RGT Force Feedback Pro Clutch Pedal Racing Wheel
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The Tests
Admittedly, the RGT CE looked good all hooked up and ready to go but the proof, as always, is in the pudding. So, I put the RGT CE through its paces with three hard core racing sims: NASCAR Racing 2003 Season, GT Legends, and rFactor.
I picked these sims for a reason: hard core racing simulations offer more realistic physics modeling and, therefore, would enable me to more accurately judge the efficacy of the RGT CE than I would be able to do with an arcade racing game. That’s my opinion, and I’m sticking to it.
Before my test drives, I used the FFD software to set the forces. I used the following settings as my base: Dynamic = 150; Static = 100; Aggressivity = 100; Master = 150. I also engaged the 5 axes (using the little switchbox) allowing for clutch pedal function and decided to manually shift in each sim.
As every veteran knows, the forces modeled in NR2K3 range from subtle to slightly understated. Unlike more arcade type racing games, NR2K3 attempts to employ force feedback in what the developers consider to be a more realistic fashion. I’ve always felt it a bit too understated and the only minor shortcoming in what is otherwise a masterpiece. The RGT CE detected the understated forces of this classic sim extremely well. I took a stock car out on both ovals and road courses. The drag I felt through the wheel as I took the lumbering stock car through turns was strong and consistent. Damping on grassy surfaces was weak, but that’s more a reflection of the software than the hardware. Whenever a tire rolled on a slick surface, the RGT CE went realistically slack, accurately modeling momentary loss of adhesion.

All the required parts.
The next test was with GT Legends, a sim I’ve never taken a fancy too. I’m more of a fan of modern racing cars with more advanced downforce than the harder-to-control older vehicles in GTL. At first, I found the forces barely detectable until I realized that I’d forgotten to press the center button on the wheel’s vertical spoke. Once pressed, drag and vibration registered nicely. In fact, it required a little bit of muscle to turn the wheel in either direction. Unfortunately, my lap times with the RGT CE did not improve over the Logitech MOMO Racing Wheel. The cars were still as slippery as ever. I was also annoyed by the propensity of the RGT CE’s pedal base to slip and slide all over my carpet. The pedal base on this Thrustmaster system lacks the spike strip available underneath other systems like the Logitech MOMO.
Just when all seemed lost, I decided to remap the RGT CE to use the second set of flippers – the progressive flippers – to substitute for the pedals as throttle and brake. Coordinating four flippers for throttle, brake, and up and down gear changes while using manual transmission took some getting used to but the payoff was huge. My lap times increased significantly. Control over these older beasts was much tighter because inputs were at my fingertips making alternating action between throttle and brake much quicker.