I guess it boils down to what kind of cars you drive in sims regularly. The cars that really benefit from having shifters under a fixed grip tend to be sharp, low-lock track cars, like FIA GT and Formula series. If you like driving those, you are really better off with the F1 rim - more so than modding the paddles. I believe the paddle mod actually compromises the GT rim experience, particularly when there is a far better solution on offer.
The way I see it is... if you're never changing your hand position on the GT rim, why are you using it? It's not the paddles that are the problem. You're simply using the wrong rim. Fixed paddles make much more sense when you are actually making use of the high degrees of rotation.
Talk about hitting the nail on the head!
Really? I find the opposite to be true. The way I drive my GT cars I love having the paddles exactly where I want them when I have to up or down shift. I think no one way is the correct way. Static paddles would bug the hell out of me. YMMV
I prefer a round rim in GT cars as thats what most of them actually have in real life, I'm not a fan of paddle shifters in general and prefer to use my sequential shifter in GT cars. I find I can get into a better rhythm with the sequential and I'm not tempted to rush the gear changes or grab at gears I don't actually need. I still use paddles for open wheelers and gt cars which have them (like the Mclaren).
Paddle shifters are much faster then sequential shifters, well in 100th's of a sec anyways.
Says who?
But this is a personal preference which varies from person to person. There are people that love static paddles. I just can't get used to them.
+1
If static paddles were "the ultimate", race cars would be designed with them. The only car I know with static paddles is the Stohr DSR, and each driver I have spoken to about them says the same thing, "You get used to them". I find the T500's paddles the same.
The Ferrari F360 F1 Challenge uses fixed shifters -- check out this link (video included):
http://www.carboniodirect.com/Ferrari_360_Challenge_Paddles_p/fer-360pad-l.htm
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I don't know, if anything you'd have to have your hand behind the wheel rim for that to happen. If thats the case and your hand is moving and the paddle is not, I can see a finger being caught between the moving wheel and the static paddle....SNAP. Broken finger. LOL
Also, we can speculate all we want, I always default to the most obvious reason, cost. Maybe it costs more to implement a moving paddle system and static is cheaper.
I don't know, if anything you'd have to have your hand behind the wheel rim for that to happen. If thats the case and your hand is moving and the paddle is not, I can see a finger being caught between the moving wheel and the static paddle....SNAP. Broken finger. LOL
I doubt it was as complicated as that. I reckon they looked at the competition decided fairly early on to make the highest degrees of rotation as a key 'bullet point on the box'. Everyone loves a higher number in 'spec wars' when it comes to technology. Megapixels, resolution, flops, cores, ducks, etc etc.Good point about entrapment with fixed paddles -- I was a bit concerned about that when I first got my T500, in fact, but then I considered why automobile manufacturers might perceive the need for fixed paddles, and I figured that entrapment/injury might be a lesser concern in real-world situations, versus a driver NOT knowing where to find a paddle while maneuvering on real-world roads (getting dangerously close to the "unintended acceleration"-type incidents involving pedal placement that spawned so many lawsuits, for example).
Yeah, I figure that might have factored-in somehow, but I also wondered if they weren't trying specifically to mimic some of the real-world applications that we've cited here in this thread. Since Thrustmaster has affiliations with Ferrari, I figure there's a chance they may have been jockeying with the design to maybe make the wheel eligible to be branded as a "Ferrari" wheel if the PS3 "official" status didn't pan out.
Probably some mix of all that, actually -- cost, design decisions, etc.