![]() ![]() Nick Ottinger’s Pocono NPAS car used information from my Class B Xfinity car, especially the nose weight percentage. Plus, the ballast location changed at the start of the Season 3 build for the Class B cars, so knowing the percentage was helpful in getting the car dialed in again following the update. Nose Weight percentage, however, will transfer between the two cars. For example, if Nick Ottinger wants to borrow notes from my NASCAR Class B car for his NASCAR Class A car, we can’t use the ballast location adjustment at all since they’re totally different. Knowing the percentage instead of the location is extremely important when transferring knowledge from one car to the other or whenever a build update changes the car. This point’s location is unique to the car, and largely unimportant in the grand scheme, so we’ll discuss any ballast adjustments in terms of the car’s Nose Weight percentage, or the amount of weight situated on the front tires, not the value of the ballast location itself. Our garage represents the adjustment in a measurement of length relative to some arbitrary point in the car. Every car builder has their own unique way to represent this in their chassis setup sheets, whether it is exact locations on the car in terms of a measurement or something as simple as drawing the location on an outline of the car. ![]() This adjustment is simply blocks of Lead or Tungsten that can be moved forward or rearward to tune the car’s handling. These are relatively simple adjustments, but are almost always changed when other things in the setup are changed.Ī few of the cars in iRacing’s road racing stable and the majority of the cars on the oval racing stable have an adjustment known as “Forward Ballast” which is a direct adjustment for the car’s nose-weight percentage. If you’re not at that point yet there’s no need to worry, we’ll eventually get there!īeyond the initial spring package, there are a couple of adjustments that we can look at right now that can dial in your car a little bit beyond the baseline built from last week’s article, but these are going to be largely dependent on other characteristics in the car, and even the track itself. In the best case scenario, a shock adjustment of just two “clicks” should be enough to produce some kind of handling change felt by the driver. We want the car off the track, we want a good aero platform for the track we’re racing at, and we’re looking for responsiveness with adjustments. The first stage of the setup process is not really a search for handling so much as it’s a search for the platform to work off of. This involves cycling through various spring options to find a package we can use as the base for our chassis setup while leaving virtually everything else on the car alone. To recap, we’re trying to replicate what a real-world team would do on a pull-down rig in the shop to get the car essentially race-ready by the time it arrives at the track. In the last article we looked at the process for initial chassis setup. World of Outlaws ButtKicker Late Model SeriesĬommodore’s Garage #27 – Related Adjustments.World of Outlaws CARQUEST Auto Parts Sprint Car Series.Force Dynamics Dallara iRacing Grand Prix Championship.Keyboard Shortcuts: Replay / Camera Controls. ![]()
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