- 11,660
- GTP_Orido
Yeah, I guess GT6 over exaggerate the effects
I think PD should reduce the effect, I tested on Stratos, even 2mm difference can be felt
, it should take at least 20mm for the same 2mm effect.
This might have some substance.Hi guys, another test/theory which I'd really appreciate some opinions on.
For this test I used the Eunos Roadster J limited '91 (premium). FC suspension installed. (I happened to set all dampers and ARB to 1 but I don't think it's of concern for this test). Camber and toe stock, then set her up with max front/min rear RH. Start arcade mode (I used Tsukuba, the back straight is flat), immediately park, and turn the steering full lock. Stop, go to replay, and close up photo the "inside" front wheel. Use the portrait view so the edges of the frame give you a good vertical guide. You will see a lot of camber inherited from the steering at full lock.
Now do the same, but with min front/max rear RH. I thought I saw a difference, in that the low front setup showed less camber at full lock. However I'm not sure if there was discrepancy in how I positioned the camera, because sometimes if you don't picture the wheel exactly head-on, it's hard to ascertain the true camber. Also, there is the risk of accidentally moving the camera off from it's initial vertical alignment. It'd be really great if anyone else could prove/disprove this.
If there is a difference, is the rake somehow changing caster/steering axis? I'm imagining the situation with a 4 legged table (your car and suspension struts). If you cut 2 legs shorter, not only will the top of the table be leaning (rake), but your table legs will no longer be vertical. This does assume that the top of the suspension is modelled at right angles to the car body, like a table top and table legs.
I'm aware that I'm taking the leap of faith of using the graphics model to infer an effect on the physics. I've also not thought through whether this would give the backwards effects on handling that people have seen, I literally was just mucking about with race photos, and thought something looked weird.
Will post pics if I get time today, mega busy![]()
I don't think castor is modelled either, it makes real world sense but possibly not so much within the game
Yes, I agree completely.This was debated in the old camber forum. Camber is broken therefore caster and suspension geometry is also out of whack.
It makes very good sense but my thinking is if castor is not modelled and therefore not considered an input factor, would it have any effect on the overall suspension model? It would change the angle for sure, but would that be recognised as a change by the programming?Yes, I agree completely.
But think about his table analogy.
Now imagine that the rear of the table has the shorter legs.
The suspension (wheels) in gt6 move up and down, in a linear motion. The axis on which they turn (when steering) , can be presumed to be rotating around the same line that the suspension moves along, this is the front legs of our table(stay with me)
So if we have any amount of castor, even 0 (which is dead upright, like our table legs) at a level ride height, then dropping the rear, will lean the top of the leg backwards, therefore giving castor to the front (and rear) struts.
I hope that made sense.
The fact we can't adjust castor, doesn't mean is doesn't exist, it just implies that the struts are vertical when at a level ride height. Adding any rake will put the struts off vertical.
That makes more sense.
This would make sense with shifting the centre of gravity, there's definitely a sweet spot before a decline. When I've seen it applied the distance between the heights has been increased in correlation with the nose weight bias or natural understeer tendencies.Spec Miata '97 SR-Limited
100/80 ride height had good corner rotation
120/80 better
130/80 best
140/80 back toward understeer
150/80 closer to stock understeer
160/80 worse than even ride height
There seems to be a bell curve involved.
Back in 1999 NASCAR ran high fronts and low rears in Daytona 500 qualifying. It's use was banned shortly after. I recall it may have been to reduce drag on the rear spoiler. Is there anything about that theory that is relevant to this discussion?
I don't think it is to do with aero in this case but interesting to know, would be interesting to see if any max speed advantage could be gained on a Nascar by running a higher nose?[/quote]
Not sure about GT6, but in GT5 that was indeed the case. My RH settings for my NASCAR cars was 15/12 for Daytona Superspeedway, similar for Indy and Motegi. I couldn't go any lower with the rear otherwise it would bottom out in the corners. I haven't messed with the NASCAR cars much, if at all, in GT6 so I'm not sure if it still holds true.
Interesting, did you notice where the extra speed was being generated (straight line/cornering speed)?
That's my point.It makes very good sense but my thinking is if castor is not modelled and therefore not considered an input factor, would it have any effect on the overall suspension model? It would change the angle for sure, but would that be recognised as a change by the programming?
Very interesting, nice to have some real life comparison and observation.A small mention i would like to add from real world exp concerning how ride height on mcpherson strut vehicles actually have a sweet spot. I actually had custom made autocross springs made for my car. Which means the company spun a set of coils, installed them, tracked the car, gathered telemetry, and made adjustments. EVERY other spring made for performance applications dropped the vehicle 2+ inches. Conventional wisdom would suggest that lower COG would keep the weight from shifting and result in a better handling car.
Surprisingly, the end result was a ride hight that set my control arms parrallel to the ground. Around 1.7" of drop. When the car was lowered further, the leverage from the grip of the car will be transfered increasingly into the strut, increasing body roll and instability. Being a fwd car, the best set-up was to get the control arms parrallel so that forces would be transfered at the bushing of the control arm, the lowest point of the vehicle.
As much as i know gt is not very good at simulating accurate suspension geometry and the physics behind them, im inclined to think that this could be somthing that was incorporated accidentally while testing various vehicles. For the most part, a gigantic chunk of gt cars are mcpherson strut, however even the double a-arm suspension will follow the same trend, just less extreme.
If you think about it, race cars are usually engineered with ride height, tire size, suspension travel and COG usually worked out before suspension locations are plotted. There is an ideal range of travel for any given car and outside of it weight gets transfered due to leverage higher up the body, causing roll and instability. Just think about lifted trucks, after a certain point, you must lower the entire suspension to be within an acceptable range.
I realise that considering castor isnt even adjustable that the suspension model is rudementary. However, its my theory that a general model was created to replicate as close as possible to real world results in the same car. It would stand to reason that, if the model is designed to replicate real world performance, the oversight would be a suspension model that reacts to changes like in the real world. However, in comparison, they would use a variety of tunable cars to see what results change various aspects of the vehicle and have accidentally mistaken the suspension leverage with over/understeer as it does in real life. It just doesnt carry over to each and every car, as every measurment of the geometry makes each car unique to another.
Back to my real life expierence, i drove an identical car to mine, with the exception of springs. Same front bar, same dampers, same rims and very similar tires. The alien car had springs about 3/4 of an inch lower than mine, however it wasnt nearly as predictable in mid speed corners and weight transfer. His control arms were \/ (exaggeration) and was the only difference i could pinpoint as the source of the change. This is the pivot point of the body roll.
Anyways, enough for me. Just my .02 cents
so when im tuning a car what should i do with the ride height ?
Theories aside, try front higher than rear on cars with understeer. I am finding that max/min is not as fast as something more balanced like 125/80. I have not tried the reverse on nasty handling MR cars with oversteer. Someone should test that.