But why start at one extreme? Max/Max won't give maximum rotation, the job of ARBs in GT is sharing the load between inside and outside wheel so setting it to max is just ensuring that the inside wheel extends equal to the compression of the outside wheel during cornering load. This is fine if you've got grip to spare but you will quickly exceed traction limits if you're trying to work within the constraints of the tyres. The same is true of minimum values where you will be effectively putting 90% of the load on the outside wheel rather than splitting it, this again puts you at risk of quickly exceeding grip limits.@DolHaus he has been reading and getting clairfaciton in the transmission thread. Once he's got the suspension down, than toss in the hard to build transmission setup.
Something that is still a mystery to me is ARB's I know what they are supposed to do. But in practice in the game I found the following (after a tip from a fast little birdie)
Start Max/Max on the ARB's, this gives maximum rotation on the car, adjust ONE ARB to improve grip on that end of the car.
If your unable to find a happy place due to lack of grip, set both to minimum, than adjust ONE up to improve rotation. A Min/Max set up gives the best nose grip and tail slip but can in most cases make a car very hard to drive.
When combined with a Ride Hight raked setup this can make dogs turn well and twitchy cars stable.
It does work more or less but it strikes me as a gross simplification of what's actually going on, good for a quick fix but may prevent you reaching the full potential of the suspension in a similar fashion to how you can use rake to overcome a lot of problems quickly but you'll find a better balance by manipulating other components to reach the same result. One size fits all solutions are fine in a pinch but a properly engineered solution will always outperform them 👍@DolHaus i never said it made sense nor do I understand why it works that way. But having the ARBs set with one at Min or Max and then adjusting one to change the grip on that end of the car works very well in the game. I know IRL it's stupid to do but in the game it's a good way to get the car to do what you want, especially in TT's.
That's a good approach but a finished transmission can affect the suspension, if you build a high torque box you're going to have to adjust the suspension to accommodate it. And to the flip side, if you build s really stuff car you have to build a softer transmission so you don't over torque the tires.
Ride height is a bit of a weird one in GT, it essentially works on the principal that the longer the suspension travel the more grip it can generate. This means that a higher ride height acts like a softer spring and increases grip, the downside is a higher centre of gravity which makes the car prone to pitching and rolling around like a boat (much like softer springs but less negative aspects)...
Apologies for the lack of replies, I've been very busy with helping my friend get ready for his wedding all week but that's all over and done now so I should be much more prompt with my tuition from now on.Yes @Otaliema, few days ago I tried to race with Pozzi Camaro RS without be bitten by it , and its default gearbox was very savage. Before anything else, I had to modify the gearbox, following your indications, to get the wheels transmit the power correctly to the asphalt.
I've modified a little the Miata and got an easier but faster car 👍. I've reduced only 5mm the front RH to don't mask other modifications deficiencies, the rear BB to 5/4 and added rear ballast (90/+25) to obtain 50/50 weight distribution. Obviously I added a few HP to mantain PP. Maybe I wouldn't add ballast till we tune a more powerful car and you teach me all its implications... I don't know. But in this case it seems to work.
The light oversteer that converts the Miata in a little funny car has disappeared, but instead I've discovered a more consistent and confident car. And with less effort I've gotten a 2 tenth faster lap.
I'll keep experimenting to see what I keep discovering.
Thank you
Brilliant math there, my friend! I still find the base spring rate the same way, but I do % increments from there... 10% initially (pending on car/track), but I usually have to re-adjust in smaller %'s back down. Puts me about the same numbers as you would get. But your multiplying method is quicker to do and easier to remember. Writing that one down in the notes!👍(Weight X gravity) divided by weight distribution = spring rate
F: (1000 x 9.81) x 0.60 = 5886
R: (1000 x 9.81) x 0.40 = 3924
Now we just need to put a decimal point in there and round the number up or down to translate it into a usable figure:
F: 5.89 kgfm
R: 3.92 kgfm
Now because the car will be moving forwards (therefore weight going backwards) for most of the time we need to adjust the rear spring rate to take this into account, usually its only a small amount but by keeping a record of our original number we can easily test all the possibilities.
3924 x 1.1 = 4316.4
3924 x 1.2 = 4708.8
3924 x 1.3 = 5101.2
3924 x 1.4 = 5493.6
You need to test these until you find which one suits your car, once you've found the right ratio it will make further modifications regarding ballast much easier. Lets say we have found that the 1.3xR fits our car best and imagine that we are now going to change the weight distribution to 50/50.
F: (1000 x 9.81) x 0.50 = 4905
R: ((1000 x 9.81) x 0.50) x 1.3 = 6376
F: 4.91 kgfm
R: 6.38 kgfm
It should be mentioned that finding your starting point isn't an exact science, I generally start by trying to find the right number to multiply the front spring rate to get it reasonably close to the stock value and then go from there, as long as I keep the same ratio throughout the testing stage I should be able to avoid upsetting the F/R grip balance no matter how much I move the ballast around. 👍
It's a really good method for some cars, I used percentages for a while but after trying the simple multiplication and finding it put me in a similar place results wise I decided it was probably the more efficient method and stuck with it. Never found it to work well with premium cars that have raked default suspension but its always worth a go 👍Brilliant math there, my friend! I still find the base spring rate the same way, but I do % increments from there... 10% initially (pending on car/track), but I usually have to re-adjust in smaller %'s back down. Puts me about the same numbers as you would get. But your multiplying method is quicker to do and easier to remember. Writing that one down in the notes!👍
You believe correctly . But I can't remember exactly how it goes , been quite some time since I used that one. I developed a new, even more complicated set based on targeting specific ride frequencies which I feel gives a better starting point than the other one.I believe @Thorin Cain had a similar method that involved ride height as well but because of the early results I had using your method I rarely felt the need to further complicate things.
Touch and hold on the date/time bellow your name and choose "copy link address".on phone and can't figure out how to quote the post itself .
Ah! 💡 Thank you my good friend .Touch and hold on the date/time bellow your name and choose "copy link address".
Unfortunately adjusting the ballast screws up your springs rates and I was hoping to cover that later. Your spring rates are a direct result of the weight pushing down on them and by adjusting the ballast you've changed the amount of static load that is acting upon the front/rear springs. By adding weight you've effectively made your car more softly sprung, the opposite happens when you add the weight reduction option because by removing weight you are effectively making the springs stiffer.
There is a useful equation that was first brought to my attention by @Lionheart2113 which can be helpful for finding ideal spring rates, doesn't work perfectly on every car (seems to work better on standards than premiums) but its always worth checking. We will use our 1000kg 60/40 example car for illustration:
The general rule is that the more grip the tyre has, the stiffer your springs can be. You can't really say that a specific tyre will fit a specific range of the blue bar, or rather you can but only on a case by case basis and even then it'll just be vaguely in the right area to make the tyre work. The definition of soft or stiff springs depends entirely on who's describing it and what they're describing, its all relative and can get a bit confusing without perspective so try not to get too hung up on it.Hi Dolhaus:
Ok, I'll go back to my last configuration and wait for your indications about the use of ballast, maybe in another more powerful car.
In relation with the ecuations you use to calculate the spring rate, I have a question:
Reading other threads, I've "heard" that the stiffness or softness of the springs depends on the type of tires the car uses. Then we can break the blue bar into 9 sections to know, more or less, the "exact point" where to start to test the car on track.
On the equations I can't see any relation with the tire type, must we assume that this equations are for sport hard tyres or what compound?
About the use of toe, I'll reread your initial indications and will go to track to try different angles.
Excuse me to make so many questions in one post (#537), I'd have understood that you'll talk about them later, and in the same fashion... one at a time.
FR
Chevrolet Corvette ZR1 (C6) '09 - Good car
SRT Viper GTS '13 - Surprisingly understeery
Ferrari 599 '06 - Not bad
Shelby Cobra 427 '66 - Complete monster, can only be made more manageable but never better
Mercedes SL 55 AMG (R320) '02 - Not bad, not great
TVR Cerbera Speed 6 '97 - Bit of a dog
Ferrari 365 GTB4 '71 - Not bad, not great
MR
Ford GT LM Pace Car Spec II - good high PP workhorse
McLaren F1 '94 - Pain in the 🤬
Ferrari Enzo '02 - Fast but unforgiving
Ferrari 458 Italia '09 - Good car
Ferrari GTO '84 - A bit tricky
Lamborghini Miura P400 '67 - Not tried it myself but apparently one of the faster MR platforms
Lancia Stratos '73 - Difficult car
RR
Ruf BTR '86 - NOPE
4WD
Bugatti Veyron 16.4 '13 - One of the worst cars in the game, suicidal understeer
Lamborghini Aventador LP 700-4 '11 - Not bad for high PP
Tommykaira ZZII '00 - Really good but can be a handful
MR Racing
Toyota 7 '70 -
Mercedes Sauber C9 '89
BMW V12 LMR '99
Pagani Zonda R '09
We'll leave racing cars alone for the minute, there isn't much difference between tuning one of them and a street car but they can be a bit finicky if you don't know what you're looking for
Does the current time trial appeal to you? If so we can use it as a back drop for the tuning exercise and use your ranking as motivation, if not we can just continue as before but I feel that without a goal it is easy to lose focus. I wouldn't pile several hundred miles into a car without good reason and I shouldn't expect the you to do it either, its a shame there isn't a FITT event running at the moment otherwise I would suggest you sign up there, competition really helps sharpen the mind
The ranked time trial events were the ones I was talking about but if there is only a 700pp event available then that's probably not the best place to start.Sorry, in my last post I’ve forgotten the expression “Seassonal events” and I wouldn’t know how to explain the differences between them and “Time trial”.
Hmmm, or are you talking about "on-line events"?
Yes, I like the time trials, but the current one is for 700PP. Is it not very much to start? I tried it last weekend and I got the silver.
I don't know if I have the skills to beat others on track in "on-line events", maybe by now, I prefer to fight against myself in time trials.
All of me is a big and listening ear. When do we start?
It's always the GSX-R at 400pp...There is also a 400pp TT at Tsukuba as well. The fastest car to use seems to be the Suzuki gsx-r....
The 700pp TT is at apricot hill. The c60 pescarolo is the car of choice...
Hmmmm.... considering that we'd be limited in our tuning options and working in a very specific way to get the GSX-R to go faster I feel we would be limited in our learning opportunities.Well, I'm interesed into learn.
The TT at Tsukuba only admits Confort Hard tyres... it is another learning path, I'm open to everything that teaches me. I've already won the gold, but with a very poor time... yes, the GSX-R too but without wings.
Ok, we can take advantage of this TT now and leave the ZR1 (C6) for later.
The configuration that I used wasn't a good tune, but I started with the minimal effort to see if I was able to win the gold with the minimum time investment because I was trying to dedícate all my time and effort to the Miata:
GSX-R
==========
PR: 400
HP: 94
Kg: 700 (50/50)
Tyres: CH
-------------------
RH: 75/85
SR: 6'00/5'30
DC: 3/4
DE: 4/3
ARB: 4/2
Camber: 0'00/0'00
Toe: 0'00/0'20
BB: 5/3 (normal brakes)
------------------
LSD: 9/11/15
Clutch: double
Shaft: standard
-----------------
Pot: 53'9%
Parts: All standard
-----------------
Ballast: 60/-20%
Reduction: All standard
Please don't scream, I told you, I invest very little time
I can't tell you my time because I have problems now with the PSN connection, but if I remember correctly, only 1 or 2 tenths below the gold limit.
They aren’t the cars, they aren’t the tunes, it’s my driving style, I don’t know if I push the throttle too early and always the car oversteer, I always discovered myself looking for the stability that I rarely find, and finally I have to extend the coasting time on every turn and I lost the theory of “brake early to throttle early”. Any suggestion or advice to be able to accelerate more softly, more “analogically” and not so “digitally”…
Chevrolet Corvette ZR1 (C6) ‘09
Wheel / Joypad: DS3
Power: 660 BHP
Weight: 1206 kg
Performance Points: 593 PP
Wheels: Standard Size
Fitted parts: none
Tires: SH
Weight Distribution: 49:51
Suspension: (All standard values)
Ride Height: Front: 80 Rear: 80
Spring Rate: Front: 11’14 kg Rear: 12’77 kg
Dampers (Compression): Front: 3 Rear: 3
Dampers (Extension): Front: 3 Rear: 3
Anti-Roll Bars: Front: 3 Rear: 3
Camber Angle (-): Front: 0.0° Rear: 0.0°
Toe Angle: Front: 0.00° Rear: 0.00°
Brakes: F: 5 R: 5
Differential Gear: Fully Customisable Mechanical Limited-Slip Diff
Initial Torque: R= 10
Acceleration Sensitivity: R= 15
Braking Sensitivity: R= 20
Clutch & Flywheel: Double
Propeller Shaft: Carbon
Power (All standard values)
Oil Change: no
Power Limiter: 100 %
Engine Tuning: Std
Computer: Std
Exhaust: Std
Exhaust Manifold: Std
Catalytic Converter: Std
Intake Tuning: Std
Turbo Kit: Stage: Std
Nitrous Oxide (N2O): Std
Body
Body Rigidity Improvement: No
Downforce: F: - R: -
Weight Reduction: Stage 3
Bonnet: Carbon
Windows: Light
Ballast: 0 kg
Ballast position: 0 %
Now is the moment to know if I have to add any power part or leave it standard, although I think it is well powered.
Deep Forest makes me a bit dizzy, I was thinking to test the Corvette on Grand Valley Speedway. What do you think?
I ran 2 or 3 laps to start to know the car focusing on LSD and initially with Accel. at 40 it is undrivable for me. I lowered Accel. to 15 and I was able to finish a lap without trample the grass. I view that the car doesn’t pitch with its standard configuration, only rolls a little.
Must I start in the same Miata’s way or are you going to define another path?
Thank you.
Well you can tune a car to compensate for driving style but care should be taken not to use tuning as an excuse not to improve your abilities as a driver. In terms of throttle application on exit its a hard issue to tackle because I don't know the cause, if the LSD is badly set up (which they usually are from the dealership) then you are going to be at an immediate disadvantage and judging by your actions on the corvette you already have grasped the solution. Any RWD car with a high Accel is going to be a handful on corner exit, I would always drop the accel to around 15 as a starting point, its not so bad in a 4WD or a FWD for various reasons but in a RWD you want the Accel fairly low. In terms of driving technique it can come down to a range of things from controller set up to driving line and I'm not really sure where to begin.They aren’t the cars, they aren’t the tunes, it’s my driving style, I don’t know if I push the throttle too early and always the car oversteer, I always discovered myself looking for the stability that I rarely find, and finally I have to extend the coasting time on every turn and I lost the theory of “brake early to throttle early”. Any suggestion or advice to be able to accelerate more softly, more “analogically” and not so “digitally”…
Chevrolet Corvette ZR1 (C6) ‘09
Wheel / Joypad: DS3
Power: 660 BHP
Weight: 1206 kg
Performance Points: 593 PP
Wheels: Standard Size
Fitted parts: none
Tires: SH
Weight Distribution: 49:51
Suspension: (All standard values)
Ride Height: Front: 80 Rear: 80
Spring Rate: Front: 11’14 kg Rear: 12’77 kg
Dampers (Compression): Front: 3 Rear: 3
Dampers (Extension): Front: 3 Rear: 3
Anti-Roll Bars: Front: 3 Rear: 3
Camber Angle (-): Front: 0.0° Rear: 0.0°
Toe Angle: Front: 0.00° Rear: 0.00°
Brakes: F: 5 R: 5
Differential Gear: Fully Customisable Mechanical Limited-Slip Diff
Initial Torque: R= 10
Acceleration Sensitivity: R= 15
Braking Sensitivity: R= 20
Clutch & Flywheel: Double
Propeller Shaft: Carbon
Power (All standard values)
Oil Change: no
Power Limiter: 100 %
Engine Tuning: Std
Computer: Std
Exhaust: Std
Exhaust Manifold: Std
Catalytic Converter: Std
Intake Tuning: Std
Turbo Kit: Stage: Std
Nitrous Oxide (N2O): Std
Body
Body Rigidity Improvement: No
Downforce: F: - R: -
Weight Reduction: Stage 3
Bonnet: Carbon
Windows: Light
Ballast: 0 kg
Ballast position: 0 %
Now is the moment to know if I have to add any power part or leave it standard, although I think it is well powered.
Deep Forest makes me a bit dizzy, I was thinking to test the Corvette on Grand Valley Speedway. What do you think?
I ran 2 or 3 laps to start to know the car focusing on LSD and initially with Accel. at 40 it is undrivable for me. I lowered Accel. to 15 and I was able to finish a lap without trample the grass. I view that the car doesn’t pitch with its standard configuration, only rolls a little.
Must I start in the same Miata’s way or are you going to define another path?
Thank you.
The parts on the left hand side don't change the RPM limit and focus mainly on adding torque to raise power, you can add and remove these parts without needing to adjust or reset your transmission.
Ahh, I see you've spotted the deliberate mistakeI strongly agree with most of everything you said (especially manipulating the power curve) except the above. Parts on the left do alter RPMs redline limits by adding 0/100/200/300 RPM, which leads to different gear ratios when resetting the transmission. Kids have a hold of the tv, but I found this in my notes....it's on paper so that should show how old it is. I can't even remember what cars they were for.
View attachment 605656
Yes, terrible handwriting I know... it's clear why I switched to notes on the iPad!