
All News: commodore

Commodore’s Garage #12 – Tire Data
November 4th, 2016 by Matt Holden
Whenever we put a race car on track, be it real or virtual, we have two things that can give feedback on how the car is performing: The driver, and the tires. Drivers are usually very literal when they communicate what the car is doing. If it’s starting to spin, they’ll say it’s loose or … Read the Rest »

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 »

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 »