When it comes to race cars, braking is perhaps the driving technique that truly makes the difference between going fast and going extremely fast. Braking with a race car is definitely not the same as braking with our everyday cars. For comfort, we’re used to braking gently and over a relatively large distance in our own cars. On the track, it’s the exact opposite. GT Drivers have to literally stomp on the brake pedal, applying a force equal to or even greater than 190 bar of pressure
When it comes to driving simulators, it’s rare for a “home” simulator to reach similar pressure levels. Not surprisingly, the load cells in most pedal sets on the market are designed to handle pressures between 60 and 200 kg. Unfortunately, we are not real car racing drivers yet.
With a simulator, the average pressure applied to the brake pedal is around 35-55 bar.
When it comes to braking technique, the point where reality and simulation intersect is in how you brake —what is commonly called the "braking shape." In real races, drivers must reach peak braking force as quickly as possible (the famous stomp mentioned at the start). Afterward, they need to precisely manage brake release to avoid lock-ups while also maintaining maximum braking force in proportion to the vehicle’s decreasing speed.
In sim racing, it works exactly the same way. The difference lies in the level of concentration the driver needs to apply: without physical sensations for feedback on lock-ups or vehicle movement, the cognitive effort is different. The sim driver must rely on muscle memory, concentration skills, and a feel for the digital vehicle to avoid lock-ups and optimize braking.
In this area, there are also differences between various simulators. For example, in ACC, peak and release make all the difference. The sim driver must apply maximum braking force to achieve perfect braking—just like in real GT cars, where race engineers ask drivers to engage the ABS to ensure optimal braking. The ClubSport Pedals V3 is the perfect tool for ACC.
In iRacing, however, the technique is slightly different and varies between formula cars (rigid and without pitch) and closed-wheel cars (GT or LMDh), softer with much more pitch and roll.
Formula Cars: Here too, peak braking and release are key, but unlike GTs, formula cars lack ABS. This means braking must be fine-tuned (and carefully practiced by the sim driver) to achieve maximum braking power without locking up. The optimal braking force typically ranges from around 70-90% of the pressure applied with GT cars, though this is approximate and must consider factors like approach speed, weather, and track conditions.
GT Cars in iRacing: An additional vehicle dynamics element comes into play—weight transfer, which is nearly absent in formula cars. In this category, the world’s top iRacing sim drivers compete.
Optimizing braking is therefore crucial to gain those few hundredths of a second that make all the difference. Here, it’s best to avoid engaging the ABS. Once the peak braking point is reached—with a slightly less steep rise than in formula cars (around 85-90% of the braking capacity of the in-game settings and pedal set combo)—this level should be maintained for a slightly longer period. Once the car has “slowed” sufficiently, the release phase begins, which is just as delicate and critical.
Last but not least, Trail Braking. This term refers to the ability to "carry the brake into the corner" to achieve extra rotation, directing the front end toward the apex. This technique is especially useful for drivers (both real and virtual) who prefer a V-shaped cornering approach.
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Now that you know the secrets of braking, you have no more excuses. Practice and focus will help you shave off those precious tenths of a second.