{"id":54218,"date":"2026-02-18T08:37:35","date_gmt":"2026-02-18T06:37:35","guid":{"rendered":"https:\/\/simucube.com\/en-gb\/?p=54218"},"modified":"2026-02-18T08:37:35","modified_gmt":"2026-02-18T06:37:35","slug":"what-is-an-active-pedal-in-sim-racing","status":"publish","type":"post","link":"https:\/\/simucube.com\/en-gb\/tutorials\/what-is-an-active-pedal-in-sim-racing\/","title":{"rendered":"What is an \u201cactive pedal\u201d in sim racing?"},"content":{"rendered":"

We saw the need for a fully software-controlled force feedback pedal. So, we did what Simucube does best \u2014 brought the first ever active pedal to the market in 2022, another one in 2024, and have witnessed thousands of sim racers use them daily for some time now. We decided to share with you what we know now \u2014 what truly matters to sim racers. Here’s what we’ve learnt \u2014 and this is how we define what an active pedal means.\u00a0<\/strong><\/p>\n

What is an \u201cactive pedal\u201d?<\/h2>\n

Active pedal technology is a paradigm shift in simulator and controller technology, turning pedals from controllers into full two-way haptic devices. Traditional \u2013 passive \u2013 pedals only register input, but an active pedal provides real-time feedback, allowing the driver to feel the car\u2019s behavior underfoot. Simucube ActivePedals<\/a> lead this space, giving sim racers real clarity and control. They are the first sim pedals in sim racing history that let you define exactly<\/strong> how your pedals should feel<\/em>.<\/p>\n

To understand the unique advantages of an active pedal, it\u2019s useful to compare it with traditional pedal technologies. The table below highlights the key difference:<\/p>\n\n\n\n\n
Passive pedal
\n\u201cInput device\u201d<\/th>\n
Haptic pedal reactor
\n\u201cHaptic display\u201d<\/th>\n
Active pedal
\n\u201cHaptic device\u201d<\/th>\n<\/tr>\n
\"\"<\/td>\n\"\"<\/td>\n\"\"<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n

Common misunderstanding is, that an active pedal is just a more advanced brake<\/em>. It\u2019s not. It\u2019s a whole new kind of device. Unlike a passive pedal, which measures how hard you press it, an active pedal pushes back and can be 100% controlled digitally. As someone put it,\u00a0\u2018it talks to you\u2019.<\/p>\n

It reacts in real time, and can simulate ABS, traction loss, and in the near future even brake fade and dynamic resistances\u2014just like in real cars. Pedal feel and roles can change between brake, accelerator, and clutch<\/strong> \u2013 depending on the vehicle you select. Simucube ActivePedals support car based automatic profiles switching for each individual pedal since Simucube Tuner 2.5<\/a>.<\/p>\n

Active pedal uses high-precision motor, force curves, and telemetry-based software-controlled feedback loop<\/strong> to achieve the functionality. That means pedals have the ability to feel different depending on tire grip, road conditions, or car setup. That is true simulation \u2013\u00a0and it has pushed simulation game developers to create new methods to simulate these dimensions in their software.<\/p>\n

We are hard at work in defining a more sophisticated API (Application Programming Interface) with 3rd party software developers \u2014 and we can tell you that this technology is just getting started. Future updates will expand integration with major simulation platforms. The crazy thing is that pedals \u2013 and their features \u2013 are now updated with software, almost like a smartphone. If you get an active pedal now, it definitely will have more features in the future.<\/p>\n

What are the biggest problems active pedals solve?<\/h2>\n

Active pedals solve the main shortcoming: you do not feel the vehicle behaviour under your foot<\/strong> at all.<\/p>\n

Active pedals create
\na real<\/strong> and trusted connection<\/strong>
\nbetween you and your vehicle.<\/p>\n

By definition, active pedal should eliminate:<\/p>\n