Welcome, I promise to post advice only when I have significant knowledge & experience on the topic. Please don't be offended if you ask me to speculate & I decline. I don't like to guess, wing it or BS on things I don't know. I figure you can wing it without my input, so no reason for me to wing it for you.
A few guidelines I'm asking for this thread: 1. I don't enjoy debating the merits of tuning strategies with anyone that thinks it should be set-up or tuned another way. It's not fun or valuable for me, so I simply don't do it. Please don't get mad if I won't debate with you.
2. If we see it different ... let's just agree to disagree & go run 'em on the track. Arguing on an internet forum just makes us all look stupid. Besides, that's why they make race tracks, have competitions & then declare winners & losers.
3. To my engineering friends ... I promise to use the wrong terms ... or the right terms the wrong way. Please don't have a cow.
4. To my car guy friends ... I promise to communicate as clear as I can in "car guy" terms. Some stuff is just complex or very involved. If I'm not clear ... call me on it.
5. I type so much, so fast, I often misspell or leave out words. Ignore the mistakes if it makes sense. But please bring it up if it doesn't.
6. I want people to ask questions. That's why I'm starting this thread ... so we can discuss & learn. There are no stupid questions, so please don't be embarrassed to ask about anything within the scope of the thread.
7. If I think your questions ... and the answers to them will be valuable to others ... I want to leave it on this thread for all of us to learn from. If your questions get too specific to your car only & I think the conversation won't be of value to others ... I may ask you to start a separate thread where you & I can discuss your car more in-depth.
8. Some people ask me things like "what should I do?" ... and I can't answer that. It's your hot rod. I can tell you what doing "X" or "Y" will do and you can decide what makes sense for you.
9. It's fun for me to share my knowledge & help people improve their cars. It's fun for me to learn stuff. Let's keep this thread fun.
10. As we go along, I may re-read what I wrote ... fix typos ... and occasionally, fix or improve how I stated something. When I do this, I will color that statement red, so it stands out if you re-skim this thread at some time too.
Let's Clarify the Cars We're Discussing: We're going to keep the conversation to typical full bodied Track & Road Race cars ... front engine, rear wheel drive ... with a ride height requirement of at least 1.5" or higher. They can be tube chassis or oem bodied cars ... straight axle or IRS ... with or without aero ... and for any purpose that involves road courses or autocross.
But if the conversation bleeds over into other types of cars too much ... I may suggest we table that conversation. The reason is simple, setting up & tuning these different types of cars ... are well ... different. There are genres of race cars that have such different needs, they don't help the conversation here.
In fact, they cloud the issue many times. If I hear one more time how F1 does XYZ ... in a conversation about full bodied track/race cars with a X" of ride height ... I may shoot someone. Just kidding. I'll have it done. LOL
Singular purpose designed race cars like Formula 1-2-3-4, Formula Ford, F1600, F2000, etc, Indy Cars, IMSA Prototypes, Open Wheel Midgets & Sprint Cars. First, none of them have a body that originated as a production car. Second, they have no ride height rule, so they run almost on the ground & do not travel the suspension very far. Formula 1-2-3-4, Formula Ford, F1600, F2000, etc, Indy Cars, IMSA Prototypes are rear engine. The Open Wheel Midgets & Sprint Cars are front engine & run straight axles in front.
I have a lot of experience with these cars & their suspension & geometry needs are VERY different than full bodied track & road race cars with a significant ride height. All of them have around 60% rear weight bias. That changes the game completely. With these cars we're always hunting for more REAR grip, due to the around 60%+/- rear weight bias.
In all my full bodied track & road race cars experience ... Stock Cars, Road Race GT cars, TA/GT1, etc. ... with somewhere in the 50%-58% FRONT bias ... we know we can't go any faster through the corners than the front end has grip. So, what we need to do, compared to Formula 1-2-3-4, Formula Ford, F1600, F2000, etc, Indy Cars, IMSA Prototypes, Open Wheel Midgets & Sprint Cars, is very different.
Before we get started, let's get on the same page with terms & critical concepts.
Shorthand Acronyms IFT = Inside Front Tire IRT = Inside Rear Tire OFT = Outside Front Tire ORT = Outside Rear Tire *Inside means the tire on the inside of the corner, regardless of corner direction. Outside is the tire on the outside of the corner.
LF = Left Front RF = Right Front LR = Left Rear RR = Right Rear ARB = Anti-Roll Bar (Sway Bar) FLLD = Front Lateral Load Distribution RLLD = Rear Lateral Load Distribution TRS = Total Roll Stiffness LT = Load Transfer RA = Roll Angle RC = Roll Center CG = Center of Gravity CL = Centerline FACL = Front Axle Centerline RACL = Rear Axle Centerline UCA = Upper Control Arm LCA = Lower Control Arm LBJ = Lower Ball Joint UBJ = Upper Ball Joint BJC = Ball Joint Center IC = Instant Center is the pivot point of a suspension assembly or "Swing Arm" CL-CL = Distance from centerline of one object to the centerline of the other KPI = King Pin Inclination, an older term for the angle of the ball joints in relation to the spindle SAI = Steering Angle Inclination, a modern term for the angle of the ball joints in relation to the spindle
TERMS: Roll Centers = Cars have two Roll Centers ... one as part of the front suspension & one as part of the rear suspension, that act as pivot points. When the car experiences body roll during cornering ... everything above that pivot point rotates towards the outside of the corner ... and everything below the pivot point rotates the opposite direction, towards the inside of the corner.
Center of Gravity = Calculation of the car's mass to determine where the center is in all 3 planes. When a car is cornering ... the forces that act on the car to make it roll ... act upon the car's Center of Gravity (CG). With typical production cars & "most" race cars, the CG is above the Roll Center ... acting like a lever. The distance between the height of the CG & the height of each Roll Center is called the "Moment Arm." Think of it a lever. The farther apart the CG & Roll Center are ... the more leverage the CG has over the Roll Center to make the car roll.
Instant Center is the point where a real pivot point is, or two theoretical suspension lines come together, creating a pivot arc or swing arm.
Swing Arm is the length of the theoretical arc of a suspension assembly, created by the Instant Center.
Static Camber is the tire angle (as viewed from the front) as the car sits at ride height. Straight up, 90 degrees to the road would be zero Camber. Positive Camber would have the top of tire leaned outward, away from the car. Negative Camber would have the top of tire leaned inward, towards the center of the car.
Camber Gain specifically refers to increasing negative Camber (top of wheel & tire leaning inward, towards the center of the car) as the suspension compresses under braking & cornering.
Total Camber is the combination of Static Camber & Camber Gain ... under braking, in dive with no roll & no steering, as well as the Dynamic Camber with chassis roll & steering.
Dynamic Camber refers to actual angle of the wheel & tire (top relative to bottom) ... compared to the track surface ... whit the suspension in dive, with full chassis roll & a measure of steering. In others, dynamically in the corner entry. For our purposes, we are assuming the car is being driven hard, at its limits, so the suspension compression & chassis/body roll are at their maximum.
Static Caster is the spindle angle (viewed from the side with the wheel off). Straight up, 90 degrees to the road would be zero Caster. Positive Caster would have the top of spindle leaned back toward to cockpit. Negative Caster would have the top of spindle leaned forward towards the front bumper.
Caster Gain is when the Caster angle of the spindle increases (to the positive) as the suspension is compressed, by the upper ball joint migrating backwards and/or the lower ball joint migrating forward ... as the control arms pivot up. This happens when the upper and/or lower control arms are mounted to create Anti-dive. If there is no Anti-dive, there is no Caster Gain. If there is Pro-Dive, there is actually Caster loss.
Anti-Dive is the mechanical leverage to resist or slow compression of the front suspension (to a degree) under braking forces. Anti-dive can be achieved by mounting the upper control arms higher in the front & lower in the rear creating an angled travel. Anti-dive can also be achieved by mounting the lower control arms lower in the front & higher in the rear, creating an angled travel. If both upper & lower control arms were level & parallel, the car would have zero Anti-dive.
Pro-Dive is the opposite of Anti-dive. It is the mechanical leverage to assist or speed up compression of the front suspension (to a degree) under braking forces. Provide is achieved by mounting the upper control arms lower in the front & higher in the rear, creating the opposite angled travel as Anti-Dive. Pro-dive can also be achieved by mounting the lower control arms higher in the front & lower in the rear, creating the opposite angled travel as Anti-Dive.
Split is the measurement difference in two related items. We would say the panhard bar has a 1" split if one side was 10" & the other side 11". If we had 1° of Pro-Dive on one control arm & 2° of Anti-Dive on the other, we would call that a 3° split. If we have 8° of Caster on one side & 8.75° on the other, that is a .75° split.
Scrub Radius = A car's Scrub Radius is the distance from the steering axis line to tread centerline at ground level. It starts by drawing a line through our upper & lower ball joints, to the ground, that is our car's steering axis line. The dimension, at ground level, to the tire tread centerline, is the Scrub Radius. The tire's contact patch farthest from the steering axis loses grip earliest & most during steering. This reduces the tire's grip on tight corners. The largest the Scrub Radius, the more pronounced the loss of grip is on tight corners. Reducing the Scrub Radius during design increases front tire grip on tight corners.
Baseline Target is the package of information about the car, like ride height, dive travel, Roll Angle, CG height, weight, weight bias, tires & wheel specifications, track width, engine power level, estimated downforce, estimated max corner g-force, etc. We call it "Baseline" ... because it's where we're starting at & "Target" because these key points are the targets we're aiming to achieve. We need to work this package of information prior to chassis & suspension design, or we have no target.
Total Roll Stiffness (aka TRS) is the mathematical calculation of the "roll resistance" built into the car with springs, Sway Bars, Track Width & Roll Centers. Stiffer springs, bigger Sway Bars, higher Roll Centers & wider Track Widths make this number go UP & the Roll Angle of the car to be less. "Total Roll Stiffness" is expressed in foot-pounds per degree of Roll Angle ... and it does guide us on how much the car will roll.
Front Lateral Load Distribution & Rear Lateral Load Distribution (aka FLLD & RLLD): FLLD/RLLD are stated in percentages, not pounds. The two always add up to 100% as they are comparing front to rear roll resistance split. Knowing the percentages alone, will not provide clarity as to how much the car will roll ... just how the front & rear roll in comparison to each other. If the FLLD % is higher than the RLLD % ... that means the front suspension has a higher resistance to roll than the rear suspension ... and therefore the front of the car runs flatter than the rear of the suspension ... which is the goal.
Roll is the car chassis and body "rolling" on its Roll Axis (side-to-side) in cornering.
Roll Angle is the amount the car "rolls" on its Roll Axis (side-to-side) in cornering, usually expressed in degrees.
Dive is the front suspension compressing under braking forces.
Full Dive is the front suspension compressing to a preset travel target, typically under threshold braking. It is NOT how far it can compress.
Rise = Can refer to either end of the car rising up.
Squat = Refers to the car planting the rear end on launch or under acceleration.
Pitch = Fore & aft body rotation. As when the front end dives & back end rises under braking or when the front end rises & the back end squats under acceleration.
Pitch Angle is the amount the car "rotates" fore & aft under braking or acceleration, usually expressed by engineers in degrees & in inches of rise or dive by Racers.
Diagonal Roll is the combination of pitch & roll. It is a dynamic condition. On corner entry, when the Driver is both braking & turning, front is in dive, the rear may, or may not, have rise & the body/chassis are rolled to the outside of the corner. In this dynamic state the outside front of the car is lowest point & the inside rear of the car is the highest point.
Track Width is the measurement center to center of the tires' tread, measuring both front or rear tires.
Tread Width is the measurement outside to outside of the tires' tread. (Not sidewall to sidewall)
Tire Width is the measurement outside to outside of the sidewalls. A lot of people get these confused & our conversations get sidelined.
Floating typically means one component is re-engineered into two components that connect, but mount separate. In rear ends, a "Floater" has hubs that mount & ride on the axle tube ends, but is separate from the axle itself. They connect via couplers. In brakes, a floating caliper or rotor means it is attached in a way it can still move to some degree.
Decoupled typically means one component is re-engineered into two components that connect, but ACT separately. In suspensions, it typically means one of the two new components perform one function, while the second component performs a different function.
Spring Rate = Pounds of linear force to compress the spring 1". If a spring is rated at 500# ... it takes 500# to compress it 1"
Spring Force = Total amount of force (weight and/or load transfer) on the spring. If that same 500# spring was compressed 1.5" it would have 750# of force on it.
Sway Bar, Anti-Sway Bar, Anti Roll Bar = All mean the same thing. Kind of like "slim chance" & "fat chance."
Sway Bar Rate = Pounds of torsional force to twist the Sway Bar 1 inch at the link mount on the control arm.
Rate = The rating of a device often expressed in pounds vs distance. A 450# spring takes 900# to compress 2".
Rate = The speed at which something happens, often expressed in time vs distance. 3" per second. 85 mph. * Yup, dual meanings.
Corner Weight = What each, or a particular, corner of the race car weighs when we scale the car with 4 scales. One under each tire.
Weight Bias = Typically compares the front & rear weight bias of the race car on scales. If the front of the car weighs 1650# & the rear weighs 1350# (3000# total) we would say the car has a 55%/45% front bias. Bias can also apply to side to side weights, but not cross weight. If the left side of the car weighs 1560# & the right 1440#, we would say the car has a 52/42 left side bias.
Cross Weight = Sometimes called "cross" for short or wedge in oval track racing. This refers to the comparison of the RF & LR corner weights to the LF & RR corner weights. If the RF & LR corner scale numbers add up to the same as the LF & RR corners, we would say the car has a 50/50 cross weight. In oval track circles, they may say we have zero wedge in the car. If the RF & LR corner scale numbers add up to 1650# & the LF & RR corners add up to 1350#, we would say the car has a 55/45 cross weight. In oval track circles, they may say we have 5% wedge in the car, or refer to the total & say we have 55% wedge in the car.
Grip & Bite = Are my slang terms for tire traction.
Push = Oval track slang for understeer, meaning the front tires have lost grip and the car is going towards the outside of the corner nose first.
Loose = Oval track slang for oversteer meaning the rear tires have lost grip and the car is going towards the outside of the corner tail first.
Tight is the condition before push, when the steering wheel feels "heavy" ... is harder to turn ... but the front tires have not lost grip yet.
Free is the condition before loose, when the steering in the corner is easier because the car has "help" turning with the rear tires in a slight "glide" condition.
Good Grip is another term for "balanced" or "neutral" handling condition ... meaning both the front & rear tires have good traction, neither end is over powering the other & the car is turning well.
Mean = My slang term for a car that is bad fast, suspension is on kill, handling & grip turned up to 11, etc., etc.
Greedy is when we get too mean with something on the car, too aggressive in our setup & it causes problems.
Steering Turn-In is when the Driver initiates steering input turning into the corner.
Steering Unwind is when the Driver initiates steering input out of the corner.
Steering Set is when the Driver holds the steering steady during cornering. This is in between Steering Turn-In & Steering Unwind.
Roll Thru Zone = The section of a corner, typically prior to apex, where the Driver is off the brakes & throttle. The car is just rolling. The start of the Roll Thru Zone is when the Driver releases the brakes 100%. The end of the Roll Thru Zone is when the Driver starts throttle roll on.
TRO/Throttle Roll On is the process of the Driver rolling the throttle open at a controlled rate.
Trail Braking is the process of the Driver braking while turning into the corner. Typically, at the weight & size of the cars we're discussing here ... the Driver starts braking before Steering Turn-In ... and the braking after that is considered Trail Braking. This is the only fast strategy. Driver's that can't or won't trail brake are back markers.
Threshold Braking = The Driver braking as hard as possible without locking any tires, to slow the car as quickly as possible to the target speed for the Roll Thru Zone. Typically done with very late, deep braking to produce the quickest lap times.