in data logger is thin, and most console players end up comparing ghost replays instead.

Look at three things and ignore the rest: where the brake trace starts relative to theirs, how quickly it reaches peak, and where the throttle trace goes to 100%. In my experience the gap is almost never mid-corner speed. It is those three points.

Turn the force feedback down

New direct drive owners crank the strength because it feels expensive. Then they drive worse, because a wheel that is fighting your hands hides the small cues that tell you the front is about to let go.

On an 8 Nm base like the Fanatec CSL DD or the Moza R9, I run iRacing’s overall strength so peak force is around 4 to 5 Nm, which means the in-game bar clips only in the biggest kerb strikes. In ACC I run gain at 60% on the Moza with the Pit House filter at 5 and damping at 10. On a Logitech G923 you are stuck with belt-and-gear grain anyway, so the important setting is turning off the “auto” strength in iRacing and setting it manually so it does not clip constantly, which it will by default. Set rotation to match the car, not to 900 across the board. GT3s want 800 to 900. Formula cars want 360 to 540. Running an F4 car at 900 degrees will make you slow and confused in every fast corner.

Real cars have light steering and a lot of feel. Chase that, not arm workouts.

Racecraft is where the finishing position actually comes from

You can be the fastest driver in the split and finish fourteenth. I have done it. Repeatedly.

Qualifying pace and race pace are different problems. In a race you spend the first three laps in traffic where nobody trusts anyone, and that is where most of your finishing positions are decided. Concrete rules I follow now: lift for the first corner of lap one and take whatever position I am given, because I will get it back in three laps from the people who did not. Never dive-bomb a gap that was not there before I braked. Leave a car width when someone is alongside, every time, even when I think they should yield. In iRacing your safety rating and iRating both go up faster from clean P8 finishes than from a P3 and two wrecks. In LFM, which runs the ranked ladder for ACC and Le Mans Ultimate, the safety-rating gate is stricter and a couple of bad weeks locks you out of the good splits.

Watch your own replays. Not the highlights, the crashes. Nine of every ten were avoidable from my side, however much I wanted to blame the other guy in the moment.

So where does the wheel go

Last. I moved from a G923 to a CSL DD and then to a Simagic Alpha over about three years, and each one made the sim more pleasant, and in each case my lap times a month later were within a tenth of where they were before, once I adjusted. A direct drive wheel gives you cleaner information. It does not give you the ability to use it.

The place a better base does help is consistency, and specifically catching slides, because the G923’s belt drive has a dead spot in the centre that a DD does not. If you are on a Logitech and your budget is $400 to $500, the Moza R5 bundle or the Fanatec CSL DD in 5 Nm form is a sensible upgrade. Fanatec’s shipping and support reputation is the reason half of r/simracing will steer you to Moza now, and Moza’s reputation as the newer brand with occasional firmware weirdness is the reason the other half push back. Both are fine. The Logitech G Pro at around $1,000 is too much money for 11 Nm when the Moza R9 does most of it for half.

What actually matters more than the base is what it is bolted to. A 5 Nm base on a flexing desk is worse than a G923 on a solid stand, because every input you make goes partly into bending the desk. If your monitor wobbles when you turn the wheel, you are not feeling the car. That is the one hardware buy I would put ahead of any base: a stand or a cockpit, around $150 for a decent stand or $400 to $600 for an aluminium profile rig that you will keep for a decade and swear at during assembly.

What I changedRough lap-time effectCost
Correct FOVHalf a second or moreFree
Load-cell brakeConsistency, several tenths$200 to $600
One car, one track for a monthSecondsFree
Telemetry against a faster lapSeveral tenthsFree to $20 a month
Lower FFB, correct rotationA tenth or two, fewer spinsFree
Direct drive baseAlmost nothing$350 to $1,000

FAQ

Does a direct drive wheel make you faster? Not measurably, in my experience and in every honest thread on the subject. It feels better and it helps you catch a slide you would otherwise lose. A load-cell brake and a correct field of view will do more for your times, for less money.

How long does it take to get good at sim racing? Deliberate practice for six months, at maybe five hours a week, will get most people into the top third of their split. Aimless hotlapping for two years will not. The difference is whether you are working on one specific thing each session or just driving.

Is a load-cell brake really worth it for a beginner? Yes, and I would put it ahead of any wheel upgrade. Consistent braking is the foundation for everything else, and a spring pedal makes consistent braking a matter of luck. The Fanatec CSL load-cell kit or the Moza SR-P at around $200 is enough.

Before you order anything

If you are on a G923 or T248 with the stock pedals, buy the brake first, spend nothing on the wheel, and check that whatever you mount it to does not move when you stand on it. Run the FOV calculator tonight. Pick one car and one track and do not touch a different one until you can drive within a couple of tenths of your best lap ten times in a row. Pull a Garage 61 or VRS lap against yours once a week and look only at where the brake starts.

If after two months of that you still want the direct drive, buy it. You will finally be good enough to notice what it does.

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