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- Saltash
- Dolhaus
No problem, glad it worked for you đź‘ŤThanks for that set up I managed to knock a second of my lap time really appreciate it
No problem, glad it worked for you đź‘ŤThanks for that set up I managed to knock a second of my lap time really appreciate it
All 3.Where are you encountering the oversteer (corner entry/mid/exit)? Please try and describe the symptoms and circumstances
Ok, so the easiest ways of stabilising a car are lowering the car to bring its centre of gravity closer to the ground, raising the rear ride height above the front to move the centre of gravity towards the front wheels, and adding some ballast to the front of the car to again move the the centre of gravity towards the front.All 3.
Sort of....Does anyone know if the camber issues have now been fixed, sure I saw this mentioned in one of the recent updates?
Sort of....
Its somewhat of a contentious issue amongst the tuning community, its not massively reducing grip as it did pre 1.09 but gains are still fairly fickle and hard to find
To echo what @DolHaus said, short answer is YES..... and NO
They claimed to have fixed it with the 1.09 update, but in my opinion it still has the same issues such as:
- Adding more rear camber than front camber causes rear end to loosen up. Actually reduces rear cornering grip instead of improving it.
- Small amounts (below 1.0) seem to work best
On most of my FR tunes I end up somewhere in the 0.5 front and 0.8 rear range. I find this split helps with mid corner rotation as the rear has just a little bit of slip to it. I almost NEVER go over 1.0 on either end. Keep in mind that this is personal preference and due to individual driving styles you will get hundreds of different opinions.
Definitely it is not back to how it worked in GT5, so I think most will still agree it is still "broken".
Its worth fiddling around with, can be useful for adjusting the characteristics of a car. The losses are small and only really show up if you are building a time attack style car where every tenth counts, for racing the losses are entirely manageable đź‘ŤThanks guys, have just returned to GT6 from FM5 and hadn't even started playing around with camber settings so wasn't sure if it was worth even messing with it if still broken, if there are some small gains possible may give it a go.
Its sort of complicated but also quite simple in principal. If you understand the physics and processes involved then it is fairly easy to work out where to begin, this said, unless you've had some form of mechanical/engineering training then chances are you won't have had exposure to the core principals.It can be difficult to be as critical when tuning for people who don't have a real knowledge base for it other than the game's advice. I usually base my tunes off of setups that are already in the game, such as the trial celica. But I appreciate this thread.
Its sort of complicated but also quite simple in principal. If you understand the physics and processes involved then it is fairly easy to work out where to begin, this said, unless you've had some form of mechanical/engineering training then chances are you won't have had exposure to the core principals.
I trained and worked as a mechanical engineer when I left school and have spent countless hours learning to understand the physics involved so its not so difficult for me but I can completely understand how someone from a less specialised knowledge pool might be overwhelmed as these things aren't taught in normal education. My best advice would probably be to spend some time trying to learn the basic principals such as how the centre of gravity/weight distribution affects things, weight transfer, friction/grip/slip and basic aerodynamics. Once you have an understanding of these things then it makes it much easier to get your head around and put them into practice đź‘Ť
Basing your tunes off of pre existing setups can work but understanding why these tunes work and what affects the parameters will work a lot better in the long run, it takes time and effort but a bi of learning never did any harm
Its.... complicatedI've been working on a few more tests and before continuing I have an existential question for you. Will the camber angle have a different effect depending on the tire compound used? For example if I put F=0.5 & R=0.5 on CS, and then put SS, will my time difference between the two types of tires be the same as if I did the same test with camber at F=0.0 , R=0.0? ( I guess you sort of wish I had asked what came first, the chicken or the egg instead). I'm thinking of writing a Tuners Guide, going to call it "1000 ways to never finish a tune in". I'll probably try this at some point, but if others have done this I could change my title to 999 way to not finish a tune.
Take care and until the next .
http://www.gizmag.com/fermilab-holometer-examines-spacetime/16829/It would make sense, since almost everything in the suspension settings can benefit from minor changes when you change tire types. So I think I'll try to see what the difference there is at some point in time. (Just realized I should have quoted the preceding post).
I was thinking that chapter 6 could easily be stretched to three different chapters, I'm pretty good at wasting time & space, đź’ˇ time divided by distance (space) = speed, snail speed = 24 hours divided by 1 meter = 0.024 kmh, now that's fast. Take care of yourself, and as a great prophet once said, "Watch out where the huskies go, don't you eat that yellow snow" (Frank Zappa)
I trained and worked as a mechanical engineer when I left school and have spent countless hours learning to understand the physics involved so its not so difficult for me
DolHausHere we see a wheel at 0.0 degrees of camber, the contact patch is wider than it is long which means it can handle more lateral (sideways) forces but less linear (accelerating/braking) forces. This makes it ideal for cornering.
Here we see a wheel with heavy negative camber. The contact patch is now longer than it is wide which makes it better at handling linear (accelerating/braking) forces but worse at handling lateral (sideways) forces. This makes it ideal for accelerating and braking.
Would that time not have been better spent clearing up any misunderstanding, rather than just plain insulting someone who has spent a lot of time and effort trying to help others by producing this guide?Looking at what you post in your guide ...
... I would say that understanding the physics involved is difficult for you.
What point have you come here to make?Looking at what you post in your guide ...
... I would say that understanding the physics involved is difficult for you.
Please explain what is wrong with the statementThe point is that you got the camber effects wrong in your guide, the text I quoted you, that's all.
Please state your source, I think you might have this backwards.The correct text in your guide should be this one:
Here we see a wheel at 0.0 degrees of camber, the contact patch is bigger in a straight line than a wheel with heavy negative camber, which means it can handle less lateral (sideways) forces because there's less contact patch when cornering, but it can handle more linear (accelerating/braking) forces because there's more contact patch when going in a straight line. This makes it ideal for accelerating and braking.
Here we see a wheel with negative camber, the contact patch is smaller in a straight line than a wheel with 0.0 camber, which means it can handle more lateral (sideways) forces because there's more contact patch when cornering, but it can handle less linear (accelerating/braking) forces because there's less contact patch when going in a straight line. This makes it ideal for cornering.
Please do, I'm always interested in furthering my own knowledge so I can impart it on others. I do not claim to be an expert on camber, I have done research so as to gain an understanding and expressed it in my own words.Sure, later I'll show you some links, it's in the wikipedia if you want to check this info, even stated in the GT6 guide "Beyond The Apex".
I'm not saying this, I'm saying that leaning the tyre onto a narrower edge (negative camber) is making the contact patch narrower and smaller in a straight line (less grip), but when you are cornering this contact patch becomes bigger due to the tire flex and body roll (more grip).The issue I'm seeing with your statement about the shape of the contact patch on a cambered wheel is that you are saying leaning the tyre onto a narrower edge is somehow making the contact patch wider? And conversely with the 0.0 wheel that using the full width of the tyre is somehow making the contact patch narrower?
To me this doesn't make sense
I shall give them a read and get back to you. đź‘ŤI'm not saying this, I'm saying that leaning the tyre onto a narrower edge (negative camber) is making the contact patch narrower and smaller in a straight line (less grip), but when you are cornering this contact patch becomes bigger due to the tire flex and body roll (more grip).
Conversely the 0.0 wheel is using the full width patch when going straight (max possible grip), but when cornering that patch becomes narrower and smaller (less grip).
@PsuPepperoni explained this quite well in his first post of the Camber Theory, this is what happens in real life but it's not well modeled in GT6.
In my opinion, in GT6, camber works like in real life in a straight line (it can be easily proven), but tire drag is not modeled, as for cornering, camber angle is a mess, it's like PD forgot to model the tire flex.
Links:
====
Camber angle explained (source: Wikipedia)
Racing setup, look at wheel camber component (source: Wikipedia)
wheel alignment (source: Hankook) (negative camber cornering performance)
Camber angle explained (source:Tire Rack)
If you need more links just let me know.
I believe this is the wrong way round. (Followed by a correction or an explination of why you believe this to be the case.)
Not exactly helpful but fair enough. And the other?...I won't share my understanding of the camber effects because it's not needed, they're worldwide known and there are thousands of documents in internet about this.
The correct text in your guide should be this one:
Here we see a wheel at 0.0 degrees of camber, the contact patch is bigger in a straight line than a wheel with heavy negative camber, which means it can handle less lateral (sideways) forces because there's less contact patch when cornering, but it can handle more linear (accelerating/braking) forces because there's more contact patch when going in a straight line. This makes it ideal for accelerating and braking.
Here we see a wheel with negative camber, the contact patch is smaller in a straight line than a wheel with 0.0 camber, which means it can handle more lateral (sideways) forces because there's more contact patch when cornering, but it can handle less linear (accelerating/braking) forces because there's less contact patch when going in a straight line. This makes it ideal for cornering.
Now that wasn't too hard now was it? And it only took 13 and a half hours.I'm not saying this, I'm saying that leaning the tyre onto a narrower edge (negative camber) is making the contact patch narrower and smaller in a straight line (less grip), but when you are cornering this contact patch becomes bigger due to the tire flex and body roll (more grip).
Conversely the 0.0 wheel is using the full width patch when going straight (max possible grip), but when cornering that patch becomes narrower and smaller (less grip).
@PsuPepperoni explained this quite well in his first post of the Camber Theory, this is what happens in real life but it's not well modeled in GT6.
In my opinion, in GT6, camber works like in real life in a straight line (it can be easily proven), but tire drag is not modeled, as for cornering, camber angle is a mess, it's like PD forgot to model the tire flex.
Links:
====
Camber angle explained (source: Wikipedia)
Racing setup, look at wheel camber component (source: Wikipedia)
wheel alignment (source: Hankook) (negative camber cornering performance)
Camber angle explained (source:Tire Rack)
If you need more links just let me know.