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iRacing TV

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The Team

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  • David Phillips
    Editor and Chief
    David Phillips is a long-time contributor to print and electronic publications in the U.S. and abroad, including Racer, Autosport, AutoWeek, Motor Sport and SPEEDtv.com, oversees the daily updating of news stories and assigns, edits and contributes feature material for inRacingNews.com.
  • Chris Hall
    iRacing.com Series Writer
    Chris Hall has been writing since the nineties and moved into motorsports reporting in 2005, covering series such as ALMS, British GT, FIA GT, Le Mans and 2CV racing for Full Throttle magazine, Motorsport.com, The-Paddock.net, GTGateway.com, L' Endurance and, of course, inRacingNews. During 2008 and 2009, he worked with the RSS Performance Porsche Carrera Cup Team (and former British GT(C) champions) as a data engineer for a variety of drivers and models of 997s.
  • Jameson Spies
    Contributing Writer
    19 years old, Jameson Spies lives in Quartz Hill, California. He grew-up surrounded by racing. His mother raced late models throughout Southern California while his father built and setup the car. Not surprisingly, Jameson began racing go-karts at the age of 13, and is now racing Spec Trucks at Toyota Speedway at Irwindale. He has a passion about all forms of racing and hopes to make a career out of it.
  • Jason Lofing
    iRacing.com Series Writer
    Jason is 21 years old and was born and raised in Elk Grove. California. A big time NASCAR fan, he hasn’t missed a race on Sunday in years. Lofing is also a huge San Fransisco Giants fan and tries to take in at least a couple games a year. Other than sim racing, his biggest (and far more expensive!) hobby is photography. Although he is rather new to sim racing, Lofing has already accomplished some pretty impressive results, qualifying for the 2011 iRacing Oval Pro Series in Season 1, 2011, winning the inaugural Landon Cassill Qualifying Challenge and finishing runner-up in the second one.
  • Tim Terry
    Contributing Writer
    Tim Terry, aka the voice of Maritime stock car racing, fell in love with sim racing in 2004 after he joined the Sim Racing Network crew as a pit reporter. From October 2004 to SRNtv’s closure in June 2007, he’s covered prestigious races and leagues such as the Online 500, FLM Fall 400, Real Racing Online and the DMP Racing League – each as the lead broadcaster for the company. At the same time the wheels started to turn in another direction as he began announcing stock car racing locally. Terry became the assistant announcer at Scotia Speedworld in May 2007 and took over full duties in May 2009 when long-time voice Mike Kaplan retired from the track. Terry also became the series voice of the Parts For Trucks Pro Stock Tour in ’09 and continues to hold down both posts in 2011. He has also announced races for the Pro All Stars Series, Atlantic Open Wheel and Maritime League of Legends tours and has called races at six different Atlantic Canadian tracks. Terry can be heard online at WebRacingNetwork.com, RLMtv.com and OLRtv.com covering sim races. He also makes occasional appearances on PSRtv.com. In addition to inRacingNews, his articles and columns can be read on ScotiaSpeedworld.ca, MaritimeProStockTour.com and his own website at timterryonline.com.
  • David Allen
    Contributing Writer
    North Carolina born and raised with over 15 years of computer/IT experience, I combine two of my biggest hobbies -- racing and technology -- here at inRacingNews. In my spare time I run a Nascar fan site and cure my own need for speed riding atvs. If it involves technology or racing I'll be there, but combine the two and I'll be looking a front row seat. Stop by and say hello anytime!
  • Allen Krier
    Contributing Writer
    Allen was born in West Palm Beach, Florida but grew up in Atlanta and attended Georgia College and State University where he received a BS in Information Systems. Currently a resident of Albany, GA, he started sim racing in 2008 while in college when iRacing was first released to the public. Since then, Krier has been a two time iRacing Pro Series driver (2009 and 2010), picking up one Pro Series win at Daytona in ‘09. Besides sim racing, Allen’s other hobbies include RC Car racing as well as “attending and watching any sporting event that I can including going to the local dirt track.
  • Chris Cunningham
    Contributing Writer
    Chris is 20 years old, and recently moved to Charlotte, NC during his sophomore year in college to feed his need for speed. More than just an auto racing enthusiast, Cunningham has risen through the ranks of BMX Racing, Sailboat Racing, and Cycling. Cunningham recently took up go karting, and qualified as an alternate for the 2011 Red Bull Kart Fight at the PRI expo. Aside from racing, Cunningham has recently picked up the hobby of competitive eating (Ranked #7 Collegiate Eater in the country!), and competes all over the east coast in various contests. Chris also enjoys sim racing, writing, playing the drums, and enjoying college at UNC Charlotte.
  • Tim Doyle
    Contributing Writer
    I've been a race fan since before I can remember, going to dirt tracks around the Washington, DC area since the early 70's with my parents.  I got away from racing during my school years but in 1989 a friend and I went to a race in Hagerstown, MD and from there my life was all about racing.  I currently live in Winchester, VA and while Dirt Late Models is my favorite form of racing, I also enjoy many other forms such as F1, IndyCar, 410 sprint cars on dirt and (probably more than anything) sim racing.  My favorite driver is Ayrton Senna.
    I was introduced to sim racing in 1989 when a friend turned me onto Indy 500 The Sim by Papyrus.  It took me a few years to own my own PC but once I did, all I wanted to do was sim race. I tried to race my friends as much as possible via modem racing back in the 90's before joining TEN in 1998.  From there I devoted a lot of time to online racing enjoying every minute of it.  I was able to meet a lot of my competitors from all over the world at LAN events and races I went to.  Being able to call some real world drivers friends as a result of sim racing is probably the neatest part of this whole deal!
  • David Roberts
    Contributing Writer
    David lives in Brisbane and is a former Australian National Formula Ford Champion who now owns his own marketing and design company. After racing in Europe, David returned down under to swap a career behind the wheel for a career in the creative department. He now has three children, an ongoing love affair with the good ol’ days of motor racing, and just enough spare time left to enjoy a bit of sim-racing with a few of his old mates.
  • Ben Rothberg
    Contributing Writer
    I was born and raised in the south eastern suburbs of Melbourne where I still am situated. I am currently at University studying for a Certificate in Motorsport and hoping I will be able to achieve my top goal and become a part of a race team. In the sim-racing world, I won an rFactor V8 Supercar season and also was awarded with Best & Fairest award. I am now situated with the best simulation in the world (iRacing.com!) and love every minute of it. I currently race in the V8 Supercar Online Series and finished 16th overall in 2012 Season 1.
  • Dylan Sharman
    Contributing Writer
    I was born in Adelaide and we moved-out for Angle Vale for a few years until I was about 7 years old, when we moved to the Barossa Valley where I live now. I'm 19 years old and currently traveling back and forth weekly as I’m studying for a Diploma of Furniture Design and Technology.

    I’ve always had a love for racing as my close family did some racing and we were always out at the local dirt track. I joined iRacing back in 2010 and slowly but surely got the hang of it as this is my first experience with sim racing and am loving it each time I race. I’ve won two SK Modified titles (almost had three in a row but finished P2 in 2011 S4), an inRacingNews Challenge championship (2012 S1 Mazda) and was also an AustralAsian Intel GT Series Finalist.

Got Setup?

by David Allen on October 9th, 2011

Boy, this new iRacing 2.0 is something isn’t it?  Personally, I really don’t have any complaints, but I do enjoy the depth that iRacing goes to in order to give us an accurate racing simulation.  Entering various sessions soon after the build was released all I heard was complaints  . . . which, to be honest, was somewhat expected.  Thanks to the new tire model, those super-loose or “alien” setups as referred to in the forums no longer worked effectively.  If they did work at all, it was only a few laps before the tires were virtually melted-off the car.  Human beings in general seem to resist change and having to redo testing and research to achieve a fast lap didn’t make anyone happy.  However, if you take a moment to think about what iRacing was trying to accomplish it’s pretty spectacular.

Think for just a second about going down a mountain road in your passenger car, a road with plenty of twist and turns.  You feel the weight of the car shift, the grip of the tires change, and it’s all dynamic based too many factors to be listed here.  Driving your car in iRacing really isn’t much different than driving your passenger car.  Hold on, before you call me crazy.  Think of it in turns of the oval cars: you slow down, enter a corner, let the car settle and accelerate off the corner.  Isn’t that the same thing we do in our passenger car?  Yes, a race car is traveling faster, but the dynamics are virtually the same.

"'Loose' refers to a car that when turned left wants to push the back-end right . . ."

We could go as far in depth as an automotive engineering degree could take us, but for the sake of this article we are going to keep it simple.  In oval racing there are three common terms to describe a car’s handling:  tight, loose and neutral.  ‘Tight’ refers to a car that when turned left wants to push the front end right, towards the outside wall.  ‘Loose’ refers to a car that when turned left wants to push the back-end right, towards the outside wall.  When a car is loose it often gives the feeling of lost grip in the rear end and tends to want to spin out.  ‘Neutral?’  That’s what most drivers wish for.  When a car is neutral it’s neither tight nor loose.  When a car is neutral the driver can usually turn fast laps and pass cars at will.

Another thing to bear in mind is the fact that a race car’s handling isn’t like a lifetime pass to the arcade; it doesn’t stay the same forever.  In most cases, you start the run in one condition and end the run in another condition based on how you drive.  Drive the car aggressively, hard into the corners, and your car will change conditions more rapidly due to tire heat and wear.  Drive the car more gently into the corners, accelerate late and, in most cases, your car will maintain the original condition longer.  I do realize in the heat of battle, when it’s door-to-door, most of these concepts go straight out the window and it’s all about racing.

“A race car’s handling isn’t like a lifetime pass to the arcade; it doesn’t stay the same forever.”

A race car is like hairstyles: We all like different things.  Personally, I like a race car to be loose in the beginning of a run and tighten up as the run progresses.  In simple terms a car is determined to be loose or tight based on the shift of weight.  When it comes to managing shifting weight (and changing handling) , trackbar adjustments (aka wedge) are often the easiest to make and offer the best results.  In the iRacing simulation the top three oval classes have trackbar adjustments on the left and right sides.  Each side of the car works opposite of the other.  For example, if you add right side wedge by going up on the right side trackbar the car tends to loosen up in the rear; go down on the right side trackbar and the car tends to tighten up in the rear.  The opposite tends to be true for the left side.  Down on the left side trackbar tends to loosen the car, while up tends to tighten the car.  It’s up to you as a driver to walk the fine line with what you feel comfortable with.

Of course, wedge isn’t the only way to adjust the handling of a race car.  Several other adjustments are available that we will touch upon more in depth in future articles.  However, wedge is what most drivers reach for first in oval racing.

Part of what keeps me coming back to iRacing and racing in general is the science involved; the science of all these hundreds of adjustments all put together in one winning race car.  The thousands of possible adjustments and combinations keep us on edge.  Bottom line is this: in racing you have two choices, comfortable and outside-of-the-box thinking. A winning race car is a combination of the two.  Have you got what it takes?

4 Comments or Trackbacks

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  1. Marcus Caton
    October 10th, 2011 at 10:22 pm

    hmm

  2. Tony Ruberti
    October 11th, 2011 at 12:18 am

    You can spin it any way you want, the truth is its harder a lot harder to set any of these cars up. If I racing showed you the chassis and what you were doing when you made changes everyone would understand what some of these adjustments were really doing. I raced real cars and when changes were made you could see them it also made more sense when you went out on the track and you could feel what those changes were doing. It was done in dirt track racing why cant they do it here? Or at the very least have an open picture with the names of each mechanism your changing. Not everyone has a engineering degree and right now IRacing only caters to their A plus drivers and lets the rest of us struggle. Try getting your IRacing points up racing against people that just want to bang people around then suspend the one that retaliates. Lots of issues in IRacing more then just setups.

  3. Anonymous
    October 12th, 2011 at 7:19 am

    This comment probably won’t do any good, but people don’t realize that iRacing is bringing us the most realistic sim out there. I’m sure they’re constantly working to make it even better. One day, it will get there. I wish people would stop tearing down this simulation.

  4. Anonymous
    October 12th, 2011 at 7:37 am

    Just to add to that–who else is working and has the resources to make the most incredible and realistic sim out there? Don’t bite off the hand that feeds you. I should’ve posted this in a forum somewhere–not here in this article. But this is a great article.