TOE, CAMBER AND TIGT3WDKOCC
Camber and toe are wheel/tire geometry settings. That is, they affect the relationship between the wheel/tire combo and the rest of the car. These are tough settings to get right in real life because they are dynamic by nature. That is, they change naturally as the suspension moves up and down through its range of motion. So when you adjust a car's camber or toe, you do so in its static state, i.e., Sitting in your garage with your alignment gear around it. Out on the road (or on a track), it changes as soon as you take a corner or hit a bump.
In real life, different cars' suspensions have very different characteristics. Old British sports cars like with swing axles are well known for making positive camber on the inside rear wheels under cornering. BMWs and Porsches, with their front MacPherson struts are known for their limited ability to make negative camber under load. Live axle cars like Mustangs and Camaros are often ridiculed for virtually uncontrollable rear geometry because a single bump upsets both rear tires instead of just one.
In GT3, these suspension characteristics are abstracted and we have no control over them. I call this TIGT3WDKOCC. That is..
Things In GT3 We Don't Know Or Can't Control. The developers have taken suspension geometry completely out of our hands in GT3. This means we really have very little information to go on when we try to decide what the best camber and toe settings are. We can only experiment.
As a general rule, increase the amount of negative camber to increase grip in cornering. Adding too much can reduce grip. Too much negative camber can also increase braking distances (very bad) and make the car twitchy or jittery. In addition, you should avoid positive camber settings, which have almost no redeeming values to a race car.
As a general rule, FRONT toe IN increases stability at speed. FRONT toe OUT can help the car turn-in quicker. I find most cars work well with just a tick of front toe-out.
As a general rule, REAR toe IN can reduce oversteer. REAR toe OUT can increase oversteer. I find most cars work well with neutral rear toe(that is ZERO rear toe) or with a slight toe out.
Remember that each car will react to static camber and toe settings differently. For example, a Ruf 3400S (Boxster) or BMW 328 can benefit a great deal from 3.5, maybe even 5 degrees of negative camber. This setting may be overkill for a Corvette C5R or Toyota GT-One, which should have plenty of capability to make negative camber under load. Tune carefully.
Correct adjustment will improve steering traction into medium to high-speed turns at the front wheels. Correct adjustment at the rear will improve rear-drive traction during and exiting the same turns. A severe angle will not affect straight-line speed, but it can decrease grip levels under acceleration and braking forces. Setting-up is a trade off between steering grip and straight-line traction.
A NOTE ON TIGT3WDKOCC
Ever wonder why GT doesn't let you change simple and rudimentary things like .. oh... Tire Pressure?? Or tire width and height? GT3 models tire wear and heat to a basic level, but doesn't give you access to important information like pyrometer readings --something that would make suspension tuning significantly easier. Obviously, the developers decided to leave them out for game play reasons... which leaves car buffs like us wonder just how the physics modeling works and what it takes into account.
Camber and toe are wheel/tire geometry settings. That is, they affect the relationship between the wheel/tire combo and the rest of the car. These are tough settings to get right in real life because they are dynamic by nature. That is, they change naturally as the suspension moves up and down through its range of motion. So when you adjust a car's camber or toe, you do so in its static state, i.e., Sitting in your garage with your alignment gear around it. Out on the road (or on a track), it changes as soon as you take a corner or hit a bump.
In real life, different cars' suspensions have very different characteristics. Old British sports cars like with swing axles are well known for making positive camber on the inside rear wheels under cornering. BMWs and Porsches, with their front MacPherson struts are known for their limited ability to make negative camber under load. Live axle cars like Mustangs and Camaros are often ridiculed for virtually uncontrollable rear geometry because a single bump upsets both rear tires instead of just one.
In GT3, these suspension characteristics are abstracted and we have no control over them. I call this TIGT3WDKOCC. That is..
Things In GT3 We Don't Know Or Can't Control. The developers have taken suspension geometry completely out of our hands in GT3. This means we really have very little information to go on when we try to decide what the best camber and toe settings are. We can only experiment.
As a general rule, increase the amount of negative camber to increase grip in cornering. Adding too much can reduce grip. Too much negative camber can also increase braking distances (very bad) and make the car twitchy or jittery. In addition, you should avoid positive camber settings, which have almost no redeeming values to a race car.
As a general rule, FRONT toe IN increases stability at speed. FRONT toe OUT can help the car turn-in quicker. I find most cars work well with just a tick of front toe-out.
As a general rule, REAR toe IN can reduce oversteer. REAR toe OUT can increase oversteer. I find most cars work well with neutral rear toe(that is ZERO rear toe) or with a slight toe out.
Remember that each car will react to static camber and toe settings differently. For example, a Ruf 3400S (Boxster) or BMW 328 can benefit a great deal from 3.5, maybe even 5 degrees of negative camber. This setting may be overkill for a Corvette C5R or Toyota GT-One, which should have plenty of capability to make negative camber under load. Tune carefully.
Correct adjustment will improve steering traction into medium to high-speed turns at the front wheels. Correct adjustment at the rear will improve rear-drive traction during and exiting the same turns. A severe angle will not affect straight-line speed, but it can decrease grip levels under acceleration and braking forces. Setting-up is a trade off between steering grip and straight-line traction.
A NOTE ON TIGT3WDKOCC
Ever wonder why GT doesn't let you change simple and rudimentary things like .. oh... Tire Pressure?? Or tire width and height? GT3 models tire wear and heat to a basic level, but doesn't give you access to important information like pyrometer readings --something that would make suspension tuning significantly easier. Obviously, the developers decided to leave them out for game play reasons... which leaves car buffs like us wonder just how the physics modeling works and what it takes into account.