Content by: Carey Barnett
This document is intended
as a quick reference guide. It is not supposed to include detailed
explanations. Nor is it supposed to be my soap box. Refer to the source material, if you want more detailed
explanations of what's actually going on. Virtual racing is a
fantastic hobby, and is certainly not for everyone. However, if
you have the patience to stick with it, you will find it very
satisfying.
I set this up to help me solve specific tuning problems
with driving simulations. That is, sometimes I'll get in a car
I don't know, or on a track with some extreme(ish)/odd situations/corners
(Knutstorp), and I want a quick reference to see which adjustments
I should be fiddling with.
This was originally a paraphrase of the setup guide
in the back of the handbook from EA's F1 2002, but I have added
sections from a few online sources, and given credit when I did.
For actual explanations of various bits, I highly
recommend you read RacerAlex's Advanced F1 Setup Guide.
NOTE: This was based on information from a variety
of sources, and is supposed to be a general purpose tool, so not
all items apply to all cars.
I certainly take responsibility for my work. If you
find erroneous information, or think I should add something, email... |
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- Gearing: speed, and acceleration
- Brake Duct Size: engine cooling, and speed
- Engine Rev Limit: horsepower, reliability
- Engine Brake
Mapping: fuel consumption, and snap oversteer
- Radiator Size: engine
cooling, straight line speed
- Steering Lock: turning
circle, and control
- Differential Lock: stability, [snap] oversteer and understeer
- Wings: grip, tire wear, top speed,
oversteer and understeer
- Anti-Roll Bars: grip,
surface handling, corner exit, tire wear, responsiveness,
oversteer,and understeer
- Weight Distribution: oversteer and understeer
- Brake Bias: stopping distance,
braking stability, snap oversteer
- Camber: grip in corners
- Caster: turn-in, oversteer,
understeer, corner stability
- Toe-in: turn-in, tire wear,
top speed, and stability
- Tire Pressure: grip
in corners, tire wear, understeer, and oversteer
- Ride Height: bottoming
out, understeer, and oversteer
- Packers and/or Bump Rubber: bottoming out, understeer, and oversteer
- Spring Rate: bumpy surfaces,
grip, tire wear, responsiveness, understeer, and
oversteer
- Bump Damping: tire wear,
bumpy surfaces, grip, nervousness, understeer
and oversteer
- Rebound Damping: tire
wear, responsiveness, corner entry, and exit,
understeer, and oversteer, chassis roll
- Simulating understeer,
and oversteer with the brake, and/or throttle
- Simulator Controls: steering
wheel, pedals, etc.
- Links
- Glossary
|
1.1 |
Lengthen Gears |
None |
Increase potential maximum speed; decrease
acceleration. |
1.2 |
Shorten Gears |
None |
Decrease potential maximum speed; increase
acceleration |
2.1 |
Increase |
None |
Increase engine cooling; decrease straight line speed. |
2.2 |
Decrease |
None |
Decrease engine cooling; increase straight line speed. |
3.1 |
Increase |
None |
Increase horsepower; higher engine temperature; lower
reliability |
3.2 |
Decrease |
None |
Decrease horsepower; lower engine temperature; higher
reliability. |
4.1 |
Increase |
Decrease oversteer under negative throttle |
None |
4.2 |
Decrease |
Increase oversteer under negative throttle |
Reduces fuel consumption; low numbers can exacurbate
snap oversteer, if you suddenly lift in a corner. |
4.a |
Engine Brake Mapping will affect how much
the engine helps slow down the car - lower numbers result in MORE
engine braking, which also uses less fuel. The downside is that
the engine only slows down the driven wheels, which can cause
a braking imbalance between high and low speed. From the rFactor ReadMe |
5.1 |
Increase |
None |
Increase engine cooling; decrease straight line speed. |
5.2 |
Decrease |
None |
Decrease engine cooling; increase straight line speed. |
6.1 |
Increase |
None |
Decrease turning circle; coarser steering control |
6.2 |
Decrease |
None |
Increase turning circle; finer steering control |
7.1 |
Increase Power and Coast |
Increase understeer in corners |
None |
7.2 |
Increase Power |
Increase understeer under postive throttle |
More stable off the line |
7.3 |
Increase Coast |
Increase understeer under negative throttle |
More stable under hard braking |
7.4 |
Decrease Power and Coast |
Increase oversteer in corners |
None |
7.5 |
Decrease Power |
Increase oversteer under postive throttle |
Less stable off the line |
7.6 |
Decrease Coast |
Increase oversteer under negative throttle |
Less stable under hard braking |
7.7 |
Increase Pump (4WD) |
? |
Front wheels pull more than rear |
7.a |
Preload affects how quickly the transition
between power and coast differential occurs. If you used a preload
of '1' and slammed the throttle down you would get a very quick
transition to whatever your power percentage age was, the reverse
would happen with taking the throttle off. With a higher preload
the above effect would be a lot more gradual. TKD in the RSC rFactor forum People tend to use the words "understeer"
and "oversteer" when describing the effect of the differential
lock. In reality, oversteer is truly the only thing you are actually
adjusting. It's only because a lack of oversteer naturally moves
the car closer to an understeer condition that understeer is used
as a descriptor at all. RacerAlex's Advanced F1 Setup Guide |
8.1 |
Increase Front |
Increase oversteer in corners |
Increase front grip in corners; increase front tire
wear; decrease straight line speed. |
8.2 |
Increase Rear |
Increase understeer in corners |
Increase rear grip in corners; increase rear tire
wear; decrease straight line speed. |
8.3 |
Increase Front and Rear |
None |
Increase grip in corners; decrease straight line speed. |
8.4 |
Decrease Front |
Increase understeer in corners |
Decrease front grip in corners; decrease front tire
wear; increase straight line speed. |
8.5 |
Decrease Rear |
Increase oversteer in corners |
Decrease rear grip in corners; decrease rear tire
wear; increase straight line speed. |
8.6 |
Decrease Front and Rear |
None |
Decrease grip in corners; increase straight line speed. |
9.1 |
Increase/Stiffen Front |
Increase understeer in corners |
Decrease grip on bumpy surfaces; increase front tire
wear; more responsive handling |
9.2 |
Increase/Stiffen Rear |
Increase oversteer in corners |
Decrease grip exiting corners; decrease grip on bumpy
surfaces; increase rear tire wear; more responsive handling |
9.3 |
Increase/Stiffen Front and Rear |
None |
Decrease grip exiting corners; decrease grip on bumpy
surfaces; increase front, and rear tire wear; more responsive handling |
9.4 |
Decrease/Soften Front |
Increase oversteer in corners |
Increase grip on bumpy surfaces; decrease front tire
wear; less responsive handling |
9.5 |
Decrease/Soften Rear |
Increase understeer in corners |
Increase grip exiting corners; increase grip on bumpy
surfaces; decrease rear tire wear; less responsive handling |
9.6 |
Decrease/Soften Front and Rear |
None |
Car may bottom out more often; increase grip exiting
corners; increase grip on bumpy surfaces; decrease front and rear
tire wear; less responsive handling |
10.1 |
Adjust to front |
Increase oversteer |
None |
10.2 |
Adjust to rear |
Increase understeer |
None |
11.1 |
Adjust to front |
Increase understeer while braking |
Front wheels can lock up, increase braking distance,
reduce snap oversteer |
11.2 |
Adjust to rear |
Increase oversteer while braking |
Rear wheels can lock up; increase braking distance;
increase snap oversteer (swap ends) |
11.3 |
Adjust to centre |
Some oversteer while braking |
Decrease braking distance; may cause snap oversteer,
depending on front/rear weight distribution, wing, etc. |
12.1 |
Increase Front |
None |
Increase grip in corners... to a point |
12.2 |
Increase Rear |
None |
Decrease grip in corners... to a point |
12.3 |
Decrease Front |
None |
Decrease grip in corners... to a point |
12.4 |
Decrease Rear |
None |
Increase grip in corners... to a point |
13.1 |
Increase |
Decrease understeer |
Decrease turning radius; Increase oversteer in fast corners. |
13.2 |
Decrease |
Increase understeer |
Increase high speed corner stability. |
14.1 |
Increase front (positive) |
None |
Improve turn-in; increase front tire wear; decrease straight line
speed |
14.2 |
Increase rear (positive) |
None |
Improve stability; increase rear tire wear; decrease straight
line speed |
14.3 |
Decrease front (negative) |
None |
Decrease turn-in; increase front tire wear; decrease straight
line speed |
14.4 |
Decrease rear (negative) |
None |
Decrease stability; increase rear tire wear; decrease straight
line speed |
15.1 |
Increase Front |
Increase understeer |
Decrease grip in corners; decrease front tire wear |
15.2 |
Increase Rear |
Increase oversteer |
Decrease grip in corners; decrease rear tire wear |
15.3 |
Increase Front and Rear |
None |
Decrease grip in corners; decrease front and rear
tire wear |
15.4 |
Decrease Front |
Increase oversteer |
Increase grip in corners; increase front tire wear |
15.5 |
Decrease Rear |
Increase understeer |
Increase grip in corners; increase rear tire wear |
15.6 |
Decrease Front and Rear |
None |
Increase grip in corners; increase front and rear
tire wear |
16.1 |
Increase Front |
Increase understeer in fast corners |
Car may bottom out less often |
16.2 |
Increase Rear |
Increase oversteer in fast corners |
Car may bottom out less often |
16.3 |
Increase Front and Rear |
None |
None |
16.4 |
Decrease Front |
Increase oversteer in fast corners |
Car may bottom out more often |
16.5 |
Decrease Rear |
Increase understeer in fast corners |
Car may bottom out more often |
16.6 |
Decrease Front and Rear |
None |
None |
17.1 |
Increase Front |
Increase understeer |
Allows front ride height to be reduced without bottoming
out |
17.2 |
Increase Rear |
Increase oversteer |
Allows rear ride height to be reduced without bottoming
out |
17.3 |
Increase Front and Rear |
None |
Allows ride height to be reduced without bottoming
out |
17.4 |
Decrease Front |
Increase oversteer |
Car may bottom out more often |
17.5 |
Decrease Rear |
Increase understeer |
Car may bottom out more often |
17.6 |
Decrease Front and Rear |
None |
Car may bottom out more often |
18.1 |
Increase/Stiffen Front |
Increase understeer |
Decrease grip in corners; decrease grip on bumpy surfaces;
increase front tire wear; more responsive handling |
18.2 |
Increase/Stiffen Rear |
Increase oversteer |
Decrease grip in corners; decrease grip on bumpy surfaces;
increase rear tire wear; more responsive handling |
18.3 |
Increase/Stiffen Front and Rear |
None |
Decrease grip in corners; decrease grip on bumpy surfaces;
increase front and rear tire wear; more responsive handling |
18.4 |
Decrease/Soften Front |
Increase oversteer |
Increase grip in corners; increase grip on bumpy surfaces;
decrease front tire wear; less responsive handling |
18.5 |
Decrease/Soften Rear |
Increase understeer |
Increase grip in corners; increase grip on bumpy surfaces;
decrease rear tire wear; less responsive handling |
18.6 |
Decrease/Soften Front and Rear |
None |
Increase grip in corners; increase grip on bumpy surfaces;
decrease front and rear tire wear; less responsive handling |
19.1 |
Increase/Stiffen Front |
Increase understeer in bumpy corners |
Increase front tire wear |
19.2 |
Increase/Stiffen Rear |
Increase oversteer in bumpy corners |
Decrease grip on bumpy surfaces; increase rear tire
wear |
19.3 |
Increase/Stiffen Front and Rear |
None |
Decrease grip on bumpy surfaces; increase front and
rear tire wear; nervous and unpredictable handling |
19.4 |
Decrease/Soften Front |
Increase oversteer in bumpy corners |
Decrease front tire wear |
19.5 |
Decrease/Soften Rear |
Increase understeer in bumpy corners |
Increase grip on bumpy surfaces; decrease rear tire
wear |
19.6 |
Decrease/Soften Front and Rear |
None |
Increase grip on bumpy surfaces; decrease front and
rear tire wear |
20.1 |
Increase/Stiffen Front |
Increase understeer during corner exit, and entry |
Increase front tire wear |
20.2 |
Increase/Stiffen Rear |
Increase oversteer during corner exit, and entry |
Increase rear tire wear |
20.3 |
Increase/Stiffen Front and Rear |
None |
More responsive handling |
20.4 |
Decrease/Soften Front |
Increase oversteer during corner exit, and entry |
Decrease front tire wear |
20.5 |
Decrease/Soften Rear |
Increase understeer during corner exit, and entry |
Decrease rear tire wear |
20.6 |
Decrease/Soften Front and Rear |
None |
Less responsive handling |
20.a |
Slow damping affects the weight
transfer of the car's sprung mass (chassis pitch
and roll) on the springs; fast damping controls the springs
response to the deflection of the car's unsprung weight (the
tire/wheel/hub assembly reaction to bumps) RacerAlex's Advanced F1 Setup Guide |
21.1 |
Increase Brake |
Decrease Understeer |
This applies to a car that is neutral, or understeering
slightly going into a corner, and has a forward brake balance.
As you apply brake pressure, the weight balance moves forward,
the front wheels gain a little more traction, and the nose points
in more. Too much understeer cannot be corrected in this manner. |
21.2 |
Decrease Throttle |
Increase Oversteer |
If you lift sufficiently during cornering, the rear
tires will break traction, and the rear end will come round. If
you do this carefully, you can use this tool to point into the
corner. For this to happen, you do need to be carrying enough
speed, and you do need to lift a little quickly. |
21.3 |
Increase Throttle |
Increase Oversteer |
As long as there's enough torque available at the
time, you can make a car's back end step out during cornering.
You can take advantage of this by lowering the gearing, so you're
in the meat of the power band during the corner in which you'd
like to induce oversteer. |
21.a |
These are the essential components of 'trail braking' and using them as such requires a good touch, and sufficiently
sensitive hardware, in a simulator, to feel, and control the effects
as they happen. You also have to get the other components balanced
so the car doesn't 'snap' around on you, and you have to have
enough cockpit time to know what you're feeling, and predict what
will happen. |
22.1 |
Increase Axis Travel/Decrease Sensitivity |
none |
Reduce apparent nervousness; Allow a finer degree of control. |
22.a |
This is, of course, a matter of personal taste. However,
after consulting with a number of hard-core gamers, you are looking
for as much control, and as much feeling as you can get.
When
talking about first person shooters, the general advice was to
set the mouse sensitivity as low as you can stand.
This takes some getting used to, but pays dividends in accuracy,
or so I'm told. As this applies to driving simulators, you want
as much steering wheel travel as you can stand (It will take getting
used to.), and as much pedal travel also. This may seem counter-intuitive,
but think about it: You don't want minor twitches to have large
effects, and you want to be able to make the finest possible adjustments
during maneouvering.
With force feedback equipment, this lets
you set more, and stronger forces, thus allowing you to feel more
of the road without having the wheel ripped from your hands. Note that some drivers turn off the software that comes with the
equipment, preferring instead to use the in-game controls alone
to set the force feedback, button mapping, and so on.
This is
also a matter of choice, and possibly system resources, but you
may lose some features by turning off the manufacturer's control
software. Note also that some controller software has one effect,
and the in-game adjustments are overlaid on the system settings,
so turning off the controller software requires retuning the in-game
settings. |
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Caveat
Inclusion of a link in this list is by no means an endorsement.
However, I am certainly not an authority on racing chassis tuning,
and some of these guys might be. Also, some of these links are
quite simulator-specific, so get what you can out of them. I do,
on the other hand, wholeheartedly support anyone who would take
the time to write something to help the community, and post it
for all to read. My personal preference is to drive a car that feels like a real
car, and have a setup that might be usable in the real world.
Suffice it to say that alien setups are, for the most part,
unrealistic. They'd either rip the tires to shreds, break components,
or actually injure the driver. The common response is "We
don't drive those cars; we drive these cars." so you decide. |
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Yahoo!
search for 'trail braking' |
Read them all, and
practice, practice, practice. |
|
Racer
Alex's explanation of real F1 tuning |
This is a wonderful, if large, article with pictures. It is in PDF
format only. |
|
Old
Fart's Racing - Driving Tips |
Includes Car
Tuning 101. Great place to start. |
|
Building
a Setup for Grand Prix Legends |
Paul Jackson's detailed HOW-TO. Great place to go second, but some
of it is a bit GPL-specific. |
|
TKD's
post on 'pre-load' |
This is a single forum post, so it may disappear, or move. Tell me
if it does, please. |
|
JohnP's
guide to setting up a GTP car |
A forum post once again, and linking to two downloads, a
text version, and a MS
Doc version. This is very specific to GTP, and N2003-based simulations,
and some of it is quite alien. |
|
The
Physics of Racing |
Old Fart's presentation of Brian Beckman's famous work. This
is math folks, so take a week off before you start reading. |
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- Simulator
- Software and/or hardware that simulates something from
the real world, as opposed to a game which subordinates
reality to gameplay, regardless of how good the underlying
software is. Need For Speed, and Project Gotham Racing are not simulators.
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- Physics Engine
- That part of the software the controls the simulation of real-world
physics
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- Alien
- Someone who drives faster than should be possible.
-
- Alien Setup
- A setup that is impossible, or unusable in the real world,
or one the takes advantage of flaws in the simulator's physics
engine.
-
- Gentleman Racer
- Someone who would rather let you by, than put you in the wall
while you try to make an incredibly stupid pass.
-
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