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Asetek Unveils Premium Performance Invicta Sim Racing Pedals

btarunr

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Asetek, sim racing gear innovator, the creator of the all-in-one liquid cooler, and the global leader in liquid cooling solutions for gaming PCs and DIY enthusiasts, today announced its Invicta Sim Racing Pedals. Asetek's initial sim racing products include a throttle and brake pedal, and as an add-on a clutch pedal, along with its custom-made RaceHub software for quick and easy adjustments and calibration. Invicta means "undefeated" and with Invicta pedals, the most competitive SimSports gamers will be able to experience full immersion and the feeling of a real racecar.

The Asetek Invicta pedals will be available for purchase in Q4 2021 with pricing to be revealed later this year. In addition to the Invicta pedals, Asetek will also offer replaceable pedal plates for a more comfortable feeling for racers racing without shoes. Stay tuned for more SimSports products from Asetek, including wheelbases, steering wheels, shifters, and other end-user customization options.



Invicta Pedal Feature Set:
  • Unique Twin Hydraulic Opposing Rapid Piston (T.H.O.R.P) brake system (Patent pending) - designed to bring ultimate immersion to sim racers
  • Brake pedal hardness and travel can be adjusted from a softer arcade feeling with extended travel to a formula car mode hard pedal with minimal travel and true car feeling
  • Clutch simulates a real-world clutch and is designed to provide a proper physical bite point to feel like a real racecar
  • Customizable and configurable ARGB lighting that can be controlled with RaceHub software or turned off
  • Foot plates inspired by real racecars and real racecar driving
  • All aluminium pedal base with integrated heel stop, foot plates and pedal arms mounted with ball bearings for extended life and smooth operation
  • RaceHub software that enables quick and easy customization of the Invicta pedals' settings. This includes calibration of the clutch bite point, dead zones, throttle curves, and updating firmware simply and efficiently. Support for future Asetek SimSports products
  • Tried and tested for hundreds of hours by real-world Formula and GT drivers and sim racing pros. Lifetime tested in automated mechanical rigs for many thousands of activations
  • Designed and manufactured/assembled in Denmark
Invicta pedals samples will be on display on Friday and Saturday September 17 and 18, 2021 at the ADAC SimRacing Expo (Nürburgring, Germany) in the Asetek SimSports pop up stand in the Phoenix Racing race shop.

"We have been working non-stop since last year designing racing simulator gear that will revolutionize the market. I am excited to announce the first of our SimSports products, the premium performance Invicta pedals," said André Sloth Eriksen, CEO and founder of Asetek. "Our goal is simple and precise - to develop SimSports products with a true racecar feeling that ignite your racing passion and elevate your performance. And we are doing that while providing you with unique software for easy and simple use, for the ultimate in customization and personalization."

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Probably super expensive like all the other decent Sim racing equipment.... Yeah, I'm salty about that
 
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No PS5 support = no sale, in my house.
 
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Horizontal position looks fixed... Bad for everyone that try to setup those for hill-toeing. Also - why RGB? Who cares about blinking lights among those that buy proper simracing pedals?
 
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What are some good newish racing games that will utilize these pedals to the fullest? My son is very much into this stuff. He's also looking for a good wheel.
 
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What are some good newish racing games that will utilize these pedals to the fullest? My son is very much into this stuff. He's also looking for a good wheel.

The obvious choice is Assetto Corsa and AC: Competizione, less obvious is iRacing (it can be costly). There are other games - Project Cars, Forza Motorsport...
 
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What are some good newish racing games that will utilize these pedals to the fullest? My son is very much into this stuff. He's also looking for a good wheel.

Assetto Corsa is a bit old but it has very good physics simulation especially for when the tires are slipping and can be modded to look very impressive. The major problem is it doesn't really have enough cars or tracks, but there are a lot of community made car/track mods that can make up for that.

Dirt Rally 2.0 is pretty good on loose surfaces, less good on tarmac. Very difficult for beginners though.

Automobilista 2 is fairly new but I feel the physics are not as good when you lose grip, even compared to the first game.

iRacing is great for structured online multiplayer but it can get expensive quick with a subscription fee plus cars you have to pay for. It also has very poor physics when your tires lose grip.

I hear KartKraft is good but I have yet to try it.

Personally I don't like to play anything on a wheel that doesn't feel reasonably realistic when tires are slipping(no excessive understeer, uncontrollable oversteer) so no Forza/GT for me. More arcadey games I'd rather play on a controller to not mess up my muscle memory on a wheel.
 
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Assetto Corsa is a bit old but it has very good physics simulation especially for when the tires are slipping and can be modded to look very impressive. The major problem is it doesn't really have enough cars or tracks, but there are a lot of community made car/track mods that can make up for that.

Dirt Rally 2.0 is pretty good on loose surfaces, less good on tarmac. Very difficult for beginners though.

Automobilista 2 is fairly new but I feel the physics are not as good when you lose grip, even compared to the first game.

iRacing is great for structured online multiplayer but it can get expensive quick with a subscription fee plus cars you have to pay for. It also has very poor physics when your tires lose grip.

I hear KartKraft is good but I have yet to try it.

Personally I don't like to play anything on a wheel that doesn't feel reasonably realistic when tires are slipping(no excessive understeer, uncontrollable oversteer) so no Forza/GT for me. More arcadey games I'd rather play on a controller to not mess up my muscle memory on a wheel.
I try to drive within my (very high) limits. Tyre slippage might look impressive, but IME is rarely fast. I've only been driving since 1978.
 
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Reminds me of the old pedal set up in a VW Beetle, too vertical to be truly comfortable and floor mounted instead of hung like modern cars.
I suppose a bracket could be made to hang them from when inverted but then the pedals would be backwards.
 
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Reminds me of the old pedal set up in a VW Beetle, too vertical to be truly comfortable and floor mounted instead of hung like modern cars.
I suppose a bracket could be made to hang them from when inverted but then the pedals would be backwards.
Floor mounting is extremely common in race cars, and the main market for pedals like these is going to be people with proper sim rigs that have adjustable pedal plates for mounting. Inverted pedals are still a thing in sim racing equipment, but very niche and really not worth the hassle.
 
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"Patent pending" - how come I'm not surprised.
 
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I try to drive within my (very high) limits. Tyre slippage might look impressive, but IME is rarely fast. I've only been driving since 1978.
Tire slippage happens at both the front and rear. Understeer is still front tire slip. Good simulation of tire slippage helps you identify when you've exceeded your limits and teaches you how to regain control when it happens. We're talking about simracing where it's safe to go to the limit and beyond. You're not going to get any faster without brushing against or exceeding the limits of your car occasionally and you're not going to be able to identify when you've made a mistake or recover from those mistakes without having experience with driving beyond the car's limits.

Since you brought up your (very high) limits I'll qualify this by saying that I am one of the fastest Dirt Rally 2.0 players in the world when it comes to RWD cars. Often within the top ten on the global leaderboards for time trial.
 
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Tire slippage happens at both the front and rear. Understeer is still front tire slip. Good simulation of tire slippage helps you identify when you've exceeded your limits and teaches you how to regain control when it happens. We're talking about simracing where it's safe to go to the limit and beyond. You're not going to get any faster without brushing against or exceeding the limits of your car occasionally and you're not going to be able to identify when you've made a mistake or recover from those mistakes without having experience with driving beyond the car's limits.

Since you brought up your (very high) limits I'll qualify this by saying that I am one of the fastest Dirt Rally 2.0 players in the world when it comes to RWD cars. Often within the top ten on the global leaderboards for time trial.
You have my respect, dirt rallying is not something I enjoy. On the tarmac, I try to stay on the bleeding edge of non-slippage, and my times are excellent for my set-up.
 
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