That's what I thought! Thanks. Can you comment on the Volvo setup in my post made by Rotary Junkie? I just can't figure why the Springs are setup that way.
-DD
Sure, but what post are you talking about?
That's what I thought! Thanks. Can you comment on the Volvo setup in my post made by Rotary Junkie? I just can't figure why the Springs are setup that way.
-DD
That's what I thought! Thanks. Can you comment on the Volvo setup in my post made by Rotary Junkie? I just can't figure why the Springs are setup that way.
-DD
On flat rides to simplify the problem, engine is front => so weigth is front => so you need strong front SR, simple as that.1) He suggests a Spring Rate of 10.3/2.8 which just seems backward to me. Shouldn't the rear springs be stiffer in a FF car to accommodate weight transfer during acceleration?
This is not true. For SR.After searching (Google, GTPlanet) some firmly believe the Spring settings are backwards in GT5 and that a Higher Number = SOFTER.
If the ride is low, you need high SR because if the kg of your drive train > the kg of your springs then the ride hit the "min spring" and compression is made 100% of the time.2) Spring Rate and Weight in GT5 - I have seen some "light" (sub-1000kg), high horsepower cars with high Spring Rate values (16+). I am assuming that the higher available Spring Rate values are due to the Weight-to-Power Ratio (WPR) these cars have??
Yes but it's a tuning secretIs there a rule of thumb for when the WPR trumps Mass (kg) as the basis for setting Spring Rate?
1) Spring Rate Value in GT5 - Does a higher number in GT5 mean STIFFER or SOFTER springs? According to the guide here and my own common sense I am led to believe a Higher Number = STIFFER. However I recently checked out a tune by Rotary Junkie here for a Volvo C30RS, a FF car with 420bhp @ 1196kg which made me question this. He suggests a Spring Rate of 10.3/2.8 which just seems backward to me. Shouldn't the rear springs be stiffer in a FF car to accommodate weight transfer during acceleration? Or are you trying to induce over-steer or compensate for your ride height settings? After searching (Google, GTPlanet) some firmly believe the Spring settings are backwards in GT5 and that a Higher Number = SOFTER. I am confused by this - any insight (Rotary Junkie?) would be appreciated.
2) Spring Rate and Weight in GT5 - I have seen some "light" (sub-1000kg), high horsepower cars with high Spring Rate values (16+). I am assuming that the higher available Spring Rate values are due to the Weight-to-Power Ratio (WPR) these cars have? Is there a rule of thumb for when the WPR trumps Mass (kg) as the basis for setting Spring Rate?
A higher number is (as others have already said) stiffer, but I do things a bit differently with FWD cars as I've gotten good results doing so. If you look closer, note that while the front springs are quite stiff, the front anti-roll is very soft, and the rear anti-roll is very stiff. It means you get a car that turns in very well and keeps weight over the nose while accelerating out of corners, albeit at a slight cost to straight-line traction. You'll never get a high powered FWD to not wheelspin off corners at least some of the time; the faster way is to make the wheelspin work for you instead of against you.
While it's true that a lighter car won't need (or want) as stiff of springs as something heavier, more grip (not more power) requires stiffer springs to keep down body roll. 16 kg/mm is ridiculously stiff for a road car but if anything a bit soft for a full-on race car and the grip resulting from high downforce and full slicks.
Another LSD topic I'd love to hear some input on is how brake balance figures in. I have found that equally balanced and also rear-heavy settings can really create oversteer, and that front-heavy brake balance goes the other way. How much does brake balance figure into your tunes, and at what point do you start working it into the equation?
I almost always use two ticks more on the front of my brakes compared to the rear. I hate how a lot of tuners use really high rears to "get it to rotate" under braking so I always change brake balance to how I like it. That is not how you drive a car in real life and purposely locking up your rears just to turn the car is crazy. It might be faster in game though so I guess that's why a lot of game tuners do this, but I just can't drive like that.
I think it's that, if I don't mess with something :
On front traction wheels
Initial Torque
0..5.........60..100
<------------------>
understeer oversteer
Accel sensitivity
0..5.........60..100
<------------------>
oversteer understeer
Decel sensitivity (engine brake's "strength", don't yell at me Rotary )
0..5.........60..100
<------------------>
oversteer understeer
On rear traction wheels
Initial Torque
0..5.........60..100
<------------------>
understeer oversteer
Accel sensitivity
0..5.........60..100
<------------------>
understeer oversteer
Decel sensitivity
0..5.........60..100
<------------------>
oversteer understeer
We were arguing about how it locks. That's just a problem of perception I think.
The thing is, when you're running ABS it is VERY rare to actually have "too much" rear brake bias. Too much front... Often. I find shortest stopping distances to be achieved with very strong rear bias settings and moderate to heavy front bias settings, though there are cases where turning down the rear bias helps stability. As for rotation... The only time the stronger rear bias settings actually cause/influence it is under partial braking, and again, often not causing a slide, just causing the nose to tuck in a bit.
A tune made for ABS off, however, will tend to be more front-heavy, not to mention using lower settings.
thanks for all the info ... quite beneficial.
i do still have a question in regards to toe. when looking at the diagram in suspension tuning, it seems to state that the (+) sign is negative toe and the (-) sign is positive toe. having said that, every other tuning blurb made by either novice or experienced tuners are stating the reverse. please clarify.
thanks, dan
We've all decided to agree that:
+ = toe in
and
- = Toe out
This is how the diagram is layed out in game.
True to life? We've stopped caring or arguing.
I think it's that, if I don't mess with something :
On front traction wheels
Initial Torque
0..5.........60..100
<------------------>
understeer oversteer
Accel sensitivity
0..5.........60..100
<------------------>
oversteer understeer
Decel sensitivity (engine brake's "strength", don't yell at me Rotary )
0..5.........60..100
<------------------>
oversteer understeer
On rear traction wheels
Initial Torque
0..5.........60..100
<------------------>
understeer oversteer
Accel sensitivity
0..5.........60..100
<------------------>
understeer oversteer
Decel sensitivity
0..5.........60..100
<------------------>
oversteer understeer
We were arguing about how it locks. That's just a problem of perception I think.
Best thread Ive read so far:tup: