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Sim technique

Sim technique and transfer to real cars.

Sim coaches teach drivers to read the limit through sound, the wheel and the engine. Whether that skill carries over to a real car rests mostly on drivers' own accounts. See sim racing for the discipline itself.

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Get trained

This page explains the principles. It is not a substitute for instruction from a racing school or a sanctioning body's driver education program, and it does not replace the rules and tech requirements of the event you enter.

Finding the limit without feeling it

Virtual Racing School (VRS), in articles by David Williams, lists the cues sim drivers use to find the braking threshold:

  • Tire sound, which VRS suggests turning up in the audio settings
  • Visible lock-ups in open-wheel cars
  • Force feedback through the wheel
  • Changes in engine RPM

VRS goes further on sound: it says the audio cue of tire scrub is more usable for sensing the limit in a sim than the feel through the wheel.

Braking in a sim

For downforce cars, VRS explains that grip falls as speed falls. Its advice is to start the brake application with high pressure and release it as the downforce drops away. Braking too gently at first, it says, wastes the grip that is available at high speed and can lead to lock-ups late in the zone. VRS describes trail braking as holding light pressure into the corner, often until the throttle comes back on, to keep load on the front tires. The real-car principles are covered on braking.

ABS: sim and real-car advice differ

SourceSettingPosition on ABS
Virtual Racing SchoolSimulatorDo not rely on it. Its pulsing reduces braking performance and adds tire heat, although the ABS vibration coming through force feedback can help a driver find the threshold.
Driver61Real carAim to stay just inside the limit so the system does not engage.
Ross BentleyReal carDepends on the car. With a highly refined system he says the driver can press hard and let ABS work; with less refined systems, staying just below activation may stop the car shorter.

Because the sources disagree, and because each car's system differs, the approach in any real car is something to settle with an instructor.

Car balance

VRS defines understeer as front grip lower than rear grip and oversteer as the reverse, and says a neutral car is usually the fastest. It warns that adding steering lock is the common mistake that usually makes understeer worse, and that drivers often unwind the countersteer too late when correcting oversteer. It presents drifting as a way to build car control, not as a fast way around a track. More on understeer and oversteer.

Does sim practice transfer?

Brian Beckman wrote in 1991 that the friction circle is accurate enough to use in driving simulations, and guessed that the arcade game Hard Drivin' probably used it. HP Academy's Race Driving Fundamentals course includes a simulator module alongside track walks, onboard video and data analysis.

The evidence on transfer itself is limited. Wikipedia's racing simulator article notes that claims about skill transfer rest mainly on drivers' own statements rather than controlled studies. Max Verstappen, for example, says sim racing keeps him "ready to go." None of the sources in our research directly compared sim and real-car technique or measured transfer.

What the record does show, according to Wikipedia, is that sim racing has become one route into professional motorsport:

  • Drivers including Gabriel Bortoleto, Laurin Heinrich, Parker Kligerman and Rikuto Kobayashi cite sim racing as part of their development.
  • Nissan and Sony's GT Academy ran from 2008 to 2016 and produced 24 graduates, among them Jann Mardenborough and Lucas Ordóñez. Graduates Wolfgang Reip and Florian Strauss shared the overall win at the 2015 Bathurst 12 Hour for Nissan.

The governing body has also written rules for the sport. The FIA says its World Motor Sport Council approved an esports regulatory framework, Appendix E to the FIA International Sporting Code, at its December 2024 meeting, with the possibility of it becoming an independent code later. The FIA publishes that framework as the FIA Esports International Sporting Code, which states that it applies from 1 January 2025.

Treat sim practice as a supplement to the real-car instruction in the callout above, not a replacement for it. Competitive sim racing is covered on esports, and equipment on sim rigs.

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