Camber Theory

I have always heard different terminology. Every driving book and tuning book that I have read refers to the corner segments as locations; corner entry, mid-corner (or apex) and corner exit. Getting back to the throttle can happen at any one of those points in the corner. I'm not sure how to teach a new driver where to get back on throttle without some sort of "location" reference. For example, "start applying throttle just before the apex" is very different than "start applying throttle just past the braking zone at the throttle application point."
Yes but this thread is meant to be about generic physics regardless of corners, not about driving technique. Since almost every car has a different fastest line through any given corner, it's hard to define exactly where an exit is and what that means, where as I can take any car to a skidpad and say that rear camber helps/hurts under braking and helps/hurts on power.
 
Yes but this thread is meant to be about generic physics regardless of corners, not about driving technique. Since almost every car has a different fastest line through any given corner, it's hard to define exactly where an exit is and what that means, where as I can take any car to a skidpad and say that rear camber helps/hurts under braking and helps/hurts on power.
So you don't know where to exit, so you don't know that it means on throttle out of a corner?
 
Has anyone noticed if the camber is improved in 1.06?
So I ran some laps of Willow Springs with one of my tunes to look at in the new datalogger. I compared a lap with 0.0 camber front and rear and then a lap with 1.0 camber front and rear. One thing that confused me was in the data logger the car with 1.0 camber had consistently higher wheel speed on all 4 wheels compared to the 0.0 camber car. It was about 20 units higher stayed 20 units higher on straights and through corners. The lines were pretty much parallel the entire lap. I have no idea what this means. Maybe someone with a little more knowledge can explain to me why wheel speed is higher with camber, or maybe it was just a glitch. I didn't have much time to do anything else but may come back to this later tonight.
 
All we need to know was 0/0 faster?
yep yep 0.0 camber was faster by about half a second around Big Willow. I feel I should qualify that with the fact I did 2 laps with each set up, this was the first time I ever drove the car with any camber, and the car was tuned for 0.0 camber.
This was by no means an extensive test.
 
So you don't know where to exit, so you don't know that it means on throttle out of a corner?
Yes?
Entry/exit is different for every car, while pressing a pedal is the same for every car. It's just more standardized.
 
So I ran some laps of Willow Springs with one of my tunes to look at in the new datalogger. I compared a lap with 0.0 camber front and rear and then a lap with 1.0 camber front and rear. One thing that confused me was in the data logger the car with 1.0 camber had consistently higher wheel speed on all 4 wheels compared to the 0.0 camber car. It was about 20 units higher stayed 20 units higher on straights and through corners. The lines were pretty much parallel the entire lap. I have no idea what this means. Maybe someone with a little more knowledge can explain to me why wheel speed is higher with camber, or maybe it was just a glitch. I didn't have much time to do anything else but may come back to this later tonight.
My guess is that you found higher wheel speed because, as you add camber there is less of a contact patch between the tyre and track surface meaning less friction and more slip from the tyres, this would also help explain the drop in lap time as you would have had less grip with the camber added. So I would say that the camber issue is still the same as it was pre update 1.06 going by this data. But I'm just an amateur, what do I know.
 
My guess is that you found higher wheel speed because, as you add camber there is less of a contact patch between the tyre and track surface meaning less friction and more slip from the tyres, this would also help explain the drop in lap time as you would have had less grip with the camber added. So I would say that the camber issue is still the same as it was pre update 1.06 going by this data. But I'm just an amateur, what do I know.
I see some improvement in lateral G during cornering but significant wheel slippage on acceleration. So possibly camber may prove a bit useful on a non driving axle in small amounts. Like a RR, MR,or FR with understeer or FF with overseer. Otherwise I see little benefit from its use.
 
Hi guys. New here so please don’t be rude :(. And please excuse me for my poor English.

After going through this post I’ve realized about some statements showing the idea that more contact patch from the tyre in touch with the road means more grip, but as far as I know this is not true at all. In fact, the grip should be exactly the same, being the benefits of a wider contact patch others such as better tyre cooling or slower tyre wear.

I’m not that physics genius, so I’m going to quote “Friction” from Wikipedia:

The static friction force must be overcome by an applied force before an object can move. The maximum possible friction force between two surfaces before sliding begins is the product of the coefficient of static friction and the normal force: Fmax = m· F. When there is no sliding occurring, the friction force can have any value from zero up to Fmax. Any force smaller than Fmax attempting to slide one surface over the other is opposed by a frictional force of equal magnitude and opposite direction. Any force larger than Fmax overcomes the force of static friction and causes sliding to occur. The instant sliding occurs, static friction is no longer applicable—the friction between the two surfaces is then called kinetic friction.

An example of static friction is the force that prevents a car wheel from slipping as it rolls on the ground. Even though the wheel is in motion, the patch of the tire in contact with the ground is stationary relative to the ground, so it is static rather than kinetic friction.


This means that how big the contact patch is doesn’t affect when it comes to prevent the tyre from sliding. It makes sense, as the only involved parameters are “m” -mu, the tyre grip, softer tyres have more while harders have less- and “F” -the weight the car loads into the wheel in each moment-. A bigger contact patch means that the weight is divided between, lets say, more squared millimeters, so every one of this squared millimeters is less effective. If the contact patch were just 1 squared millimeter, all the weight would press in that point, making it really sticky. Summarizing: as the formula shows, the area in contact is not a variable when it comes to find out how much lateral force is needed to make a turning tyre slide out in a curve.

I know what comes next: Then why almost every racing car is set up with negative camber on it’s wheels?

I think that there are 3 main reasons, all related to curves:

1) More stability when getting into a curve, as the outer tyre stays perpendicular to the road thus it’s shape is maintained.
2) Letting the contact patch of the outer tyres roll parallel to the road in curves makes it wear uniformly, causing it to last longer. Otherwise only the outer band of the contact patch would wear, making it’s rubber go away earlier and thus the tyre become unuseful earlier. When the rubber has gone away, the grip falls down.
3) Negatively-cambered wheels heat uniformly when stressed through curves, so the temperature increase is uniform in the whole contact surface. In a non-cambered wheel, the inner band would stay cool as it’s not in contact with the road but the outer band would be overheated, causing the rubber of the band to cook and thus to deformate, ruining the tyre earlier than expected. When the rubber is deformated, the grip falls down.

On the other hand, all that said becomes an against when talking about straight line driving. The balance is the key, so I think that finding this balance should be the starting point when looking for the fines camber value.

That was the way I think real life is. Now back to Gran Turismo. As far as I know, only stability is implemented in the game. I might be wrong, but I reckon that non-uniform tyre wear and deformation caused by overcooked local tyre areas are not implemented so far.

In conclusion, I think that in GT, in certain situations some negative camber in the front wheels should cause more stability then turning in, what is good, but never more grip and thus never higher speed through curves before sliding out.

Now please let me say that my previous statement doesn’t mean that I don’t think the programming of the camber in the game is a complete mess…
 
I see some improvement in lateral G during cornering but significant wheel slippage on acceleration. So possibly camber may prove a bit useful on a non driving axle in small amounts. Like a RR, MR,or FR with understeer or FF with overseer. Otherwise I see little benefit from its use.


I have noticed that some of the tuners have used it to deal with understeer/oversteer in a few cases.
 
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Wikipedia? Well let me go edit that and put my thoughts on there too.
If your new to this welcome to:gtplanet:
Camber has been beaten to death on here. Yes real physics should apply, unfortunately they don't in this game.
 
I have noticed that some of the tuners have used it to deal with understeer/oversteer in a
few cases.

I have used a small amount of rear camber to induce oversteer in a few cases. Nothing over .03 because anything more really kills your lap times from my testing.
 
Hi guys. New here so please don’t be rude :(. And please excuse me for my poor English.

After going through this post I’ve realized about some statements showing the idea that more contact patch from the tyre in touch with the road means more grip, but as far as I know this is not true at all. In fact, the grip should be exactly the same, being the benefits of a wider contact patch others such as better tyre cooling or slower tyre wear.

I’m not that physics genius, so I’m going to quote “Friction” from Wikipedia:

The static friction force must be overcome by an applied force before an object can move. The maximum possible friction force between two surfaces before sliding begins is the product of the coefficient of static friction and the normal force: Fmax = m· F. When there is no sliding occurring, the friction force can have any value from zero up to Fmax. Any force smaller than Fmax attempting to slide one surface over the other is opposed by a frictional force of equal magnitude and opposite direction. Any force larger than Fmax overcomes the force of static friction and causes sliding to occur. The instant sliding occurs, static friction is no longer applicable—the friction between the two surfaces is then called kinetic friction.

An example of static friction is the force that prevents a car wheel from slipping as it rolls on the ground. Even though the wheel is in motion, the patch of the tire in contact with the ground is stationary relative to the ground, so it is static rather than kinetic friction.


This means that how big the contact patch is doesn’t affect when it comes to prevent the tyre from sliding. It makes sense, as the only involved parameters are “m” -mu, the tyre grip, softer tyres have more while harders have less- and “F” -the weight the car loads into the wheel in each moment-. A bigger contact patch means that the weight is divided between, lets say, more squared millimeters, so every one of this squared millimeters is less effective. If the contact patch were just 1 squared millimeter, all the weight would press in that point, making it really sticky. Summarizing: as the formula shows, the area in contact is not a variable when it comes to find out how much lateral force is needed to make a turning tyre slide out in a curve.

I know what comes next: Then why almost every racing car is set up with negative camber on it’s wheels?

I think that there are 3 main reasons, all related to curves:

1) More stability when getting into a curve, as the outer tyre stays perpendicular to the road thus it’s shape is maintained.
2) Letting the contact patch of the outer tyres roll parallel to the road in curves makes it wear uniformly, causing it to last longer. Otherwise only the outer band of the contact patch would wear, making it’s rubber go away earlier and thus the tyre become unuseful earlier. When the rubber has gone away, the grip falls down.
3) Negatively-cambered wheels heat uniformly when stressed through curves, so the temperature increase is uniform in the whole contact surface. In a non-cambered wheel, the inner band would stay cool as it’s not in contact with the road but the outer band would be overheated, causing the rubber of the band to cook and thus to deformate, ruining the tyre earlier than expected. When the rubber is deformated, the grip falls down.

On the other hand, all that said becomes an against when talking about straight line driving. The balance is the key, so I think that finding this balance should be the starting point when looking for the fines camber value.

That was the way I think real life is. Now back to Gran Turismo. As far as I know, only stability is implemented in the game. I might be wrong, but I reckon that non-uniform tyre wear and deformation caused by overcooked local tyre areas are not implemented so far.

In conclusion, I think that in GT, in certain situations some negative camber in the front wheels should cause more stability then turning in, what is good, but never more grip and thus never higher speed through curves before sliding out.

Now please let me say that my previous statement doesn’t mean that I don’t think the programming of the camber in the game is a complete mess…

I have another quote from Wikipedia:

Camber angle alters the handling qualities of a particular suspension design; in particular, negative camber improves grip when cornering.

This sounds O.K. to me since a increased size of the contact patch should increase grip.

Complete text can be found here: http://en.wikipedia.org/wiki/Camber_angle


 
OK let me clear this up. There is no caster. If there is no caster in this game,how does it relate to camber in the suspension geometry? I think we are done with the camber now.If we want to get technical, please send me a private message and I will gladly enlighten you. Please stop looking at real world physics, they are not in the game. It's a video game,not real world. Go look at AC or Project CARS if you want true (somewhat) suspension setups.
 
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Hi guys. New here so please don’t be rude :(. And please excuse me for my poor English.

After going through this post I’ve realized about some statements showing the idea that more contact patch from the tyre in touch with the road means more grip, but as far as I know this is not true at all. In fact, the grip should be exactly the same, being the benefits of a wider contact patch others such as better tyre cooling or slower tyre wear.

I’m not that physics genius, so I’m going to quote “Friction” from Wikipedia:

The static friction force must be overcome by an applied force before an object can move. The maximum possible friction force between two surfaces before sliding begins is the product of the coefficient of static friction and the normal force: Fmax = m· F. When there is no sliding occurring, the friction force can have any value from zero up to Fmax. Any force smaller than Fmax attempting to slide one surface over the other is opposed by a frictional force of equal magnitude and opposite direction. Any force larger than Fmax overcomes the force of static friction and causes sliding to occur. The instant sliding occurs, static friction is no longer applicable—the friction between the two surfaces is then called kinetic friction.

An example of static friction is the force that prevents a car wheel from slipping as it rolls on the ground. Even though the wheel is in motion, the patch of the tire in contact with the ground is stationary relative to the ground, so it is static rather than kinetic friction.


This means that how big the contact patch is doesn’t affect when it comes to prevent the tyre from sliding. It makes sense, as the only involved parameters are “m” -mu, the tyre grip, softer tyres have more while harders have less- and “F” -the weight the car loads into the wheel in each moment-. A bigger contact patch means that the weight is divided between, lets say, more squared millimeters, so every one of this squared millimeters is less effective. If the contact patch were just 1 squared millimeter, all the weight would press in that point, making it really sticky. Summarizing: as the formula shows, the area in contact is not a variable when it comes to find out how much lateral force is needed to make a turning tyre slide out in a curve.

I know what comes next: Then why almost every racing car is set up with negative camber on it’s wheels?

I think that there are 3 main reasons, all related to curves:

1) More stability when getting into a curve, as the outer tyre stays perpendicular to the road thus it’s shape is maintained.
2) Letting the contact patch of the outer tyres roll parallel to the road in curves makes it wear uniformly, causing it to last longer. Otherwise only the outer band of the contact patch would wear, making it’s rubber go away earlier and thus the tyre become unuseful earlier. When the rubber has gone away, the grip falls down.
3) Negatively-cambered wheels heat uniformly when stressed through curves, so the temperature increase is uniform in the whole contact surface. In a non-cambered wheel, the inner band would stay cool as it’s not in contact with the road but the outer band would be overheated, causing the rubber of the band to cook and thus to deformate, ruining the tyre earlier than expected. When the rubber is deformated, the grip falls down.

On the other hand, all that said becomes an against when talking about straight line driving. The balance is the key, so I think that finding this balance should be the starting point when looking for the fines camber value.

That was the way I think real life is. Now back to Gran Turismo. As far as I know, only stability is implemented in the game. I might be wrong, but I reckon that non-uniform tyre wear and deformation caused by overcooked local tyre areas are not implemented so far.

In conclusion, I think that in GT, in certain situations some negative camber in the front wheels should cause more stability then turning in, what is good, but never more grip and thus never higher speed through curves before sliding out.

Now please let me say that my previous statement doesn’t mean that I don’t think the programming of the camber in the game is a complete mess…

Hi mate welcome to the forums! Just to clear this up for you - the model for friction on wiki doesn't apply to tyres because tyres exhibit what is called non-Newtonian friction. What happens is that as you increase the force pressing the tyre into the road, the amount called Fmax above increases also...but not by as much. For example, if you load a tyre with 2x as much weight, it will only produce something like 1.9x as much grip. Wider tyres spread the load over more tyre, so they will produce slightly more grip for the same load.

This concept underpins EVERYTHING in tuning and is the reason we can adjust the car's balance by playing with the suspension stiffnesses, and is why having a larger contact patch through camber gives you more grip than a smaller contact patch.
 
Camber has really been a mystery in this game.

If there was perhaps some temperature readings across the tire you could really know what camber angles are the best.

Example GTR series or Race07 with tire temp readings for all 4 tires, yet each tire has an inside, middle, and outside temp reading so you know where you're getting best contact patch and where they are really burning up.

Example, notice links to tires giving temps:

image1cc3.jpg


Also wish there was Caster settings to offset the camber "steering" issue someone was talking about earlier..
 
"That was the way I think real life is. Now back to Gran Turismo. As far as I know, only stability is implemented in the game. I might be wrong, but I reckon that non-uniform tyre wear and deformation caused by overcooked local tyre areas are not implemented so far.
I have no idea how they model these things, but I can guarantee roasting a tire just one single time (tire being bright red) will permanently reduce its grip (by a very small amount) until you exit and renter the track (get new tires).
 
Hi mate welcome to the forums! Just to clear this up for you - the model for friction on wiki doesn't apply to tyres because tyres exhibit what is called non-Newtonian friction. What happens is that as you increase the force pressing the tyre into the road, the amount called Fmax above increases also...but not by as much. For example, if you load a tyre with 2x as much weight, it will only produce something like 1.9x as much grip. Wider tyres spread the load over more tyre, so they will produce slightly more grip for the same load.

This concept underpins EVERYTHING in tuning and is the reason we can adjust the car's balance by playing with the suspension stiffnesses, and is why having a larger contact patch through camber gives you more grip than a smaller contact patch.

Wow, first time I hear about those non-newtonians materials. Thanks, I really appreciate it.

OK let me clear this up. There is no caster. If there is no caster in this game,how does it relate to camber in the suspension geometry? I think we are done with the camber now.If we want to get technical, please send me a private message and I will gladly enlighten you. Please stop looking at real world physics, they are not in the game. It's a video game,not real world. Go look at AC or Project CARS if you want true (somewhat) suspension setups.

Understood, no more real life :cool:.
 
The programming of camber looks spot on to me, at least as far as visual indications show if you look at the car standing with camber at min. and max. angles. I have also looked at a lot of photos of tyres under load from some of my replays and they definitely look like the camber is doing it's job in the corners but and this has been said before, I'm sure...

I am fairly certain, the main reason tuning camber doesn't work as it should is that the programming of tyre side-wall flex is non-existent!

Every picture shows the same shape of tyre, under standing weight, under full acceleration, under full breaking even when your outside front should be under it's maximum load the tyre is always the exact same shape.

The more camber you use the more of your tyre is being lifted off the track on straights and the load of the car on to the tyre is not deforming it at all, as it should do. So for every degree of camber you put in to help in the corners, the predominantly flat surface at the bottom of the tyre will lift from the outside by the corresponding amount.

This does kind of explain the loss of grip and stability in straight lines. Well at least as far as I can figure.



 
A bigger contact patch means that the weight is divided between, lets say, more squared millimeters, so every one of this squared millimeters is less effective. If the contact patch were just 1 squared millimeter, all the weight would press in that point, making it really sticky. Summarizing: as the formula shows, the area in contact is not a variable when it comes to find out how much lateral force is needed to make a turning tyre slide out in a curve.
wtf-face.gif
 
Your new to this debate? Yes and snow tires have better grip than all season tires in wet conditions also. Not snow, wet/rain. Softer compound. Nothing to do with camber.

But isn't negative camber a way to maximize the contact patch when in curves? The principle is the same, the grip is the same regardless on how big the patch is, the benefits are related to non-uniform tyre wear and temperature distribution, something non existing in GT.

The benefits of narrower tyres when raining are about taking water away more easily concentrating the weight in one point, that is not the case here I think.
 
But isn't negative camber a way to maximize the contact patch when in curves? The principle is the same, the grip is the same regardless on how big the patch is, the benefits are related to non-uniform tyre wear and temperature distribution, something non existing in GT.

The benefits of narrower tyres when raining are about taking water away more easily concentrating the weight in one point, that is not the case here I think.

The sooner you stop thinking about what should happen with GT6 settings and concentrate on what does happen when making adjustments, the quicker you'll get to grip with in-game tuning 👍
 
The sooner you stop thinking about what should happen with GT6 settings and concentrate on what does happen when making adjustments, the quicker you'll get to grip with in-game tuning 👍

There is some translation to the real thing, but it's been hit or miss. Think the key here is trying to figure out what works coming from the real world, what doesn't, and what's been scaled up or down for "arcade" or ease of play.

It's been a quandary and frustration I think we can all admit to.
 
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So I ran some laps of Willow Springs with one of my tunes to look at in the new datalogger. I compared a lap with 0.0 camber front and rear and then a lap with 1.0 camber front and rear. One thing that confused me was in the data logger the car with 1.0 camber had consistently higher wheel speed on all 4 wheels compared to the 0.0 camber car. It was about 20 units higher stayed 20 units higher on straights and through corners. The lines were pretty much parallel the entire lap. I have no idea what this means. Maybe someone with a little more knowledge can explain to me why wheel speed is higher with camber, or maybe it was just a glitch. I didn't have much time to do anything else but may come back to this later tonight.

It may be because the distance from the axis to the contact surface is bigger when the tire has camber. Try to imagine a line from the center of the tire to the track.
If you have camber different from 0, the line will be the hypotenuse of the triangle formed by the height (till the center of the tyre) and the extension from the center of the tread area of the tire to its actual contact area.

Sorry about my poor english.
 
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