BrianRing wrote:
I deliberately left the shock component out of the article since the shocks used by Cup teams are well beyond the game's capabilities. In real life teams will use front shocks to hold the front down and doing that in game just isn't really practical due to limitations. Shocks now are less traditional shocks to absorb impact, etc and more aerodynamic devices.
My best advice for shocks in game is to use them as you would traditional shocks and dial in comfort and weight transfer rates rather than aero considerations.
Brian
Something that might be worth testing out on the shocks. In theory (and theory is often different than reality), if you setup the front shocks with moderately low compression (ie slow bump) and a moderately low rebound for the slow settings, that should allow the nose of the car to sink under braking and not push back up. Then for the fast setting you would dial in for the cars ability to handle bumps in the track.
Along the same line of thinking, if you set the slow bump and rebound on the rear shots relatively hight, then that should push the back end up under braking and keep it there longer under acceleration, helping to keep the nose down and the wing up in the air.
For the ovals you would also want a bit more bump and rebound for the slow settings on the right side tires and very weak/low settings on the left side.
Again, this is theory and I haven't had any time to test this at all, so it may or may not work as intended.
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Scott Stockton
www.theuspits.com
"I can do all things through Christ who strengthens me." Phil 4:13