Friday, 31 July 2015 21:01

Fanatec:ClubSport Pedals V3

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Nothing will make you faster than a set of good pedals. We are using the latest and most advanced technology to give you an advantage.

Maximum Adjustability

​There are countless ways to adjust these pedals according to your racing style and ergonomics.

New Pedal Plates

The new D-shape pedal plates and the new pedal extensions now allow to adjust the angle of the pedal plate and the angle of the whole pedal arm.

Adjustable Brake Stiffness

The completely new design of the brake allows to adjust the stiffness and travel of the brake pedal without using any  tools.

Proven Design

The third generation of the ClubSport pedals is still using the simple but proven design of it's legendary predecessors.

The complete pedal set is made of fine CNC-machined aluminum along with strong steel axis.


The new vibration motor n the gas pedal will indicate if you lose grip and should power down. The second motor on the brake warns you if you brake too hard and lock the tyres.

 

CSP V3 03M

Features
  •   Vibration motor on gas pedal indicates rear wheel spin and oversteer
  •   Pressure sensitive brake with custom made 90 kg load cell sensor
  •   Adjustable brake stiffness and travel without tools
  •   Utra high 12bit resolution on all axis
  •   Alternative D-shape race plates in curved design. Ideal for standing pedals
  •   Pedal extension to adjust the angle of the pedal plate and to change the angle of the whole pedal arm
  •   Re-designed electronics. Parameters like deadzone and brake sensitivity can be adjusted through the tuning menu of the wheel     and during the race
  •   New design of the gas pedal to allow a quick exchange of the springs. Two springs with different strength are included
  •   Optional damper kit for gas and brake. The hyraulic dampening resistance can easily be adjusted with a knob
  •    Full multi platform compatibility. It works with all Fanatec wheels for PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One
  •    Full metal construction of CNC-machined aluminum
  •    Ultimate adjustability: Position of pedal plates in all directions, angle, spring strengths at clutch and throttle, brake sensitivity, brake travel
  •    High resolution pedals with magnetic and contactless sensors on gas and clutch for a long life and maximum performance
  •    Vibration motor to simulate ABS and indicate locking tires. Compatible to all games
  •    Compatible to the colour kits to allow perfect optial customisation
Compatibility
  •   PC (Connection through USB):
    •     Compatible with any racing wheel from Fanatec or any other brand (Logitech, Thrustmaster, etc) if used on PC.
    •     It will work with any racing wheel if the game supports a second controller.
    •     These PC games support a second USB controller:
      •     iRacing
      •     Assetto Corsa
      •     Project Cars
      •     GTR 2
      •     Race 07
      •     rFactor
      •     Live for Speed
      •     ...and many others
    •     If you connect it to a Fanatec wheel it will be compatible to all racing games. Please note that the vibration function is not supported by all  games and can be implemented with plug ins to our driver if the games sends the telemetry data.
  •    Console compatibility (Playstation 3, Playstation 4, Xbox 360, Xbox One, etc.):
    •      Please check the information on the product page of the Fanatec Racing Wheel or Wheel Base to which the pedals will be connected.
Special Notes
  • ​    The Clubsport Handbrake (optional) needs to be connected to the pedals if you like console compatibility. The V3 now features a dedicated plug for the  handbrake.
Packaging Details
  •     Size (L x W x H) : 42.50cm x 28.00cm x 41.00cm
  •     Weight: 8.14kg
  •     Volume weight: 9.13kg
What's included
  •     ClubSport Pedals V3
  •     3x Pedal Extensions
  •     3x D-shape pedal plates
  •     1x Strong spring throttle (black)
  •     1x Strong spring clutch (black)
  •     1x RJ12 connection cable
  •     1x USB connection cable
  •     1x Lithium grease bottle
  •     1x Quick Guide

CSP V3 02S1      CSP V3 02S2

Published in Sim RacingHardware
Wednesday, 03 June 2015 10:38

Project CARS:Reviewed

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Slightly Mad Studios raised over $5 million in 2012 with its crowdfunding campaign to finance a racing game the developers wanted to make, breaking free from the huge publishers that had funded its previous efforts. Project CARS is the result.

In the intervening years, what started life as a hardcore simulation has morphed into something that more casual players can sink their teeth into, yet Project CARS has still managed to keep its hardcore, PC gaming roots on clear display.

There's a decent, if not gigantic car list, with road cars like the Caterham Seven and Audi's R8 V10 Plus, fictional Formula 1 and Formula 3-style open-wheel racers, tin tops like the Ford Sierra RS500 and GT-class cars such as the Ginetta G55 and the Aston Martin Vantage GT3. All are beautifully rendered and accessible from the off, with no in-game unlocks required to gain access to the cars you bought the game to drive.

Even in the career mode, which follows a conventional, choose your own adventure-style path from go-karts up to "Formula A" and top-level endurance racing, you can start anywhere if you want to, skipping the championships you don't fancy. It's a very open model and one some gamers will appreciate, even if it does diminish the feeling of progression.

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Every race is subject to a robust and unforgiving physics model that veers towards the utterly impenetrable on some cars, but often in strange ways. Step into a high-speed slicks 'n' wings Formula C racer and there's oodles of grip and a lot of fun to be had, but take a step down to Formula Rookie and your steering wheel feels completely disconnected from the road. It's great fun drifting through your opening lap in a front-wheel-drive Renault Clio Cup car on cold tyres, but classics like the 1967 Lotus 49 Formula 1 car manage to be both be extremely tail-happy yet tiresomely understeery at the same time.

Compared to its key sim racing rivals, Project CARS' GT3 and road cars aren't as fun to drive as they are on Assetto Corsa, raw RWD touring cars aren't as visceral as on RaceRoom Racing Experience and single seaters lack the thrill you get from iRacing. It's not a bad model by any means but it just doesn't feel as refined out of the box.

Inexperienced drivers will appreciate the numerous driving aids, with controller users getting a surprising amount of customisation options, but this will take a lot of tweaking to find your perfect setup. Racing wheel users will also struggle, as we couldn't find a force feedback setting that worked with all cars at all times. You have to make changes from the main menu, meaning leaving a race session, tweaking your settings and then starting a new session to test them. It's frustrating not to be able to make these kinds of tweaks from the pause menu and means your first few hours might be spent tinkering instead of racing.

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Maxed out on a high-spec PC, Project CARS looks stunning. The lighting effects and dynamic weather are particularly eye-catching, although some of the 2D trees in use on some tracks look a little out of date. Keep your eyes on the road, though, and you'll be utterly immersed, particularly if you're driving from the in-helmet view.

Sound is more of a mixed bag. While all the cars definitely sound something like their real life counterparts, many of them exhibit an unpleasant, synthesised characteristic. This isn't the case in all cars but it certainly can't match the likes of iRacing and RaceRoom Racing Experience in this regard.

Beyond career mode, offline single player is enormously customisable. You can choose session length, opponent difficulty, time of day and weather conditions, which range from clear skies to torrential rain. Project CARS is at its best when transitioning between wet and dry conditions, when the track feels different on each lap as you hunt for grip, pushing as hard as you dare without flying off the road. Push too hard and your tyres will wear, making the end of every race a real nail biter as more conservative rivals start to catch you up.

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There's a wide selection of UK tracks, with the rarely seen Cadwell Park and Snetterton circuits making the cut alongside other British stalwarts Silverstone, Brands Hatch and Donington Park. Overseas there are representations of Spa, Le mans, Monza, Brno and Road America, to name but a few. They're all beautifully rendered, although we spotted instanced where accurately modelled tracks had their start/finish lines mislocated by up to 100 metres (making a difference to the way races play out) and pit lane entries and exit speed limit lines out of place. It may seem pedantic to point out such inaccuracies, but this is a racing simulation where being as true to life as possible should be top priority.

Depending on track and car combination, your AI competition can range from fearsome rivals to moronic amateurs as they slow down excessively for corners, drive on to the grass and crash into one another. This is particularly bad on the first lap of most races; the AI slows down to a complete standstill as they try and figure out where to go. This means you can often make up a dozen or more positions on the lap of a race. Even worse, on some tracks, the AI doesn't understand the track limits, meaning they strictly adhere to the white track boundary lines instead of following the behaviour of real life drivers, who enter and exit many corners with two wheels off-track for a faster lap time. This lack of consistency really upsets the single player experience, and for each track and car combination you'll need to adjust the difficulty settings to ensure you're getting a proper challenge.

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Online racing doesn't feel hugely refined, at least on PC; there are plenty of problems with players on poor connections leaping all over the track and causing chaos, and the server list is rather unclear about what sort of game you're joining. It's even possible to end up in a race with the wrong car, only to be subsequently kicked from proceedings despite the fact you weren't given a choice on which car you wanted to use. When you do eventually get out on track and past the chaos of turn one, there's plenty of fun to be had, but actually getting there is currently too difficult and confusing. There's also no "official" or "ranked” races meaning there's no sense of progression when playing online.

Project CARS does a lot of things right: it looks stupendous and its handling model is, for the most part, very good. However, the tedium of racing against AI halfwits, getting your force feedback settings just right and the half-baked career and online modes take away from the enjoyment.

 

Availability
Available formats PC, Xbox One, PS4
PC requirements
OS Support Windows Vista, 7, 8, 8.1
Minimum CPU 2.66GHz Intel Core 2 Quad Q8400, 3GHz AMD Phenom II X4 940
Minimum GPU Nvidia GeForce GTX 260, ATi Radeon HD 5770
Minimum RAM 4GB
Hard disk space 25GB
Published in Sim Racing News