All News: iRacing News

Commodore’s Garage #10 – Track Bar
October 9th, 2016 by Matt Holden
Before moving into initial setup options on our cars and how to go about getting what you need to race, we still need to cover the “bars” in the car. Stock cars typically have a front sway bar and a rear track bar (or Panhard Rod), while road racing cars have a front and … Read the Rest »

Commodore’s Garage #9 – Bump Springs
September 30th, 2016 by Matt Holden
So far we’ve gone over how the main springs work on the car, but we still need to cover secondary springs, or “bump stops”. iRacing has recently overhauled the Gen 6 Cup cars and the Xfinity cars to use bump springs, but those still fall under the category of bump stops. To understand why the … Read the Rest »

Commodore’s Garage #8 – Coil Binding
September 23rd, 2016 by Matt Holden
Last week I went over the various thing that can influence your spring choices for a given track. How much banking, amount of bumps, and even the weight of the car can drastically alter what you need in your race car, but can those rules be broken? Of course they can, and it’s not uncommon … Read the Rest »

Nissan GTP ZX-T Comes Alive Again on iRacing
September 20th, 2016 by Kevin Bobbitt
In the mid-to-late 1980s, Jaguar and Porsche ruled the sports prototype racing roost, especially in the IMSA Camel GT Series. But beginning with a win at Miami in ’87, progressing to Geoff Brabham’s IMSA Camel GT drivers title in ’88 and culminating in an ‘89 season that saw Brabham narrowly edge teammate Chip Robinson for … Read the Rest »

Commodore’s Garage #7 – Selecting Springs
September 16th, 2016 by Matt Holden
Last week we looked at how springs work, how they’re rated, and the different types of springs that may be available on our virtual race cars. The big question, however, is always “What rates do I use?” Older sims had flaws in the physics, so spring choice was simply based on what you could … Read the Rest »

Commodore’s Garage #6 – The Spring
September 12th, 2016 by Matt Holden
In the history of sim-racing, nothing has been more associated with chassis setup than the springs. At the same time, nothing has been more misunderstood than the simple coil spring. There are countless different kinds of springs, from coil, to leaf, to torsion springs, and everything in between, and racing series regulate them heavily. When … Read the Rest »

Commodore’s Garage #5 – Roll Stiffness
September 2nd, 2016 by Matt Holden
When we watch a car go around a corner, we almost always take a note of how much it rolls over, or lifts the inside of the car, but how much do we really think about what’s happening? In the yester-years of NASCAR, it was probably never given a second thought to how much a … Read the Rest »

The Commodore’s Garage #2 – Step 1: Grab a Pencil
August 4th, 2016 by Matt Holden
“We learned how to make them loose, now we need to learn how to make them fast.” Mark Martin said this during a post-race interview after an Xfinity Series race a few years ago and it’s stuck with me ever since. It’s a simple quote that largely went un-noticed, but carries so much information that … Read the Rest »

eSports Pioneer iRacing.com Celebrates Eighth Anniversary
July 19th, 2016 by Kevin Bobbitt
iRacing.com is marking its eighth anniversary providing on-line racers with the world’s foremost online motorsports racing simulation. iRacing launched in 2008 and was founded in 2004 by Boston Red Sox owner John Henry and award-winning racing game developer Dave Kaemmer as a true motorsport simulation. From the outset, the company developed iRacing as an … Read the Rest »

iRacing Development Update – Dirt, Le Mans, VR and more
June 28th, 2016 by Steve Myers
We Are Building Dragons I have spent a LOT of time in the car and on planes lately traveling to meetings and events for some very exciting developments for iRacing. I can’t really get into the specifics yet on what these trips are for but during these long drives and flights I have had a lot time … Read the Rest »






































