All News: iRacing News

Commodore’s Garage #32 – Myrtle Beach Results
December 27th, 2017 by Matt Holden
The bad news up front: We were never able to get a race in at Myrtle Beach! In hindsight, however, it probably wasn’t the best idea to start all this during the week before Christmas. Still, we did manage to get into a few sessions with regular series drivers and managed to gather quite a … Read the Rest »

Commodore’s Garage #31 – Starting the Truck Project
December 20th, 2017 by Matt Holden
Last week I teased the next batch of articles that will cover the setup process of our own in-house Class C Truck over the Winter season. Since this is week 1 and nobody on the team has raced a truck in over a year and a half, we had to start from scratch. Since … Read the Rest »

Commodore’s Garage #30 – A Whole New World
December 15th, 2017 by Matt Holden
Did anybody else notice we have a new build? I know, it’s a surprise to me as well. This year has been a year of major updates to iRacing’s stock car platforms, and we got a pretty big one right at the end. To look back at this same time last year and think about … Read the Rest »

Commodore’s Garage #29 – Shocking!
September 16th, 2017 by Matt Holden
In oval sim-racing, shock settings get overlooked quite frequently. They’re a cure-all for most cases on the road racing side of things, but why are they typically set to their extremes and ignored for oval cars? Few people ever take the time to go through the shocks and see how they might affect the … Read the Rest »

Commodore’s Garage #28 – The 2016 Class B Champion
August 11th, 2017 by Matt Holden
Setup details at the top of the sim-racing ladder are a closely-guarded secret; we all have experienced it at some point. Earlier this year, I had a conversation with the crew chief of the car that has won a few recent NASCAR Modified championships about chassis setup, and he willingly gave me the spring rates … Read the Rest »

Commodore’s Garage #27 – Related Adjustments
July 28th, 2017 by Matt Holden
In the last article we looked at the process for initial chassis setup. 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. This involves cycling through various spring options to find … Read the Rest »

Commodore’s Garage #26 – Let’s Get Started
July 7th, 2017 by Matt Holden
After twenty five articles covering the major concepts and options in our sim-racing garage, it’s time to actually start applying all of what we’ve learned to build a setup from scratch. Some of you may be thinking, “Finally…it’s been over a year!”, while others may be thinking about what a daunting task it is … Read the Rest »

Commodore’s Garage #25 – Bumpstop Contact in Telemetry
June 16th, 2017 by Matt Holden
Last week’s build release put a stop to the coil-binding trend in the Class B series that had become widespread across the front-running cars. Eliminating all front springs below 500 lb/in took us away from binding by simply eliminating the springs that could bind under normal conditions, placing everyone firmly into the bump spring setup … Read the Rest »

Commodore’s Garage #26 – Pre-Build Prep, Post-Season Tests
June 2nd, 2017 by Matt Holden
Believe it or not, the grand event known as Week 13 is upon us yet again and with that comes a new build. By now, you’ve most likely run your final race of the 12-week season and it’s simply a matter of waiting just over a week until you can race again. There’s a lot … Read the Rest »

Commodore’s Garage #24 – The Dreaded Push-Loose
May 12th, 2017 by Matt Holden
All three NASCAR iRacing Series just finished a short-track swing, and during those weeks I saw, heard, got involved with, and was even asked about one of the most difficult phenomenon to understand in sim-racing: The “Push-Loose”. The series went to four of the most troublesome tracks to set a car up for, starting … Read the Rest »





































