Asetek SimSports Forte® S-Series Brake and Throttle
Asetek SimSports Forte® S-Series Brake and Throttle is backordered and will ship as soon as it is back in stock.
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If you are not completely satisfied with your purchase, please contact our customer service team at sales@simdemon.com or call 0121 285 9591.
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The Forte® S-Series Brake and Throttle are the Forte® Sim Racing Pedals, as you know them – just separated (250-350mm).
Experience an authentic race car brake feeling without committing to a hydraulic system.
The brake is adjustable from soft to hard, ensuring consistency and longevity for your future performances.
Decide and Adjust
The Forte S-Series Pedals offer adjustable distance between the throttle and brake, allowing customization up to 100 mm apart. This feature makes it possible to customize your sim racing setup to your exact preferences – including the option to mount the pedals inverted. Connectivity is simplified with just a single cable.
Together with the RaceHub™ software, you have almost unlimited opportunities to create a unique and personalized sim racing setup to help you perform like a pro every time you grab the wheel.
Compatible with Invicta Throttle Footrest – a quick-to-mount accessory allowing you to rest your foot during long races.
THE M.L.C.P.C.™ SYSTEM
Most mechanical sim racing pedals on the market have an ‘unlimited’ travel, essentially determined by how hard you squeeze the elastomer. Often, the elastomer is overworked (compressed beyond its design), resulting in a spongy and inconsistent brake feel, eventually leading to the elastomer breaking due to being overworked and out of specification.
But, most importantly, with the longer brake pedal travel, you have to brake earlier to build up full brake pressure and lose out on important milliseconds every lap.
To avoid that, the functionality of the M.L.C.P.C System is based on two stages – the soft stage and the hard stage – just like in a real race car and the Invicta Pedals.
01. THE SOFT STAGE
Real race car:
When you apply pressure on the pedal, it will move 10-20 mm (measured on the pedal plate), while you build up pressure, while the caliper pistons are traveling to and pushing the brake pads against the brake disc, and to compensate for the small amount of play in all the mechanical parts on the pedal system that is required for them not to seize up.
The M.L.C.P.C System:
In our pursuit of creating the most authentic race car feel, we've incorporated a mechanical stop in the M.L.C.P.C. System. That means you can adjust the hardness of the soft stage by changing elastomers, but the travel will be limited to 15-25 mm on the pedal plate (around 12 mm piston travel in the M.L.C.P.C cylinder).
02. THE HARD STAGE
Real race car:
When hydraulic pressure is built up, the brake pads are squeezing the discs hard and all mechanical play is compensated. In this stage, your foot is basically pressing against a wall, because now your muscles are pressing directly against the hydraulic forces (the brake fluid). Since the fluid cannot be compressed, you will feel the pedal is hard.
When a racecar driver complains about a “long” or a “soft” pedal, it is typically because there is air in the system, and since air CAN be compressed, the pedal will feel soft and long. The mechanics then bleed the brakes for air, meaning there is only fluid left in the system, and the pedal is once again hard after passing the “soft stage”.
The M.L.C.P.C. System:
To simulate the ‘hard stage’ where it feels like pressing against a concrete wall, we have implemented a rubber damper, which will simulate the fully engaged brake caliper but still enable the load cell sensor to measure additional pedal pressure, which makes perfect trail braking possible. This is the same feeling you get in a real race car.
Platforms
- Windows 10
- Windows 11
Products
- Invicta Clutch System
- Forte Pedal plate included when you purchase the clutch
Games
- Assetto Corsa
- Assetto Corsa Competizione
- DiRT Rally
- DiRT Rally 2.0
- F1 Series
- iRacing
- Project Cars 2
- rFactor 2
- And many more (all games that accept direct input devices)
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