All News: Bump Stop


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 #20 – Bumpstops and Crossweight

February 17th, 2017 by Matt Holden

  Following our look at the details pertaining to crossweight last week, we’ll now turn our focus to a situation unique to cars with bump stop suspension systems.  This is the first concept we’ll look at that will not apply to every car in some way, but while your interests may not fall into a … Read the Rest »

Commodore’s Garage #18 – Implementing Bump Stops

January 27th, 2017 by Matt Holden

  Of all the things available to us in the sim-racing garage, the most confusing thing is typically the simplest component on the car:  The bump stop.  Ironically, the bump stop is just a tiny version of the one thing that almost everyone understands:  springs.  The confusion doesn’t come from its characteristics, but instead from … 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 »